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editor.py
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editor.py
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import pygame
from scripts.tilemap import *
class Editor:
def init_window(self):
self.screen_size = [pygame.display.Info().current_w, pygame.display.Info().current_h]
# self.screen_size[0]/=1.5;self.screen_size[1]/=1.5
self.surface_size = (480,270)
self.screen = pygame.display.set_mode((self.screen_size))
self.display = pygame.Surface(self.surface_size)
pygame.display.set_caption('EDITOR')
def init_binds(self):
self.keybinds = {
'right': [pygame.K_d, pygame.K_RIGHT],
'left': [pygame.K_a, pygame.K_LEFT],
'up': [pygame.K_w, pygame.K_UP],
'down': [pygame.K_s, pygame.K_DOWN],
}
self.clicking = False
self.right_clicking = False
self.shift = False
self.control = False
self.ongrid = True
def init_camera(self):
self.RENDER_SCALE = self.screen_size[0] / 480
self.movement = [False, False, False, False]
self.scroll = [0,0]
def init_assets(self):
from scripts.assets import assets
merge_dict = assets
self.assets = {
}
for k in merge_dict:
self.assets[k] = merge_dict[k]
self.tilemap = Tilemap(self)
try:
self.tilemap.load(self.map)
self.spawn_point = self.tilemap.spawn_point
except FileNotFoundError:
self.spawn_point = [0,0]
pass
self.tile_list = list(self.assets)
self.tile_group = 0
self.tile_variant = 0
def __init__(self):
pygame.init()
level = input("Which level do you want to edit? ")
self.map = 'levels/level'+level+'.json'
self.init_window()
self.init_binds()
self.init_camera()
self.init_assets()
self.clock = pygame.time.Clock()
def process_events(self):
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
elif event.type == pygame.MOUSEBUTTONDOWN:
if event.button == 1: # LEFT CLICK
self.clicking = True
elif event.button == 3: # RIGHT CLICK
self.right_clicking = True
elif event.button == 4:
if not self.shift:
self.tile_group = (self.tile_group -1) % len(self.assets)
self.tile_variant = 0
else:
self.tile_variant = (self.tile_variant -1) % len(self.assets[self.tile_list[self.tile_group]])
elif event.button == 5:
if not self.shift:
self.tile_group = (self.tile_group +1) % len(self.assets)
self.tile_variant = 0
else:
self.tile_variant = (self.tile_variant +1) % len(self.assets[self.tile_list[self.tile_group]])
elif event.type == pygame.MOUSEBUTTONUP:
if event.button == 1: # LEFT CLICK
self.clicking = False
elif event.button == 3: # RIGHT CLICK
self.right_clicking = False
elif event.type == pygame.KEYDOWN:
if event.key in self.keybinds['left']:
self.movement[0] = True
elif event.key in self.keybinds['right']:
self.movement[1] = True
elif event.key in self.keybinds['up']:
self.movement[2] = True
elif event.key in self.keybinds['down'] and not self.control:
self.movement[3] = True
elif event.key == pygame.K_LSHIFT or event.key == pygame.K_RSHIFT:
self.shift = True
elif event.key == pygame.K_LCTRL or event.key == pygame.K_RCTRL:
self.control = True
if self.control:
if event.key == pygame.K_s:
self.tilemap.save(self.map)
elif event.type == pygame.KEYUP:
if event.key in self.keybinds['left']:
self.movement[0] = False
elif event.key in self.keybinds['right']:
self.movement[1] = False
elif event.key in self.keybinds['up']:
self.movement[2] = False
elif event.key in self.keybinds['down']:
self.movement[3] = False
elif event.key == pygame.K_LSHIFT or event.key == pygame.K_RSHIFT:
self.shift = False
elif event.key == pygame.K_LCTRL or event.key == pygame.K_RCTRL:
self.control = False
def camera_control(self):
self.scroll[0] += (self.movement[1] - self.movement[0]) *2
self.scroll[1] += (self.movement[3] - self.movement[2]) *2
def get_tile_pos(self):
mpos = pygame.mouse.get_pos()
mpos = (mpos[0] / self.RENDER_SCALE, mpos[1] / self.RENDER_SCALE)
return (int((mpos[0] + self.scroll[0]) // self.tilemap.tile_size),
int((mpos[1] + self.scroll[1]) // self.tilemap.tile_size))
def tile_preview(self, tile_pos):
if self.tile_list[self.tile_group] in self.tilemap.ANIMATED_TILES:
current_tile_img = self.assets[self.tile_list[self.tile_group]].img().copy()
else:
current_tile_img = self.assets[self.tile_list[self.tile_group]][self.tile_variant].copy()
current_tile_img.set_alpha(100)
self.display.blit(current_tile_img, (5,5))
if self.ongrid:
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]))
def tilemap_update(self, tile_pos):
if self.ongrid:
if self.clicking:
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 self.tile_list[self.tile_group] == 'spawn_point':
self.spawn_point = [int(tile_pos[0]*self.tilemap.tile_size-self.tilemap.tile_size/2), int(tile_pos[1]*self.tilemap.tile_size-self.tilemap.tile_size/2)]
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]
def run(self):
while True:
self.process_events()
self.camera_control()
tile_pos = self.get_tile_pos()
self.tilemap.render(self.display, offset=self.scroll, mode='editor')
self.tilemap_update(tile_pos)
self.tile_preview(tile_pos)
self.screen.blit(pygame.transform.scale(self.display, self.screen.get_size()), (0,0))
pygame.display.update()
self.clock.tick(60)
Editor().run() # Start the program execution