Ninja-Jump-and-run/editor.py

244 lines
8.6 KiB
Python
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import pygame
import sys
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from scripts.tilemap import Tilemap
from scripts.utils import load_images
RENDER_SCALE: float = 2.0
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class better_list(list):
def __init__(self, iterable):
super().__init__(iterable)
class Editor:
def __init__(self):
pygame.init()
pygame.display.set_caption("Editor")
self.screen: pygame.Surface = pygame.display.set_mode((640, 480))
self.display: pygame.Surface = pygame.Surface((320, 240))
self.clock: pygame.time.Clock = pygame.time.Clock()
self.running: bool = True
self.collision_area: pygame.Rect = pygame.Rect(50, 50, 300, 50)
self.movement: list[bool] = [False, False, False, False]
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self.assets: dict[str, list[pygame.Surface]] = {
"decor": load_images("tiles/decor"),
"grass": load_images("tiles/grass"),
"large_decor": load_images("tiles/large_decor"),
"stone": load_images("tiles/stone"),
}
self.tilemap: Tilemap = Tilemap(self, 16)
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try:
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self.tilemap.load("map.json")
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except FileNotFoundError:
pass
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self.isJumping: bool = False
self.scroll: list[float] = [0, 0]
self.tile_list: better_list = better_list(self.assets)
self.tile_group: int = 0
self.tile_variant: int = 0
self.clicking: bool = False
self.right_clicking: bool = False
self.shifting: bool = False
self.sekunde: int = 60
self.zaehler: int = 0
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self.on_grid: bool = True
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def run(self) -> None:
while self.running:
self.display.fill((0, 0, 0))
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self.scroll[0] += (self.movement[1] - self.movement[0]) * 3
self.scroll[1] += (self.movement[3] - self.movement[2]) * 3
render_scroll = (int(self.scroll[0]), int(self.scroll[1]))
self.tilemap.render(surface=self.display, offset=render_scroll)
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current_tile_img = self.assets[self.tile_list[self.tile_group]][
self.tile_variant
].copy()
current_tile_img.set_alpha(100)
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mpos = pygame.mouse.get_pos()
mpos = (mpos[0] / RENDER_SCALE, mpos[1] / RENDER_SCALE)
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tile_pos = (
int((mpos[0] + self.scroll[0]) // self.tilemap.tile_size),
int((mpos[1] + self.scroll[1]) // self.tilemap.tile_size),
)
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# print(tile_pos[0] * self.tilemap.tile_size + self.scroll[0], tile_pos[1]*self.tilemap.tile_size + self.scroll[1])
# print(mpos)
if self.on_grid:
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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:
self.display.blit(current_tile_img, (mpos[0], mpos[1]))
if self.clicking:
if self.on_grid:
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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,
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}
if not self.on_grid:
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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]),
}
)
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if self.right_clicking:
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tile_loc = str(tile_pos[0]) + ";" + str(tile_pos[1])
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if tile_loc in self.tilemap.tilemap:
del self.tilemap.tilemap[tile_loc]
for offi_tile in self.tilemap.offgrid_tiles.copy():
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offi_tile_img = self.assets[offi_tile["type"]][offi_tile["variant"]]
offi_tile_r = pygame.Rect(
offi_tile["pos"][0] - self.scroll[0],
offi_tile["pos"][1] - self.scroll[1],
offi_tile_img.get_width(),
offi_tile_img.get_height(),
)
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if offi_tile_r.collidepoint(mpos):
self.tilemap.offgrid_tiles.remove(offi_tile)
self.display.blit(current_tile_img, (5, 5))
for event in pygame.event.get():
if event.type == pygame.QUIT:
self.running = False
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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.KEYDOWN:
if event.key == pygame.K_ESCAPE:
self.running = False
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if event.key == pygame.K_a:
self.movement[0] = True
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if event.key == pygame.K_d:
self.movement[1] = True
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if event.key == pygame.K_w:
self.movement[2] = True
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if event.key == pygame.K_s:
self.movement[3] = True
if event.key == pygame.K_LSHIFT:
self.shifting = True
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if event.key == pygame.K_g:
self.on_grid = not self.on_grid
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if event.key == pygame.K_o:
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self.tilemap.save("map.json")
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print("Map gespeichert")
if event.key == pygame.K_t:
self.tilemap.autotile()
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_s:
self.movement[3] = False
if event.key == pygame.K_w:
self.movement[2] = False
if event.key == pygame.K_LSHIFT:
self.shifting = False
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.shifting:
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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.shifting:
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
self.zaehler += 1
if self.zaehler >= self.sekunde:
self.zaehler = 0
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# print(f"{self.tile_group} + {self.tile_variant}")
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self.screen.blit(
pygame.transform.scale(self.display, self.screen.get_size()), (0, 0)
)
pygame.display.update()
self.clock.tick(60)
pygame.quit()
sys.exit()
editor = Editor()
editor.run()