2026-02-06 17:51:57 +00:00
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import pygame as pg
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2026-04-17 16:04:33 +00:00
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import json
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2026-02-06 17:51:57 +00:00
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NEIGHBOR_OFFSETS = [(0, 0), (-1, 0), (-1, -1), (-1, 1), (0, 1), (0, -1), (1, 1), (1, 0), (1, -1)]
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PHYSICS_TILES = {"grass", "stone"}
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2026-04-17 16:04:33 +00:00
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AUTOTILE_TYPES = {'grass', 'stone'}
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AUTOTILE_MAP = {
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tuple(sorted([(1, 0), (0, 1)])): 0,
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tuple(sorted([(1, 0), (0, 1), (-1, 0)])): 1,
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tuple(sorted([(-1, 0), (0, 1)])): 2,
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tuple(sorted([(-1, 0), (0, -1), (0, 1)])): 3,
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tuple(sorted([(-1, 0), (0, -1)])): 4,
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tuple(sorted([(-1, 0), (0, -1), (1, 0)])): 5,
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tuple(sorted([(1, 0), (0, -1)])): 6,
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tuple(sorted([(1, 0), (0, -1), (0, 1)])): 7,
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tuple(sorted([(1, 0), (-1, 0), (0, 1), (0, -1)])): 8,
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}
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2026-02-06 17:51:57 +00:00
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class Tilemap:
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def __init__(self, game, tile_size=16):
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self.game = game
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self.tile_size = tile_size
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self.tilemap = {}
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self.offgrid_tiles = []
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for i in range(10):
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self.tilemap[str(3 + i) + ';10'] = {'type': 'grass', 'variant': 1, 'pos': (3 + i, 10)}
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self.tilemap['10;' + str(5 + i)] = {'type': 'stone', 'variant': 1, 'pos': (10, i + 5)}
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2026-04-17 16:04:33 +00:00
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2026-02-06 17:51:57 +00:00
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def render(self, surface:pg.Surface, offset:tuple=(0,0)):
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for tile in self.offgrid_tiles:
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surface.blit(self.game.assets[tile['type']][tile['variant']], (tile['pos'][0] - offset[0], tile['pos'][1] - offset[1]))
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2026-02-13 17:34:59 +00:00
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for x in range(offset[0] // self.tile_size, (offset[0] + surface.get_width()) // self.tile_size + 1):
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for y in range(offset[1] // self.tile_size, (offset[1] + surface.get_height()) // self.tile_size + 1):
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location_key = f"{x};{y}"
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if location_key in self.tilemap:
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tile = self.tilemap[location_key]
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surface.blit(self.game.assets[tile['type']][tile['variant']], (tile['pos'][0] * self.tile_size - offset[0],
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tile['pos'][1] * self.tile_size - offset[1]))
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2026-02-06 17:51:57 +00:00
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def tiles_around(self, pos):
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tiles = []
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tile_location = (int(pos[0] // self.tile_size), int(pos[1] // self.tile_size))
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for offset in NEIGHBOR_OFFSETS:
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check_location = str(tile_location[0] + offset[0]) + ';' + str(tile_location[1] + offset[1])
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if check_location in self.tilemap:
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tiles.append(self.tilemap[check_location])
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2026-04-17 16:04:33 +00:00
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2026-02-06 17:51:57 +00:00
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return tiles
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2026-02-13 17:34:59 +00:00
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2026-04-17 16:04:33 +00:00
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def physics_rects_around(self, pos) -> list:
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2026-02-06 17:51:57 +00:00
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# Erzeuge eine leere Liste für die Rechtecke
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rects = []
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# Durchlaufe alle Tiles aus der Umgebung (tiles_around)
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for tile in self.tiles_around(pos):
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# Prüfe, ob der Tile-Typ in PHYSICS_TILES enthalten ist
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# (nur diese Tiles sollen kollidieren)
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if tile["type"] in PHYSICS_TILES:
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# Rechne die Tile-Position in Pixel-Koordinaten um
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x_pixel = tile['pos'][0] * self.tile_size
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y_pixel = tile['pos'][1] * self.tile_size
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# Erzeuge ein pygame.Rect mit:
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# - x_pixel
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# - y_pixel
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# - Breite = self.tile_size
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# - Höhe = self.tile_size
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rect = pg.Rect(x_pixel, y_pixel, self.tile_size, self.tile_size)
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# Füge das Rechteck der Liste rects hinzu
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rects.append(rect)
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# Gib die Liste der Rechtecke zurück
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return rects
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2026-04-17 16:04:33 +00:00
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def autotile(self):
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for loc in self.tilemap:
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tile = self.tilemap[loc]
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neighbors = set()
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for shift in [(1, 0), (-1, 0), (0, -1), (0, 1)]:
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check_loc = str(tile['pos'][0] + shift[0]) + ';' + str(tile['pos'][1] + shift[1])
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if check_loc in self.tilemap:
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if self.tilemap[check_loc]['type'] == tile['type']:
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neighbors.add(shift)
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neighbors = tuple(sorted(neighbors))
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if (tile['type'] in AUTOTILE_TYPES) and (neighbors in AUTOTILE_MAP):
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tile['variant'] = AUTOTILE_MAP[neighbors]
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def save(self, path):
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with open(path, "w") as f:
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json.dump({'tilemap': self.tilemap, 'tile_size': self.tile_size, 'offgrid': self.offgrid_tiles}, f)
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2026-02-06 17:51:57 +00:00
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2026-04-17 16:04:33 +00:00
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def load(self, path):
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with open(path, "r") as f:
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map_data = json.load(f)
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2026-02-06 17:51:57 +00:00
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2026-04-17 16:04:33 +00:00
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self.tilemap = map_data['tilemap']
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self.tile_size = map_data['tile_size']
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self.offgrid_tiles = map_data['offgrid']
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