import pygame import sys from scripts.tilemap import Tilemap from scripts.utils import load_images RENDER_SCALE: float = 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.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] 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) 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_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 self.on_grid: bool = True def run(self) -> None: 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()