import pygame import sys from scripts.tilemap import * from scripts.clouds import Clouds from scripts.utils import load_images RENDER_SCALE = 2.0 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.display.set_mode((640, 480)) self.display = pygame.Surface((320, 240)) self.clock = pygame.time.Clock() self.running = True self.collision_area = pygame.Rect(50, 50, 300, 50) self.movement = [False, False, False, False] self.assets = { "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(self, 16) try: self.tilemap.load('map.json') except FileNotFoundError: pass self.isJumping = False self.scroll = [0, 0] self.tile_list = better_list(self.assets) self.tile_group = 0 self.tile_variant = 0 self.clicking = False self.right_clicking = False self.shifting = False self.sekunde = 60 self.zaehler = 0 self.on_grid = True def run(self): while self.running: 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 render_scroll = (int(self.scroll[0]), int(self.scroll[1])) self.tilemap.render(surface=self.display, offset=render_scroll) current_tile_img = self.assets[self.tile_list[self.tile_group]][self.tile_variant].copy() current_tile_img.set_alpha(100) mpos = pygame.mouse.get_pos() mpos = (mpos[0] / RENDER_SCALE, mpos[1] / RENDER_SCALE) tile_pos = (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: 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])) else: self.display.blit(current_tile_img, (mpos[0], mpos[1])) 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.right_clicking: tile_loc = str(tile_pos[0]) + ';' + str(tile_pos[1]) 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()) 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 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_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 if event.button == 3: self.right_clicking = True if event.button == 4: if self.shifting: if self.tile_variant >= len(self.assets[self.tile_list[self.tile_group]])-1: self.tile_variant = 0 else: self.tile_variant += 1 else: 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: 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: 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 # print(f"{self.tile_group} + {self.tile_variant}") 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()