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main.py
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import pygame
import sys
from config import *
from levelMap import setupLevelMap, renderLevelMap, increaseLevelMap, getLevelMapLength, assignTileByIndex
from tileMap import setupTileMap, renderTileMap, convertTileMap2Tiles
from sprites import getSprites, renderSprites, newSprite
from port import newExportData, export, importLevel, promptImport
from Button import Button
from Camera import Camera
from util import printScreen
class TileType:
TILES = 0
INTERACTABLE_TILE = 1
ENEMY = 2
PLAYER = 3
currentTile = TileType.TILES
# tile variables
levelMap = setupLevelMap()
tilemapImage = pygame.image.load("assets/tilemap.png")
TILE_COUNT = int((tilemapImage.get_width() / TILEMAP_TILE_SIZE) * (tilemapImage.get_height() / TILEMAP_TILE_SIZE))
tiles = convertTileMap2Tiles(tilemapImage, TILEMAP_TILE_SIZE, SELECTION_AREA_TILE_SIZE)
tilemap = setupTileMap(tiles)
selectedTile = -1
selectedTileImage = pygame.Surface([TILE_SIZE, TILE_SIZE], pygame.SRCALPHA).convert_alpha()
# interactable tile variables
interactabletilemapImage = pygame.image.load("assets/interactableTilemap.png")
INTERACTABLE_TILE_COUNT = int((interactabletilemapImage.get_width() / TILEMAP_TILE_SIZE) * (interactabletilemapImage.get_height() / TILEMAP_TILE_SIZE))
interactableTiles = convertTileMap2Tiles(interactabletilemapImage, TILEMAP_TILE_SIZE, SELECTION_AREA_TILE_SIZE)
interactableTilesTilemap = setupTileMap(interactableTiles)
selectedInteractableTile = -1
selectedInteractableTileImage = pygame.Surface([TILE_SIZE, TILE_SIZE], pygame.SRCALPHA).convert_alpha()
interactableTilesArray = []
# enemy variables
enemySprites = getSprites(ENEMY_DIR)
enemyTilemap = setupTileMap(enemySprites)
selectedEnemy = -1
selectedEnemyImage = pygame.Surface([TILE_SIZE, TILE_SIZE], pygame.SRCALPHA).convert_alpha()
enemyArray = []
# player variables
playerSprites = getSprites(PLAYER_DIR)
playerTilemap = setupTileMap(playerSprites)
selectedPlayer = -1
selectedPlayerImage = pygame.Surface([TILE_SIZE, TILE_SIZE], pygame.SRCALPHA).convert_alpha()
playerArray = []
MAIN_WINDOW_RECT = pygame.Rect(0,0, WINDOW_WIDTH, WINDOW_HEIGHT)
showGrid = True
# fonts
FONT = pygame.font.SysFont('Arial', 28)
# buttons to swap between tilemap, player and enemies sheets
tilemapButton = Button((WINDOW_WIDTH + SELECTION_AREA_PADDING_LEFT + (0 * (BUTTON_MARGIN_LEFT + BUTTON_WIDTH)), SELECTION_AREA_PADDING_TOP), BUTTON_WIDTH, BUTTON_HEIGHT, FONT, "tiles")
interactableTilemapButton = Button((WINDOW_WIDTH + SELECTION_AREA_PADDING_LEFT + (1 * (BUTTON_MARGIN_LEFT + BUTTON_WIDTH)), SELECTION_AREA_PADDING_TOP), BUTTON_WIDTH, BUTTON_HEIGHT, FONT, "int")
enemyButton = Button((WINDOW_WIDTH + SELECTION_AREA_PADDING_LEFT + (2 * (BUTTON_MARGIN_LEFT + BUTTON_WIDTH)), SELECTION_AREA_PADDING_TOP), BUTTON_WIDTH, BUTTON_HEIGHT, FONT, "enemies")
playerButton = Button((WINDOW_WIDTH + SELECTION_AREA_PADDING_LEFT + (3 * (BUTTON_MARGIN_LEFT + BUTTON_WIDTH)), SELECTION_AREA_PADDING_TOP), BUTTON_WIDTH, BUTTON_HEIGHT, FONT, "player")
# import / export buttons
importButton = Button((WINDOW_WIDTH + SELECTION_AREA_PADDING_LEFT + (0 * (BUTTON_MARGIN_LEFT + BUTTON_WIDTH)), WINDOW_HEIGHT - SELECTION_AREA_PADDING_TOP - BUTTON_HEIGHT), BUTTON_WIDTH, BUTTON_HEIGHT, FONT, "Import")
