extract()-Methode in Tilemap zum Auslesen bestimmter Tiles

This commit is contained in:
Benjamin 2026-05-15 18:38:36 +02:00
parent 18c392d822
commit f7f8dffaaa
3 changed files with 211 additions and 238 deletions

226
editor.py
View file

@ -1,14 +1,11 @@
import pygame
import sys
from scripts.tilemap import Tilemap
from scripts.utils import load_images
from scripts.models import Tile
RENDER_SCALE: float = 2.0
class better_list(list):
def __init__(self, iterable):
super().__init__(iterable)
RENDER_SCALE = 2.0
class Editor:
@ -20,10 +17,6 @@ class Editor:
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]
self.assets: dict[str, list[pygame.Surface]] = {
"decor": load_images("tiles/decor"),
@ -32,54 +25,62 @@ class Editor:
"stone": load_images("tiles/stone"),
}
self.tilemap: Tilemap = Tilemap(self, 16)
self.movement: list[bool] = [False, False, False, False]
self.tilemap: Tilemap = Tilemap(self, tile_size=16)
try:
self.tilemap.load("map.json")
except FileNotFoundError:
pass
self.isJumping: bool = False
self.scroll: list[float] = [0, 0]
self.tile_list: better_list = better_list(self.assets)
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.shifting: bool = False
self.shift: bool = False
self.ongrid: bool = True
self.running = True
self.sekunde: int = 60
self.zaehler: int = 0
self.on_grid: bool = True
def run(self) -> None:
def run(self):
while self.running:
# Hintergrund löschen
self.display.fill((0, 0, 0))
self.scroll[0] += (self.movement[1] - self.movement[0]) * 3
self.scroll[1] += (self.movement[3] - self.movement[2]) * 3
# Kamera-Steuerung
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]))
# Scroll-Offset fürs Rendern
render_scroll: tuple[int, int] = (int(self.scroll[0]), int(self.scroll[1]))
#
self.tilemap.render(self.display, offset=render_scroll)
self.tilemap.render(surface=self.display, offset=render_scroll)
# Aktuelle Kachel (Kopie)
current_tile_img = self.assets[self.tile_list[self.tile_group]][
self.tile_variant
].copy()
# Halbtransparent
current_tile_img.set_alpha(100)
mpos = pygame.mouse.get_pos()
mpos = (mpos[0] / RENDER_SCALE, mpos[1] / RENDER_SCALE)
# 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)
tile_pos = (
# Kachelkoordinate unter der Maus
tile_pos: tuple[int, int] = (
int((mpos[0] + self.scroll[0]) // self.tilemap.tile_size),
int((mpos[1] + self.scroll[1]) // self.tilemap.tile_size),
)
# 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:
# Wenn 'ongrid" aktiviert ist...
if self.ongrid:
# Zeige Tile-Vorschau an der aktuellen Grid-Position an
self.display.blit(
current_tile_img,
(
@ -87,48 +88,59 @@ class Editor:
tile_pos[1] * self.tilemap.tile_size - self.scroll[1],
),
)
else:
self.display.blit(current_tile_img, (mpos[0], mpos[1]))
# Zeige Tile-Vorschau an der Mausposition an
self.display.blit(current_tile_img, mpos)
# Linksklick: Kachel platzieren
if self.clicking:
if 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 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 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
world_pos = (
int(mpos[0] + self.scroll[0]),
int(mpos[1] + self.scroll[1]),
)
self.tilemap.offgrid_tiles.append(
Tile(
type=self.tile_list[self.tile_group],
variant=self.tile_variant,
pos=list(world_pos),
)
)
# Rechtsklick: Lösche Tile
if self.right_clicking:
tile_loc = str(tile_pos[0]) + ";" + str(tile_pos[1])
# Hole Position des anvisierten Tile-Objekts
tile_loc: str = str(tile_pos[0]) + ";" + str(tile_pos[1])
# Wenn Tile in Tilemap existiert, lösche es.
if tile_loc in self.tilemap.tilemap:
del self.tilemap.tilemap[tile_loc]
for offi_tile in self.tilemap.offgrid_tiles.copy():
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(),
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(),
)
if offi_tile_r.collidepoint(mpos):
self.tilemap.offgrid_tiles.remove(offi_tile)
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
# Maus: platzieren/entfernen/auswählen
if event.type == pygame.MOUSEBUTTONUP:
if event.button == 1:
self.clicking = False
@ -136,51 +148,6 @@ class Editor:
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_LSHIFT:
self.shifting = True
if event.key == pygame.K_g:
self.on_grid = not self.on_grid
if event.key == pygame.K_o:
self.tilemap.save("map.json")
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
@ -188,7 +155,7 @@ class Editor:
self.right_clicking = True
if event.button == 4:
if self.shifting:
if self.shift:
if (
self.tile_variant
>= len(self.assets[self.tile_list[self.tile_group]]) - 1
@ -206,7 +173,7 @@ class Editor:
self.tile_variant = 0
if event.button == 5:
if self.shifting:
if self.shift:
if self.tile_variant <= 0:
self.tile_variant = (
len(self.assets[self.tile_list[self.tile_group]])
@ -225,19 +192,54 @@ class Editor:
self.tile_group -= 1
self.tile_variant = 0
self.zaehler += 1
if self.zaehler >= self.sekunde:
self.zaehler = 0
# print(f"{self.tile_group} + {self.tile_variant}")
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.")
self.tilemap.save("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
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 = Editor()
editor.run()
Editor().run()

