-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy patheditor.py
More file actions
171 lines (140 loc) · 6.48 KB
/
editor.py
File metadata and controls
171 lines (140 loc) · 6.48 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
import pygame
import sys
from scripts.utils import load_images
from scripts.tilemap import Tilemap
RENDER_SCALE = 2
class Editor:
def __init__(self):
pygame.init()
pygame.display.set_caption("Editor")
self.screen = pygame.display.set_mode((640,480))
self.display = pygame.Surface((320,240))
#this is for enlargement
# self.display = pygame.Surface((320,240))
#this is for making tree to move
# self.img = pygame.image.load('Surface_data/PNG/Objects_separated/Tree1.png')
# self.img.set_colorkey((0,0,0))
# self.rect1 = pygame.Rect(100,100,30,40)
self.pos1 = [170,200]
self.mov1 = [False,False]
self.mov2 = [False,False]
self.clock = pygame.time.Clock()
self.assets = {
'grass':load_images('ground_grass'),
'tree':load_images('tree'),
'spawners':load_images('spawners'),
'bush':load_images('bush'),
}
self.movement = [False,False,False,False]
self.tile_list = list(self.assets)
self.tile_group = 0
self.tile_variant = 0
self.tilemap = Tilemap(self,tile_size=16)
try:
self.tilemap.load('maps/map2.json')
except FileNotFoundError:
pass
self.scroll = [0,0]
self.clicking = False
self.right_clicking = False
self.shift = False
self.on_grid = True
def run(self):
while True:
#this is for enlargement
self.display.fill((0,0,0))
# self.screen.fill((0,0,0))
self.scroll[0] += (self.movement[1] - self.movement[0]) * 2
self.scroll[1] += (self.movement[3] - self.movement[2])* 2
render_scroll = (int(self.scroll[0]),int(self.scroll[1]))
self.tilemap.render(self.display,offset=render_scroll)
current_tile_img = self.assets[self.tile_list[self.tile_group]][self.tile_variant].copy()
current_tile_img.set_alpha(100)
mpos = pygame.mouse.get_pos()
mpos = (mpos[0]/RENDER_SCALE ,mpos[1]/RENDER_SCALE )
tile_pos = (int((mpos[0] + self.scroll[0]) // self.tilemap.tile_size),int((mpos[1]+self.scroll[1]) // self.tilemap.tile_size))
if self.on_grid:
self.display.blit(current_tile_img,(tile_pos[0]*self.tilemap.tile_size - self.scroll[0],tile_pos[1]*self.tilemap.tile_size - self.scroll[1]))
else:
self.display.blit(current_tile_img,mpos)
if self.clicking and self.on_grid :
self.tilemap.tilemap[str(tile_pos[0]) + ';' + str(tile_pos[1])] = {'type':self.tile_list[self.tile_group],'variant':self.tile_variant,'pos':tile_pos}
if self.right_clicking:
tile_loc = str(tile_pos[0]) + ';' + str(tile_pos[1])
if tile_loc in self.tilemap.tilemap:
del self.tilemap.tilemap[tile_loc]
for tile in self.tilemap.offgrid_tiles.copy():
tile_img = self.assets[tile['type']][tile['variant']]
tile_r = pygame.Rect(tile['pos'][0] - self.scroll[0],tile['pos'][1] - self.scroll[1],tile_img.get_width(),tile_img.get_height())
if tile_r.collidepoint(mpos):
self.tilemap.offgrid_tiles.remove(tile)
self.display.blit(current_tile_img,(5,5))
#this is for making tree to move
# self.screen.blit(self.img,self.pos1)
# img_mask = pygame.Rect(self.pos1[0],self.pos1[1],self.img.get_width(),self.img.get_height())
# if img_mask.colliderect(self.rect1):
# pygame.draw.rect(self.screen,(0,100,243),self.rect1)
# else:
# pygame.draw.rect(self.screen,(0,40,155),self.rect1)
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.MOUSEBUTTONDOWN:
if event.button == 1:
self.clicking =True
if not self.on_grid:
self.tilemap.offgrid_tiles.append({'type':self.tile_list[self.tile_group],'variant':self.tile_variant,'pos':(mpos[0] + self.scroll[0],mpos[1] + self.scroll[1])})
if event.button == 3:
self.right_clicking = True
if self.shift:
if event.button == 4:
self.tile_variant = (self.tile_variant - 1) % len(self.assets[self.tile_list[self.tile_group]])
if event.button == 5:
self.tile_variant = (self.tile_variant + 1)% len(self.assets[self.tile_list[self.tile_group]])
else:
if event.button == 4:
self.tile_group = (self.tile_group - 1) % len(self.tile_list)
self.tile_variant = 0
if event.button == 5:
self.tile_group = (self.tile_group + 1)% len(self.tile_list)
self.tile_variant = 0
if event.type == pygame.MOUSEBUTTONUP:
if event.button == 1:
self.clicking = False
if event.button == 3:
self.right_clicking = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_UP:
self.movement[2] = True
if event.key == pygame.K_DOWN:
self.movement[3] = True
if event.key == pygame.K_LEFT:
self.movement[0] = True
if event.key == pygame.K_RIGHT:
self.movement[1] = True
if event.key == pygame.K_t:
self.tilemap.autotile()
if event.key == pygame.K_o:
self.tilemap.save('maps/map2.json')
if event.key == pygame.K_LSHIFT:
self.shift = True
if event.key == pygame.K_g:
self.on_grid = not self.on_grid
if event.type == pygame.KEYUP:
if event.key == pygame.K_UP:
self.movement[2] = False
if event.key == pygame.K_DOWN:
self.movement[3] = False
if event.key == pygame.K_LEFT:
self.movement[0] = False
if event.key == pygame.K_RIGHT:
self.movement[1] = False
if event.key == pygame.K_LSHIFT:
self.shift = False
#this is for enlargement
# self.screen.blit(pygame.transform.scale(self.display,self.screen.get_size()),(0,0))
self.screen.blit(pygame.transform.scale(self.display,self.screen.get_size()),(0,0))
pygame.display.update()
self.clock.tick(60)
Editor().run()