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editor.py
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190 lines (171 loc) · 8.62 KB
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import pygame
import sys
import json
from scripts.utils import load_sprite
from scripts.tile_button import TileButton
from scripts.tilemap import Tilemap
class Editor:
def __init__(self):
pygame.init()
self.screen = pygame.display.set_mode((800 + 300, 600 + 200))
self.display = pygame.Surface((400 + 150, 300 + 100))
pygame.display.set_caption('Level Editor')
self.scroll_horizontal = [False, False]
self.scroll_vertical = [False, False]
self.offset = [0, 0]
self.rows = 50
self.cols = 50
self.tile_size = 16
self.assets = {
'left_grass': load_sprite('tiles/left_grass.png'),
'grass': load_sprite('tiles/grass.png'),
'right_grass': load_sprite('tiles/right_grass.png'),
'left_ground_wall': load_sprite('tiles/left_ground_wall.png'),
'ground': load_sprite('tiles/ground.png'),
'right_ground_wall': load_sprite('tiles/right_ground_wall.png'),
'left_bottom_ground': load_sprite('tiles/left_bottom_ground.png'),
'bottom_ground': load_sprite('tiles/bottom_ground.png'),
'right_bottom_ground': load_sprite('tiles/right_bottom_ground.png'),
'top_left_brick': load_sprite('tiles/top_left_brick.png'),
'top_brick': load_sprite('tiles/top_brick.png'),
'top_right_brick': load_sprite('tiles/top_right_brick.png'),
'left_brick': load_sprite('tiles/left_brick.png'),
'mid_brick': load_sprite('tiles/mid_brick.png'),
'right_brick': load_sprite('tiles/right_brick.png'),
'bottom_left_brick': load_sprite('tiles/bottom_left_brick.png'),
'bottom_brick': load_sprite('tiles/bottom_brick.png'),
'bottom_right_brick': load_sprite('tiles/bottom_right_brick.png'),
'wood': load_sprite('tiles/wood.png'),
'glass': load_sprite('tiles/glass.png'),
'gray_block': load_sprite('tiles/gray_block.png'),
'ground_bg': load_sprite('tiles/ground_bg.png'),
'wood_bg': load_sprite('tiles/wood_bg.png'),
'gray_block_bg': load_sprite('tiles/gray_block_bg.png'),
'spawnpoint': load_sprite('tiles/spawnpoint.png'),
'heal': load_sprite('tiles/heal.png'),
'random_potion': load_sprite('tiles/random_potion.png'),
'closed_door': load_sprite('tiles/closed_door.png'),
'closed_gray_door': load_sprite('tiles/closed_gray_door.png'),
'bush': load_sprite('tiles/bush.png'),
'big_wall': load_sprite('tiles/big_wall.png')
}
self.buttons = {}
self.fill_buttons_list()
self.current_tile = None
self.tilemap = Tilemap(self)
with open('maps/save.json', 'r', encoding='utf-8') as file:
self.tilemap.tilemap = json.load(file)
self.is_left_hold = False
self.is_right_hold = False
self.spawnpoints = set()
def fill_buttons_list(self):
i = 0
j = 0
for asset in self.assets.items():
self.buttons[asset[0]] = TileButton(425 + j, (i // 3) * 32 + 16, asset[1], 1.5)
i += 1
j = 32 * (i % 3)
def draw_grid(self):
for col in range(self.cols + 1):
pygame.draw.line(self.display, 'white',
(col * self.tile_size - self.offset[0], 0),
(col * self.tile_size - self.offset[0], 600))
for row in range(self.rows):
pygame.draw.line(self.display, 'white',
(0, row * self.tile_size - self.offset[1]),
(400, row * self.tile_size - self.offset[1]))
def place_tile(self, remove_tile=False):
mouse_pos = pygame.mouse.get_pos()
if mouse_pos[0] > 800 or mouse_pos[1] > 600 or self.current_tile is None:
return
tile_pos = ((mouse_pos[0] + 2 * self.offset[0]) // 32,
(mouse_pos[1] + 2 * self.offset[1]) // 32)
tilemap_key = str(tile_pos[0]) + ';' + str(tile_pos[1])
if not remove_tile:
self.tilemap.tilemap[tilemap_key] = {'type': self.current_tile,
'pos': tile_pos}
if self.current_tile == 'spawnpoint':
self.spawnpoints.add(tilemap_key)
if self.current_tile == 'bush':
self.tilemap.tilemap[tilemap_key]['hide'] = True
self.tilemap.tilemap[tilemap_key]['size'] = (48, 32)
if self.current_tile == 'big_wall':
self.tilemap.tilemap[tilemap_key]['hide'] = True
self.tilemap.tilemap[tilemap_key]['size'] = (48, 48)
else:
self.tilemap.tilemap.pop(tilemap_key, None)
if self.current_tile == 'spawnpoint' and tilemap_key in self.spawnpoints:
self.spawnpoints.remove(tilemap_key)
def run(self):
while True:
self.display.fill((14, 219, 248))
self.draw_grid()
self.tilemap.render(self.display, True, self.offset)
self.tilemap.render_hiding_tile(self.display, self.offset)
pygame.draw.rect(self.display, 'gray',
pygame.Rect(0, 304, 400, 100))
pygame.draw.rect(self.display, 'gray',
pygame.Rect(400, 0, 150, 450))
for button in self.buttons:
self.buttons[button].draw(self.display)
if self.buttons[button].clicked:
self.current_tile = button
if self.current_tile is not None:
pygame.draw.rect(self.display, 'red', self.buttons[self.current_tile].rect, 1)
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_a:
self.scroll_horizontal[0] = True
if event.key == pygame.K_d:
self.scroll_horizontal[1] = True
if event.key == pygame.K_w:
self.scroll_vertical[0] = True
if event.key == pygame.K_s:
self.scroll_vertical[1] = True
if event.key == pygame.K_c:
if not self.spawnpoints:
print('Невозможно сохранить карту без спавнпоинтов')
else:
print('Saving')
with open('maps/save.json', 'w', encoding='utf-8') as file:
json.dump(self.tilemap.tilemap, file)
if event.type == pygame.KEYUP:
if event.key == pygame.K_a:
self.scroll_horizontal[0] = False
if event.key == pygame.K_d:
self.scroll_horizontal[1] = False
if event.key == pygame.K_w:
self.scroll_vertical[0] = False
if event.key == pygame.K_s:
self.scroll_vertical[1] = False
if event.type == pygame.MOUSEBUTTONDOWN:
if event.button == 1:
self.is_left_hold = True
if event.button == 3:
self.is_right_hold = True
if event.type == pygame.MOUSEBUTTONUP:
if event.button == 1:
self.is_left_hold = False
if event.button == 3:
self.is_right_hold = False
if self.is_left_hold:
self.place_tile()
if self.is_right_hold:
self.place_tile(remove_tile=True)
if self.scroll_horizontal[0]:
self.offset = [max(self.offset[0] - 1, 0), self.offset[1]]
if self.scroll_horizontal[1]:
self.offset = [min(self.offset[0] + 1, 400), self.offset[1]]
if self.scroll_vertical[0]:
self.offset = [self.offset[0], max(self.offset[1] - 1, 0)]
if self.scroll_vertical[1]:
self.offset = [self.offset[0], min(self.offset[1] + 1, 400)]
self.screen.blit(
pygame.transform.scale(self.display, self.screen.get_size()),
(0, 0))
pygame.display.update()
if __name__ == '__main__':
Editor().run()