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LevelDrawer.py
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LevelDrawer.py
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from itertools import product
from PySide6.QtCore import QPoint, QRect
from PySide6.QtGui import QBrush, QColor, QPainter, QPen, Qt
from foundry.game import EXPANDS_BOTH, EXPANDS_HORIZ, EXPANDS_VERT, GROUND
from foundry.game.File import ROM
from foundry.game.gfx.drawable import load_from_png, make_image_selected, mario_actions
from foundry.game.gfx.drawable.Block import Block
from foundry.game.gfx.GraphicsSet import GraphicsSet
from foundry.game.gfx.objects import EnemyItem, LevelObject
from foundry.game.gfx.objects.world_map.sprite import EMPTY_IMAGE
from foundry.game.gfx.Palette import (
NESPalette,
bg_color_for_object_set,
load_palette_group,
)
from foundry.game.level.Level import Level
from foundry.gui.settings import Settings
from foundry.gui.visualization.level.AutoScrollDrawer import AutoScrollDrawer
from smb3parse.constants import (
OBJ_AUTOSCROLL,
OBJ_CHEST_EXIT,
OBJ_CHEST_ITEM_SETTER,
OBJ_PIPE_EXITS,
OBJ_WHITE_MUSHROOM_HOUSE,
)
from smb3parse.levels import LEVEL_MAX_LENGTH, LEVEL_SCREEN_HEIGHT, LEVEL_SCREEN_WIDTH
from smb3parse.objects.object_set import (
CLOUDY_OBJECT_SET,
DESERT_OBJECT_SET,
DUNGEON_OBJECT_SET,
ICE_OBJECT_SET,
)
from smb3parse.util import apply
FIRE_FLOWER = load_from_png(16, 53)
LEAF = load_from_png(17, 53)
NORMAL_STAR = load_from_png(18, 53)
CONTINUOUS_STAR = load_from_png(19, 53)
MULTI_COIN = load_from_png(20, 53)
ONE_UP = load_from_png(21, 53)
COIN = load_from_png(22, 53)
VINE = load_from_png(23, 53)
P_SWITCH = load_from_png(24, 53)
SILVER_COIN = load_from_png(25, 53)
INVISIBLE_COIN = load_from_png(26, 53)
INVISIBLE_1_UP = load_from_png(27, 53)
NO_JUMP = load_from_png(32, 53)
UP_ARROW = load_from_png(33, 53)
DOWN_ARROW = load_from_png(34, 53)
LEFT_ARROW = load_from_png(35, 53)
RIGHT_ARROW = load_from_png(36, 53)
ITEM_ARROW = load_from_png(53, 53)
SPECIAL_BACKGROUND_OBJECTS = [
"blue background",
"starry background",
"underground background under this",
"sets background to actual background color",
]
OMITTED_ITEMS = [OBJ_PIPE_EXITS, OBJ_CHEST_EXIT, OBJ_CHEST_ITEM_SETTER, OBJ_WHITE_MUSHROOM_HOUSE]
"""
These configure things based on their y-position in the level. This is done in the editor directly now. So no need to
actually render them in the level.
"""
ENEMY_ITEMS_WITH_OVERLAYS = apply(
str.lower, ("Invisible door (appears when you hit a P-switch)", "Red Koopa Paratroopa")
)
def _block_from_index(block_index: int, level: Level) -> Block:
"""
Returns the block at the given index, from the TSA table for the given level.