View file

@ -54,7 +54,6 @@ class Game:
self.clouds: Clouds = Clouds(self.assets["clouds"], count=16)
self.isJumping: bool = False
self.scroll: list[float] = [0, 0]
def run(self) -> None:
while self.running:
self.display.blit(self.assets["background"], (0, 0))

View file

@ -1,20 +1,8 @@
import pygame as pg
import json
import pygame
from scripts.models import Tile
NEIGHBOR_OFFSETS = [
(0, 0),
(-1, 0),
(-1, -1),
(-1, 1),
(0, 1),
(0, -1),
(1, 1),
(1, 0),
(1, -1),
]
PHYSICS_TILES = {"grass", "stone"}
AUTOTILE_TYPES = {"grass", "stone"}
AUTOTILE_MAP = {
AUTOTILE_MAP: dict[tuple[tuple[int, int], ...], int] = {
tuple(sorted([(1, 0), (0, 1)])): 0,
tuple(sorted([(1, 0), (0, 1), (-1, 0)])): 1,
tuple(sorted([(-1, 0), (0, 1)])): 2,
@ -26,129 +14,113 @@ AUTOTILE_MAP = {
tuple(sorted([(1, 0), (-1, 0), (0, 1), (0, -1)])): 8,
}
NEIGHBOR_OFFSETS: list[tuple[int, int]] = [(-1, 0), (-1, -1), (0, -1), (1, -1), (1, 0), (0, 0), (-1, 1), (0, 1), (1, 1)]
PHYSICS_TILES: set[str] = {'grass', 'stone'}
AUTOTILE_TYPES: set[str] = {'grass', 'stone'}
class Tilemap:
"""Eine Map aus Tiles."""
def __init__(self, game, tile_size: int = 16):
def __init__(self, game, tile_size: int = 16) -> None:
self.game = game
self.tile_size: int = tile_size
self.tilemap: dict[str, dict] = {}
self.offgrid_tiles: list[dict] = []
for i in range(10):
self.tilemap[str(3 + i) + ";10"] = {
"type": "grass",
"variant": 1,
"pos": (3 + i, 10),
}
self.tilemap["10;" + str(5 + i)] = {
"type": "stone",
"variant": 1,
"pos": (10, i + 5),
}
self.tilemap: dict[str, Tile] = {}
self.offgrid_tiles: list[Tile] = []
def extract(self, id_pairs: list[tuple[str, int]], keep: bool = False) -> list[dict]:
matches: list[dict] = []
for tile in self.offgrid_tiles.copy():
if (tile.type, tile.variant) in id_pairs:
matches.append(tile.to_dict())
if not keep:
self.offgrid_tiles.remove(tile)
def render(self, surface: pg.Surface, offset: tuple[int, int] = (0, 0)) -> None:
for tile in self.offgrid_tiles:
surface.blit(
self.game.assets[tile["type"]][tile["variant"]],
(tile["pos"][0] - offset[0], tile["pos"][1] - offset[1]),
)
for x in range(
offset[0] // self.tile_size,
(offset[0] + surface.get_width()) // self.tile_size + 1,
):
for y in range(
offset[1] // self.tile_size,
(offset[1] + surface.get_height()) // self.tile_size + 1,
):
location_key = f"{x};{y}"
if location_key in self.tilemap:
tile = self.tilemap[location_key]
surface.blit(
self.game.assets[tile["type"]][tile["variant"]],
(
tile["pos"][0] * self.tile_size - offset[0],
tile["pos"][1] * self.tile_size - offset[1],
),
)
for loc in list(self.tilemap):
tilemap_tile = self.tilemap[loc]
if (tilemap_tile.type, tilemap_tile.variant) in id_pairs:
end_match = tilemap_tile.to_dict()
end_match["pos"] = [end_match['pos'][0] * self.tile_size, end_match['pos'][1] * self.tile_size]
def tiles_around(self, pos: list[float]) -> list[dict]:
tiles: list[dict] = []
tile_location = (int(pos[0] // self.tile_size), int(pos[1] // self.tile_size))
matches.append(end_match)
if not keep:
del self.tilemap[loc]
return matches
def tiles_around(self, pos: tuple[float, float]) -> list[Tile]:
tiles: list[Tile] = []
tile_location: tuple[int, int] = (int(pos[0] // self.tile_size), int(pos[1] // self.tile_size))
for offset in NEIGHBOR_OFFSETS:
check_location = (
str(tile_location[0] + offset[0])
+ ";"
+ str(tile_location[1] + offset[1])
)
check_location: str = str(tile_location[0] + offset[0]) + ';' + str(tile_location[1] + offset[1])
if check_location in self.tilemap:
tiles.append(self.tilemap[check_location])
return tiles
def physics_rects_around(self, pos: list[float]) -> list[pg.Rect]:
# Erzeuge eine leere Liste für die Rechtecke
rects: list[pg.Rect] = []
