added camera and collidable tiles
This commit is contained in:
parent
338e24357f
commit
97c3074737
@ -1,21 +1,21 @@
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3,1,1,1,1,1,1,1,1,1,1,1,1,1,4
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1,2,2,2,2,2,2,2,2,2,2,2,2,2,1
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1,2,2,2,2,2,2,2,2,2,2,2,2,2,1
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1,2,2,2,2,2,2,2,2,2,2,2,2,2,1
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1,2,2,2,2,2,2,2,2,2,2,2,2,2,1
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1,2,2,2,2,2,2,2,2,2,2,2,2,2,1
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1,2,2,2,2,2,2,2,2,2,2,2,2,2,1
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1,2,2,2,2,2,2,2,2,2,2,2,2,2,1
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1,2,2,2,2,2,2,2,2,2,2,2,2,2,1
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1,2,2,2,2,2,2,2,2,2,2,2,2,2,1
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1,2,2,2,2,2,2,2,2,2,2,2,2,2,1
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1,2,2,2,2,2,2,2,2,2,2,2,2,2,1
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1,2,2,2,2,2,2,2,2,2,2,2,2,2,1
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1,2,2,2,2,2,2,2,2,2,2,2,2,2,1
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1,2,2,2,2,2,2,2,2,2,2,2,2,2,1
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1,2,2,2,2,2,2,2,2,2,2,2,2,2,1
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1,2,2,2,2,2,2,2,2,2,2,2,2,2,1
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1,2,2,2,2,2,2,2,2,2,2,2,2,2,1
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1,2,2,2,2,2,2,2,2,2,2,2,2,2,1
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1,2,2,2,2,2,2,2,2,2,2,2,2,2,1
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5,1,1,1,1,1,1,1,1,1,1,1,1,1,6
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3,2,2,2,2,2,2,2,2,2,2,2,2,2,4
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2,1,1,1,1,1,1,1,1,1,1,1,1,1,2
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2,1,1,1,1,1,1,1,1,1,1,1,1,1,2
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2,1,1,1,1,1,1,1,1,1,1,1,1,1,2
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2,1,1,1,1,1,1,1,1,1,1,1,1,1,2
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2,1,1,1,1,1,1,1,1,1,1,1,1,1,2
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2,1,1,1,1,1,1,1,1,1,1,1,1,1,2
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2,1,1,1,1,1,1,1,1,1,1,1,1,1,2
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2,1,1,1,1,1,1,1,1,1,1,1,1,1,2
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2,1,1,1,1,1,1,1,1,1,1,1,1,1,2
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2,1,1,1,1,1,1,1,1,1,1,1,1,1,2
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2,1,1,1,1,1,1,1,1,1,1,1,1,1,2
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2,1,1,1,1,1,1,1,1,1,1,1,1,1,2
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2,1,1,1,1,1,1,1,1,1,1,1,1,1,2
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2,1,1,1,1,1,1,1,1,1,1,1,1,1,2
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2,1,1,1,1,1,1,1,1,1,1,1,1,1,2
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2,1,1,1,1,1,1,1,1,1,1,1,1,1,2
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2,1,1,1,1,1,1,1,1,1,1,1,1,1,2
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2,1,1,1,1,1,1,1,1,1,1,1,1,1,2
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2,1,1,1,1,1,1,1,1,1,1,1,1,1,2
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5,2,2,2,2,2,2,2,2,2,2,2,2,2,6
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27
game.py
27
game.py
@ -2,7 +2,8 @@ import pygame
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import numpy as np
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from scripts.tiles import Tilemap
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from scripts.entities import Entity
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from scripts.utils import load_image, load_images
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from scripts.utils import load_image, load_images, to_isometric_pixel
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from scripts.camera import Camera
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# SETTINGS
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WIDTH = 1280
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@ -18,14 +19,15 @@ class Game:
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pygame.display.set_caption(TITLE)
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self.clock = pygame.time.Clock()
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self.player = Entity(self, 'player', (50.0,200.0), (8, 15))
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self.player = Entity(self, 'player', (64., 64.), (28, 42))
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self.assets = {
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'player' : load_image('entities/player.png'),
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#'grass' : load_images('tiles/grass/'),
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#'stone' : load_images('tiles/stone/')
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'iso' : load_images('tiles/iso/')
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}
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self.tilemap = Tilemap(self, (64,32), 'map_1.csv')
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self.tilemap = Tilemap(self, (64,32), 'map_1.csv')
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self.camera = Camera(self)
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def run(self):
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self.status = True
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while self.status:
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@ -36,17 +38,20 @@ class Game:
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self.status = False
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keys = pygame.key.get_pressed()
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if keys[pygame.K_LEFT]:
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delta[0] -= 1
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delta[0] -= 5
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if keys[pygame.K_RIGHT]:
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delta[0] += 1
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delta[0] += 5
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if keys[pygame.K_UP]:
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delta[1] -= 0.5
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delta[1] -= 5
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if keys[pygame.K_DOWN]:
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delta[1] += 0.5
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self.player.update(delta)
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self.tilemap.render(self.display)
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self.player.render(self.display)
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self.screen.blit(pygame.transform.scale_by(self.display,2), (0,0))
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delta[1] += 5
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#print(self.tilemap.physics_rects_around(self.player.pos))
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print(self.player.pos)
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self.camera.update()
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self.player.update(self.tilemap, delta)
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self.tilemap.render(self.display, offset = self.camera.scroll)
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self.player.render(self.display, offset = self.camera.scroll)
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self.screen.blit(pygame.transform.scale(self.display,self.screen.get_size()), (0,0))
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pygame.display.update()
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self.clock.tick(60)
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pygame.quit()
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10
scripts/camera.py
Normal file
10
scripts/camera.py
Normal file
@ -0,0 +1,10 @@
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import pygame
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import numpy as np
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from scripts.utils import to_isometric_pixel
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class Camera:
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def __init__(self, game, scroll = np.array([0.,0.])):
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self.scroll = scroll
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self.game = game
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def update(self):