:param block_index:
:param level:
:return:
"""
palette_group = load_palette_group(level.object_set_number, level.header.object_palette_index)
graphics_set = GraphicsSet.from_number(level.header.graphic_set_index)
tsa_data = ROM.get_tsa_data(level.object_set_number)
return Block(block_index, palette_group, graphics_set, tsa_data)
class LevelDrawer:
def __init__(self):
self.block_length = Block.WIDTH
self.grid_pen = QPen(QColor(0x80, 0x80, 0x80, 0x80), 1)
self.screen_pen = QPen(QColor(0xFF, 0x00, 0x00, 0xFF), 1)
self.coord_pen = QPen(QColor(0xFF, 0x00, 0x00, 0xC0), 1)
self.settings = Settings("mchlnix", "level drawer")
self.anim_frame = 0
self.should_draw_potential_marios = False
def draw(self, painter: QPainter, level: Level):
self._draw_background(painter, level)
if self.settings.value("level view/special_background"):
self._draw_default_graphics(painter, level)
self._draw_objects(painter, level)
self._draw_overlays(painter, level)
if self.settings.value("level view/draw_expansion"):
self._draw_expansions(painter, level)
if self.should_draw_potential_marios:
self._draw_potential_marios(painter, level)
if self.settings.value("level view/draw_mario"):
self._draw_mario(painter, level)
if self.settings.value("level view/draw_jumps"):
self._draw_jumps(painter, level)
if self.settings.value("level view/draw_grid"):
self._draw_grid(painter, level)
if self.settings.value("level view/draw_grid_coordinates"):
self._draw_grid_coordinates(painter, level)
if self.settings.value("level view/draw_autoscroll"):
self._draw_auto_scroll(painter, level)
def _draw_background(self, painter: QPainter, level: Level):
painter.save()
if level.object_set.number == CLOUDY_OBJECT_SET:
bg_color = NESPalette[load_palette_group(level.object_set_number, level.header.object_palette_index)[3][2]]
else:
bg_color = bg_color_for_object_set(level.object_set_number, level.header.object_palette_index)
painter.fillRect(level.get_rect(self.block_length), bg_color)
painter.restore()
def _draw_default_graphics(self, painter: QPainter, level: Level):
painter.save()
if level.object_set.number == DESERT_OBJECT_SET:
self._draw_desert_default_graphics(painter, level)
elif level.object_set.number == DUNGEON_OBJECT_SET:
self._draw_dungeon_default_graphics(painter, level)
elif level.object_set.number == ICE_OBJECT_SET:
self._draw_ice_default_graphics(painter, level)
painter.restore()
def _draw_dungeon_default_graphics(self, painter: QPainter, level: Level):
# draw_background
bg_block = _block_from_index(140, level)
for x, y in product(range(level.width), range(level.height)):
bg_block.graphics_set.anim_frame = self.anim_frame
bg_block.draw(painter, x * self.block_length, y * self.block_length, self.block_length)
# draw ceiling
ceiling_block = _block_from_index(139, level)
for x in range(level.width):
ceiling_block.graphics_set.anim_frame = self.anim_frame
ceiling_block.draw(painter, x * self.block_length, 0, self.block_length)
# draw floor
upper_floor_blocks = [
_block_from_index(20, level),
_block_from_index(21, level),
]
lower_floor_blocks = [
_block_from_index(22, level),
_block_from_index(23, level),
]
upper_y = (GROUND - 2) * self.block_length
lower_y = (GROUND - 1) * self.block_length
for block_x in range(level.width):
pixel_x = block_x * self.block_length
upper_floor_blocks[block_x % 2].draw(painter, pixel_x, upper_y, self.block_length)
upper_floor_blocks[block_x % 2].graphics_set.anim_frame = self.anim_frame
lower_floor_blocks[block_x % 2].draw(painter, pixel_x, lower_y, self.block_length)
lower_floor_blocks[block_x % 2].graphics_set.anim_frame = self.anim_frame
def _draw_desert_default_graphics(self, painter: QPainter, level: Level):
floor_level = (GROUND - 1) * self.block_length
floor_block_index = 86
floor_block = _block_from_index(floor_block_index, level)
for x in range(level.width):
floor_block.graphics_set.anim_frame = self.anim_frame
floor_block.draw(painter, x * self.block_length, floor_level, self.block_length)
def _draw_ice_default_graphics(self, painter: QPainter, level: Level):
bg_block = _block_from_index(0x80, level)
for x, y in product(range(level.width), range(level.height)):
bg_block.graphics_set.anim_frame = self.anim_frame
bg_block.draw(painter, x * self.block_length, y * self.block_length, self.block_length)
def _draw_objects(self, painter: QPainter, level: Level):
for level_object in level.get_all_objects():
if isinstance(level_object, EnemyItem) and level_object.type in OMITTED_ITEMS:
continue
level_object.render()
if level_object.name.lower() in SPECIAL_BACKGROUND_OBJECTS:
assert isinstance(level_object, LevelObject)
width = LEVEL_MAX_LENGTH
height = GROUND - level_object.y_position
blocks_to_draw = [level_object.blocks[0]] * width * height
for index, block_index in enumerate(blocks_to_draw):
x = level_object.x_position + index % width
y = level_object.y_position + index // width
level_object._draw_block(painter, block_index, x, y, self.block_length, False)
else:
level_object.anim_frame = self.anim_frame
level_object.draw(
painter,
self.block_length,
self.settings.value("level view/block_transparency"),
)
if level_object.selected:
painter.save()
painter.setPen(QPen(QColor(0x00, 0x00, 0x00, 0x80), 1))
painter.drawRect(level_object.get_rect(self.block_length))
painter.restore()
def _draw_overlays(self, painter: QPainter, level: Level):
painter.save()
for level_object in level.get_all_objects():
name = level_object.name.lower()
# only handle this specific enemy item for now
if isinstance(level_object, EnemyItem) and name not in ENEMY_ITEMS_WITH_OVERLAYS:
continue
pos = level_object.get_rect(self.block_length).topLeft()
rect = level_object.get_rect(self.block_length)
# invisible coins, for example, expand and need to have multiple overlays drawn onto them
# set true by default, since for most overlays it doesn't matter
fill_object = True
# pipe entries
if "pipe" in name and "can go" in name:
if not self.settings.value("level view/draw_jump_on_objects"):
continue
fill_object = False
# center() is one pixel off for some reason
pos = rect.topLeft() + QPoint(rect.width() // 2, rect.height() // 2)
trigger_position = level_object.get_position()
if "left" in name:
image = LEFT_ARROW
pos.setX(rect.right())
pos.setY(pos.y() - self._half_block)
# leftward pipes trigger on the column to the left of the opening
x = level_object.get_rect().bottomRight().x()
y = level_object.get_rect().bottomRight().y()
trigger_position = (x - 1, y)
elif "right" in name:
image = RIGHT_ARROW
pos.setX(rect.left() - self.block_length)
pos.setY(pos.y() - self._half_block)
elif "down" in name:
image = DOWN_ARROW
pos.setX(pos.x() - self._half_block)
pos.setY(rect.top() - self.block_length)
else:
# upwards pipe
image = UP_ARROW
pos.setX(pos.x() - self._half_block)
pos.setY(rect.bottom())
# upwards pipes trigger on the second to last row
x = level_object.get_rect().bottomLeft().x()
y = level_object.get_rect().bottomLeft().y()
trigger_position = (x, y - 1)
if not self._object_in_jump_area(level, trigger_position):
image = NO_JUMP
elif "door" == name or "door (can go" in name or "invisible door" in name or "red invisible note" in name:
fill_object = False
if "note" in name:
image = UP_ARROW
else:
# door
image = DOWN_ARROW
pos.setY(rect.top() - self.block_length)
x, y = level_object.get_position()
# jumps seemingly trigger on the bottom block
if not self._object_in_jump_area(level, (x, y + 1)):
image = NO_JUMP
# "?" - blocks, note blocks, wooden blocks and bricks
elif "'?' with" in name or "brick with" in name or "bricks with" in name or "block with" in name:
if not self.settings.value("level view/draw_items_in_blocks"):
continue
pos.setY(pos.y() - self.block_length)
if "flower" in name:
image = FIRE_FLOWER
elif "leaf" in name:
image = LEAF
elif "continuous star" in name:
image = CONTINUOUS_STAR
elif "star" in name:
image = NORMAL_STAR
elif "multi-coin" in name:
image = MULTI_COIN
elif "coin" in name:
image = COIN
elif "1-up" in name:
image = ONE_UP
elif "vine" in name:
image = VINE
elif "p-switch" in name:
image = P_SWITCH
else:
image = EMPTY_IMAGE
# draw little arrow for the offset item overlay
arrow_pos = QPoint(pos)
arrow_pos.setY(arrow_pos.y() + self.block_length / 4)
painter.drawImage(arrow_pos, ITEM_ARROW.scaled(self.block_length, self.block_length))
elif "invisible" in name:
if not self.settings.value("level view/draw_invisible_items"):
continue
if "coin" in name:
image = INVISIBLE_COIN
elif "1-up" in name:
image = INVISIBLE_1_UP
else:
image = EMPTY_IMAGE
elif "silver coins" in name:
if not self.settings.value("level view/draw_invisible_items"):
continue
image = SILVER_COIN
elif "red koopa" in name:
if not self.settings.value("level view/draw_invisible_items"):
continue
painter.save()
koopa_trail_pen = QPen(Qt.GlobalColor.red)
koopa_trail_pen.setStyle(Qt.PenStyle.DotLine)
koopa_trail_pen.setWidth(self.block_length // 8)
start_pos = pos + QPoint(self._half_block, 2 * self.block_length)
end_pos = start_pos + QPoint(0, 7 * self.block_length)
painter.setPen(koopa_trail_pen)
painter.drawLine(start_pos, end_pos)