# Durchlaufe alle Tiles aus der Umgebung (tiles_around)
for tile in self.tiles_around(pos):
# Prüfe, ob der Tile-Typ in PHYSICS_TILES enthalten ist
# (nur diese Tiles sollen kollidieren)
if tile["type"] in PHYSICS_TILES:
# Rechne die Tile-Position in Pixel-Koordinaten um
x_pixel = tile["pos"][0] * self.tile_size
y_pixel = tile["pos"][1] * self.tile_size
# Erzeuge ein pygame.Rect mit:
# - x_pixel
# - y_pixel
# - Breite = self.tile_size
# - Höhe = self.tile_size
rect = pg.Rect(x_pixel, y_pixel, self.tile_size, self.tile_size)
# Füge das Rechteck der Liste rects hinzu
rects.append(rect)
# Gib die Liste der Rechtecke zurück
return rects
def autotile(self) -> None:
for loc in self.tilemap:
tile = self.tilemap[loc]
neighbors = set()
for shift in [(1, 0), (-1, 0), (0, -1), (0, 1)]:
check_loc = (
str(tile["pos"][0] + shift[0])
+ ";"
+ str(tile["pos"][1] + shift[1])
)
if check_loc in self.tilemap:
if self.tilemap[check_loc]["type"] == tile["type"]:
neighbors.add(shift)
neighbors = tuple(sorted(neighbors))
if (tile["type"] in AUTOTILE_TYPES) and (neighbors in AUTOTILE_MAP):
tile["variant"] = AUTOTILE_MAP[neighbors]
def save(self, path: str) -> None:
data = {
"tilemap": self.tilemap,
"tile_size": self.tile_size,
"offgrid": self.offgrid_tiles,
data: dict = {
'tilemap': {
k: tile.to_dict() for k, tile in self.tilemap.items()
},
'tile_size': self.tile_size,
'offgrid': [
tile.to_dict() for tile in self.offgrid_tiles
],
}
with open(path, "w") as f:
with open(path, 'w') as f:
json.dump(data, f)
def load(self, path: str) -> None:
"""Lädt die gespeicherte Tilemap."""
with open(path, 'r') as f:
map_data = json.load(f)
self.tile_size: int = map_data['tile_size']
with open(path, "r") as f:
map_data: dict = json.load(f)
# Grid-Tiles: Dict -> Tile-Objekte
self.tilemap: dict[str, Tile] = {}
for key, tile_data in map_data['tilemap'].items():
self.tilemap[key] = Tile.from_dict(tile_data)
# Offgrid-Tiles: Dict -> Tile-Objekte
self.offgrid_tiles: list[Tile] = [
Tile.from_dict(t) for t in map_data['offgrid']
]
self.tilemap: dict[str, dict] = map_data["tilemap"]
self.tile_size: int = map_data["tile_size"]
self.offgrid_tiles: list[dict] = map_data["offgrid"]
def physics_rects_around(self, pos: tuple[float, float]) -> list[pygame.Rect]:
rects: list[pygame.Rect] = []
for tile in self.tiles_around(pos):
if tile.type in PHYSICS_TILES:
rects.append(pygame.Rect(tile.pos[0] * self.tile_size, tile.pos[1] * self.tile_size, self.tile_size, self.tile_size))
return rects
def autotile(self):
for loc in self.tilemap:
tile: Tile = self.tilemap[loc]
neighbors: set[tuple[int, int]] = set()
for shift in [(1, 0), (-1, 0), (0, -1), (0, 1)]:
check_loc: str = str(tile.pos[0] + shift[0]) + ';' + str(tile.pos[1] + shift[1])
if check_loc in self.tilemap:
if self.tilemap[check_loc].type == tile.type:
neighbors.add(shift)
neighbors: tuple[tuple[int, int], ...] = tuple(sorted(neighbors))
if (tile.type in AUTOTILE_TYPES) and (neighbors in AUTOTILE_MAP):
tile.variant = AUTOTILE_MAP[neighbors]
def render(self, surface: pygame.Surface, offset: tuple[float, float] = (0, 0)) -> None:
for tile in self.offgrid_tiles:
surface.blit(
self.game.assets[tile.type][tile.variant],
(tile.pos[0] - offset[0], tile.pos[1] - offset[1])
)
for x in range(offset[0] // self.tile_size,
(offset[0] + surface.get_width()) // self.tile_size + 1):
for y in range(offset[1] // self.tile_size,
(offset[1] + surface.get_height()) // self.tile_size + 1):
location_key: str = str(x) + ';' + str(y)
if location_key in self.tilemap:
tile: Tile = self.tilemap[location_key]
surface.blit(
self.game.assets[tile.type][tile.variant],
(
tile.pos[0] * self.tile_size - offset[0],
tile.pos[1] * self.tile_size - offset[1])
)