Ninja-Jump-and-run/editor.py

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import pygame
import sys
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from scripts.tilemap import Tilemap
from scripts.utils import load_images
from scripts.models import Tile
RENDER_SCALE = 2.0
class Editor:
def __init__(self):
pygame.init()
pygame.display.set_caption("Editor")
self.screen: pygame.Surface = pygame.display.set_mode((640, 480))
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self.display: pygame.Surface = pygame.Surface((self.screen.get_width()//2, self.screen.get_height()//2))
self.clock: pygame.time.Clock = pygame.time.Clock()
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self.assets: dict[str, list[pygame.Surface]] = {
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"decor": load_images(path="tiles/decor"),
"grass": load_images(path="tiles/grass"),
"large_decor": load_images(path="tiles/large_decor"),
"stone": load_images(path="tiles/stone"),
}
self.movement: list[bool] = [False, False, False, False]
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self.tilemap: Tilemap = Tilemap(game=self, tile_size=16)
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try:
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self.tilemap.load(path="map.json")
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except FileNotFoundError:
pass
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self.scroll: list[float] = [0, 0]
self.tile_list: list[str] = list(self.assets)
self.tile_group: int = 0
self.tile_variant: int = 0
self.clicking: bool = False
self.right_clicking: bool = False
self.shift: bool = False
self.ongrid: bool = True
self.running = True
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def run(self):
while self.running:
# Hintergrund löschen
self.display.fill((0, 0, 0))
# Kamera-Steuerung
self.scroll[0] += (self.movement[1] - self.movement[0]) * 2
self.scroll[1] += (self.movement[3] - self.movement[2]) * 2
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# Scroll-Offset fürs Rendern
render_scroll: tuple[int, int] = (int(self.scroll[0]), int(self.scroll[1]))
#
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self.tilemap.render(surface=self.display, offset=render_scroll)
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# Aktuelle Kachel (Kopie)
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current_tile_img: pygame.Surface = self.assets[self.tile_list[self.tile_group]][
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self.tile_variant
].copy()
# Halbtransparent
current_tile_img.set_alpha(100)
# Mausposition (Screen)
mpos: tuple[int, int] = pygame.mouse.get_pos()
# Auf Display-Koordinaten skalieren
mpos: tuple[float, float] = (mpos[0] / RENDER_SCALE, mpos[1] / RENDER_SCALE)
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# Kachelkoordinate unter der Maus
tile_pos: tuple[int, int] = (
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int((mpos[0] + self.scroll[0]) // self.tilemap.tile_size),
int((mpos[1] + self.scroll[1]) // self.tilemap.tile_size),
)
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# Wenn 'ongrid" aktiviert ist...
if self.ongrid:
# Zeige Tile-Vorschau an der aktuellen Grid-Position an
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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],
),
)
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else:
# Zeige Tile-Vorschau an der Mausposition an
self.display.blit(current_tile_img, mpos)
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# Linksklick: Kachel platzieren
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if self.clicking:
if self.ongrid:
# Tile in Tilemap setzen
key: str = f"{tile_pos[0]};{tile_pos[1]}"
self.tilemap.tilemap[key] = Tile(
type=self.tile_list[self.tile_group],
variant=self.tile_variant,
pos=list(tile_pos),
)
else:
# Offgrid Tile direkt platzieren
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world_pos: tuple[int, int] = (
int(mpos[0] + self.scroll[0]),
int(mpos[1] + self.scroll[1]),
)
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self.tilemap.offgrid_tiles.append(
Tile(
type=self.tile_list[self.tile_group],
variant=self.tile_variant,
pos=list(world_pos),
)
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)
# Rechtsklick: Lösche Tile
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if self.right_clicking:
# Hole Position des anvisierten Tile-Objekts
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tile_loc: str = str(object=tile_pos[0]) + ";" + str(tile_pos[1])
# Wenn Tile in Tilemap existiert, lösche es.
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if tile_loc in self.tilemap.tilemap:
del self.tilemap.tilemap[tile_loc]
for tile in self.tilemap.offgrid_tiles.copy():
tile_img: pygame.Surface = self.assets[tile.type][tile.variant]
tile_r: pygame.Rect = pygame.Rect(
tile.pos[0] - self.scroll[0],
tile.pos[1] - self.scroll[1],
tile_img.get_width(),
tile_img.get_height(),
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)
if tile_r.collidepoint(mpos):
self.tilemap.offgrid_tiles.remove(tile)
self.display.blit(current_tile_img, (5, 5))
# Events verarbeiten
for event in pygame.event.get():
if event.type == pygame.QUIT:
self.running = False
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# Maus: platzieren/entfernen/auswählen
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if event.type == pygame.MOUSEBUTTONUP:
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if event.button == 1:
self.clicking = False
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if event.button == 3:
self.right_clicking = False
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if event.type == pygame.MOUSEBUTTONDOWN:
if event.button == 1:
self.clicking = True
if event.button == 3:
self.right_clicking = True
if event.button == 4:
if self.shift:
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if (
self.tile_variant
>= len(self.assets[self.tile_list[self.tile_group]]) - 1
):
self.tile_variant = 0
else:
self.tile_variant += 1
else:
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if self.tile_group >= len(self.tile_list) - 1:
self.tile_group = 0
self.tile_variant = 0
else:
self.tile_group += 1
self.tile_variant = 0
if event.button == 5:
if self.shift:
if self.tile_variant <= 0:
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self.tile_variant = (
len(self.assets[self.tile_list[self.tile_group]])
- 1
) # Lösung vom Problem musste das von oben nehmen: len(self.assets[self.tile_list[self.tile_group]])-1
else:
self.tile_variant -= 1
else:
if self.tile_group <= 0:
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self.tile_group = len(self.tile_list) - 1
self.tile_variant = 0
else:
self.tile_group -= 1
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_ESCAPE:
self.running = False
if event.key == pygame.K_a:
self.movement[0] = True
if event.key == pygame.K_d:
self.movement[1] = True
if event.key == pygame.K_w:
self.movement[2] = True
if event.key == pygame.K_s:
self.movement[3] = True
if event.key == pygame.K_g:
self.ongrid: bool = not self.ongrid
if event.key == pygame.K_t:
self.tilemap.autotile()
if event.key == pygame.K_o:
print("Map saved.")
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self.tilemap.save(path="map.json")
if event.key in (pygame.K_LSHIFT, pygame.K_RSHIFT):
self.shift: bool = True
if event.type == pygame.KEYUP:
if event.key == pygame.K_a:
self.movement[0] = False
if event.key == pygame.K_d:
self.movement[1] = False
if event.key == pygame.K_w:
self.movement[2] = False
if event.key == pygame.K_s:
self.movement[3] = False
if event.key in (pygame.K_LSHIFT, pygame.K_RSHIFT):
self.shift: bool = False
# Display auf Screen skalieren
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self.screen.blit(
pygame.transform.scale(self.display, self.screen.get_size()), (0, 0)
)
# Frame anzeigen
pygame.display.update()
# FPS limitieren
self.clock.tick(60)
pygame.quit()
sys.exit()
Editor().run()