koopa_trail_pen.setStyle(Qt.PenStyle.SolidLine)
painter.setPen(koopa_trail_pen)
painter.drawLine(pos.x(), end_pos.y(), pos.x() + self.block_length, end_pos.y())
painter.restore()
continue
else:
continue
if fill_object:
for x in range(level_object.rendered_width):
adapted_pos = QPoint(pos)
adapted_pos.setX(pos.x() + x * self.block_length)
image = image.scaled(self.block_length, self.block_length)
painter.drawImage(adapted_pos, image)
if level_object.selected:
painter.drawImage(adapted_pos, make_image_selected(image))
else:
image = image.scaled(self.block_length, self.block_length)
painter.drawImage(pos, image)
painter.restore()
@staticmethod
def _object_in_jump_area(level: Level, pos: tuple[int, int]):
for jump in level.jumps:
jump_rect = jump.get_rect(1, level.is_vertical)
if jump_rect.contains(QPoint(*pos)):
return True
else:
return False
def _draw_expansions(self, painter: QPainter, level: Level):
for level_object in level.get_all_objects():
if self.settings.value("level view/draw_expansion"):
painter.save()
painter.setPen(Qt.PenStyle.NoPen)
if level_object.expands() == EXPANDS_BOTH:
painter.setBrush(QColor(0xFF, 0, 0xFF, 0x80))
elif level_object.expands() == EXPANDS_HORIZ:
painter.setBrush(QColor(0xFF, 0, 0, 0x80))
elif level_object.expands() == EXPANDS_VERT:
painter.setBrush(QColor(0, 0, 0xFF, 0x80))
painter.drawRect(level_object.get_rect(self.block_length))
painter.restore()
def _draw_potential_marios(self, painter: QPainter, level: Level):
painter.save()
painter.setOpacity(0.2)
# get all potential mario positions
potential_positions = [
QPoint(block_x, block_y) * self.block_length
for block_x, block_y in level.header.gen_mario_start_positions()
]
# loop through positions and draw transparent mario
x_offset = 32 * level.start_action
mario_cutout = mario_actions.copy(QRect(x_offset, 0, 32, 32)).scaled(
2 * self.block_length, 2 * self.block_length
)
for mario_position in potential_positions:
painter.drawImage(mario_position, mario_cutout)
painter.restore()
def _draw_mario(self, painter: QPainter, level: Level):
mario_position = QPoint(*level.header.mario_position()) * self.block_length
x_offset = 32 * level.start_action
mario_cutout = mario_actions.copy(QRect(x_offset, 0, 32, 32)).scaled(
2 * self.block_length, 2 * self.block_length
)
painter.drawImage(mario_position, mario_cutout)
def _draw_jumps(self, painter: QPainter, level: Level):
for jump in level.jumps:
painter.setBrush(QBrush(QColor(0xFF, 0x00, 0x00), Qt.BrushStyle.FDiagPattern))
painter.drawRect(jump.get_rect(self.block_length, level.is_vertical))
def _draw_grid(self, painter: QPainter, level: Level):
panel_width, panel_height = level.get_rect(self.block_length).size().toTuple()
self._draw_grid_lines(painter, panel_height, panel_width)
self._draw_screen_lines(painter, panel_height, panel_width, level.is_vertical)
def _draw_grid_coordinates(self, painter: QPainter, level: Level):
panel_width, panel_height = level.get_rect(self.block_length).size().toTuple()
font = painter.font()
font.setPointSize(self.block_length)
painter.setFont(font)
painter.setPen(self.coord_pen)
if level.is_vertical:
for y in range(0, panel_height, self.block_length * LEVEL_SCREEN_HEIGHT):
painter.drawText(QPoint(0, self.block_length + y), str(y // self.block_length))
else:
for x in range(0, panel_width, self.block_length * LEVEL_SCREEN_WIDTH):
painter.drawText(QPoint(x, self.block_length), str(x // self.block_length))
def _draw_screen_lines(self, painter: QPainter, panel_height, panel_width, vertical_level):
font = painter.font()
font.setPointSize(self.block_length)
painter.setFont(font)
painter.setPen(self.screen_pen)
if vertical_level:
for y in range(0, panel_height, self.block_length * LEVEL_SCREEN_HEIGHT):
painter.drawLine(0, self.block_length + y, panel_width, self.block_length + y)
else:
for x in range(0, panel_width, self.block_length * LEVEL_SCREEN_WIDTH):
painter.drawLine(x, 0, x, panel_height)
def _draw_grid_lines(self, painter, panel_height, panel_width):
painter.setPen(self.grid_pen)
# draw vertical grid lines
for x in range(0, panel_width, self.block_length):
painter.drawLine(x, 0, x, panel_height)
# draw horizontal grid lines
for y in range(0, panel_height, self.block_length):
painter.drawLine(0, y, panel_width, y)
def _draw_auto_scroll(self, painter: QPainter, level: Level):
for item in level.enemies:
if item.obj_index == OBJ_AUTOSCROLL:
break
else:
return
drawer = AutoScrollDrawer(item.auto_scroll_type, level)
drawer.draw(painter, self.block_length)
@property
def _half_block(self):
return self.block_length // 2