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self.scroll += (to_isometric_pixel(self.game.player.pos-np.array([48,80]))*np.array([1,0.5]) - np.array(self.game.display.get_size())/2 - self.scroll)/30
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@ -7,10 +7,29 @@ class Entity:
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self.game = game
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self.type = e_type
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self.pos = np.array(pos)
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self.size = size
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self.size = np.array(size)
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self.velocity = np.array([0,0], dtype=np.float32)
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def update(self, movement = np.array([0,0])):
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def update(self, tilemap, movement = np.array([0,0])):
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frame_movement = self.velocity + movement
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self.pos += frame_movement
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def render(self, surface):
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surface.blit(self.game.assets[self.type], self.pos)
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self.pos[0] += frame_movement[0]
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entity_rect = self.rect()
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for rect in tilemap.physics_rects_around(self.pos):
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if entity_rect.colliderect(rect):
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if frame_movement[0] > 0: #i was moving right
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entity_rect.right = rect.left
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if frame_movement[0] < 0: #i was moving left
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entity_rect.left = rect.right
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self.pos[0] = entity_rect.x
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self.pos[1] += frame_movement[1]
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entity_rect = self.rect()
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for rect in tilemap.physics_rects_around(self.pos):
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if entity_rect.colliderect(rect):
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if frame_movement[1] > 0: #i was moving down
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entity_rect.bottom = rect.top
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if frame_movement[1] < 0: #i was moving up
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entity_rect.top = rect.bottom
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self.pos[1] = entity_rect.y
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def render(self, surface, offset = np.array([0.,0.])):
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surface.blit(self.game.assets[self.type], to_isometric_pixel(self.pos-np.array([48,80]))*np.array([1,0.5])-offset)
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def rect(self):
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return pygame.Rect(self.pos, self.size)
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@ -1,8 +1,10 @@
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import pygame
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import numpy as np
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from scripts.utils import TILE_DICT, to_isometric
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from scripts.utils import TILE_DICT, to_isometric_pixel
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BASE_MAP_PATH = 'data/maps/'
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NEIGHBOR_OFFSETS = [np.array((i,j)) for i in (-1,0,1) for j in (-1,0,1)]
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class Tilemap:
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def __init__(self, game, tile_size, map_path):
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@ -17,11 +19,25 @@ class Tilemap:
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for row in range(tile_arr.shape[0]):
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for col in range(tile_arr.shape[1]):
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type_var = TILE_DICT[tile_arr[row,col]]
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self.tilemap[row,col] = {'type' : type_var[0], 'variant' : type_var[1], 'pos': np.array([row,col])}
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def render(self, surface):
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self.tilemap[row,col] = {'type' : type_var[0], 'variant' : type_var[1], 'pos': np.array([row,col]), 'walkable': type_var[2]}
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def render(self, surface, offset = np.array([0,0])):
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for x in range(self.tilemap.shape[0]):
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for y in range(self.tilemap.shape[1]):
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tile = self.tilemap[x,y]
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surface.blit(self.game.assets[tile['type']][tile['variant']],to_isometric(tile['pos'],self.tile_size))
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surface.blit(self.game.assets[tile['type']][tile['variant']],(to_isometric_pixel(tile['pos'])*self.tile_size)-offset)
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for tile in self.offgrid_tiles:
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surface.blit(self.game.assets[tile['type']][tile['variant']],to_isometric(tile['pos'],self.tile_size)) #this tile is written offgrid so no mult by tile_size
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surface.blit(self.game.assets[tile['type']][tile['variant']],(to_isometric_pixel(tile['pos'])*self.tile_size)-offset) #this tile is written offgrid so no mult by tile_size
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def tiles_around(self,pos):
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tiles = []
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tile_loc = np.array(pos // np.array((self.tile_size[0],self.tile_size[0])),dtype=int) #gotta use this and not just self.tile_size to normalize wrt the change of variables for the isometric view
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for offset in NEIGHBOR_OFFSETS:
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check_loc = tile_loc + offset
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if np.all(check_loc >= 0) and np.all(check_loc < self.tilemap.shape):
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tiles.append(self.tilemap[tuple(check_loc)])
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return tiles
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def physics_rects_around(self,pos):
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rects = []
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for tile in self.tiles_around(pos):
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if not tile['walkable']:
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rects.append(pygame.Rect(tile['pos'] * np.array((self.tile_size[0],self.tile_size[0])), np.array((self.tile_size[0],self.tile_size[0]))))
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return rects
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@ -2,12 +2,12 @@ import pygame
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import os
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import numpy as np
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TILE_DICT = {
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1 : ('iso',0),
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2 : ('iso',1),
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3 : ('iso',2),
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4 : ('iso',3),
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5 : ('iso',4),
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6 : ('iso',5)
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1 : ('iso',0,True),
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2 : ('iso',1,False),
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3 : ('iso',2,False),
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4 : ('iso',3,False),
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5 : ('iso',4,False),
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6 : ('iso',5,False)
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}
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BASE_IMG_PATH = 'data/images/'
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def load_image(path):
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