import pygame import sys from scripts.tilemap import Tilemap from scripts.utils import load_images from scripts.models import Tile RENDER_SCALE = 2.0 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.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.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.scroll: list[float] = [0, 0] 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.shift: bool = False self.ongrid: bool = True self.running = True def run(self): while self.running: # Hintergrund löschen self.display.fill((0, 0, 0)) # Kamera-Steuerung self.scroll[0] += (self.movement[1] - self.movement[0]) * 2 self.scroll[1] += (self.movement[3] - self.movement[2]) * 2 # 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) # 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) # 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) # 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), ) # Wenn 'ongrid" aktiviert ist... if self.ongrid: # Zeige Tile-Vorschau an der aktuellen Grid-Position an 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: # Zeige Tile-Vorschau an der Mausposition an self.display.blit(current_tile_img, mpos) # Linksklick: Kachel platzieren if self.clicking: 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: # 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 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 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 if event.button == 3: self.right_clicking = 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.shift: 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.shift: 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 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().run()