exportButton = Button((WINDOW_WIDTH + SELECTION_AREA_PADDING_LEFT + (1 * (BUTTON_MARGIN_LEFT + BUTTON_WIDTH)), WINDOW_HEIGHT - SELECTION_AREA_PADDING_TOP - BUTTON_HEIGHT), BUTTON_WIDTH, BUTTON_HEIGHT, FONT, "Export")
# print screen button
printScreenButton = Button((WINDOW_WIDTH + SELECTION_AREA_PADDING_LEFT + (2 * (BUTTON_MARGIN_LEFT + BUTTON_WIDTH)), WINDOW_HEIGHT - SELECTION_AREA_PADDING_TOP - BUTTON_HEIGHT), BUTTON_WIDTH, BUTTON_HEIGHT, FONT, "Print")
# button to increase level size
increaseLevelMapButton = Button((WINDOW_WIDTH + SELECTION_AREA_PADDING_LEFT + (3 * (BUTTON_MARGIN_LEFT + BUTTON_WIDTH)), WINDOW_HEIGHT - SELECTION_AREA_PADDING_TOP - BUTTON_HEIGHT), BUTTON_WIDTH, BUTTON_HEIGHT, FONT, "+")
def main():
global levelMap
global selectedTile, selectedTileImage, tiles, TILE_COUNT, currentTile
global enemyTilemap, enemySprites, selectedEnemy, enemyArray
global selectedPlayer, playerSprites, playerArray
global selectedInteractableTile, interactableTiles, interactableTilesTilemap, interactableTilesArray
pygame.init() # setup pygame
# settings the title for the window
PROGRAM_ICON = pygame.image.load("assets/icon.png")
# settings the icon and title for the window
pygame.display.set_icon(PROGRAM_ICON)
pygame.display.set_caption(WINDOW_TITLE)
# creating the window and clock
screen = pygame.display.set_mode((WINDOW_WIDTH + SELECTION_AREA_WIDTH, WINDOW_HEIGHT)) # create the window
clock = pygame.time.Clock() # create clock for syncing FPS
camera = Camera(getLevelMapLength(levelMap))
leftMouseDown = False
rightMouseDown = False
while True:
velocityX = 0
leftClick = False
mousePos = pygame.mouse.get_pos()
# see if user is hovering over level map
insideSandbox = MAIN_WINDOW_RECT.collidepoint(mousePos)
clock.tick(FPS) # makes loop run at same speed every time
events = pygame.event.get()
# check for user input
for event in events:
if event.type == pygame.QUIT: # user closed the window
pygame.quit() # close the window
sys.exit(0) # close the program
elif event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
leftMouseDown = True
leftClick = True
elif event.type == pygame.MOUSEBUTTONUP and event.button == 1:
leftMouseDown = False
elif event.type == pygame.MOUSEBUTTONDOWN and event.button == 3:
rightMouseDown = True
elif event.type == pygame.MOUSEBUTTONUP and event.button == 3:
rightMouseDown = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_g:
global showGrid
showGrid = not showGrid
# user has clicked onto or off of application
elif event.type == pygame.WINDOWFOCUSLOST or event.type == pygame.WINDOWFOCUSGAINED:
leftClick = False
leftMouseDown = False
rightMouseDown = False
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT]:
velocityX = -1
if keys[pygame.K_RIGHT]:
velocityX = 1
camera.scroll(velocityX)
# check for events from user
if leftClick:
# updates
tilemapButton.update(leftClick, mousePos)
interactableTilemapButton.update(leftClick, mousePos)
enemyButton.update(leftClick, mousePos)
playerButton.update(leftClick, mousePos)
increaseLevelMapButton.update(leftClick, mousePos)
importButton.update(leftClick, mousePos)
exportButton.update(leftClick, mousePos)
printScreenButton.update(leftClick, mousePos)
# check for selected tile
if currentTile == TileType.TILES:
for i, tile in enumerate(tilemap):
if tile.collidepoint(mousePos):
# stop user selecting non tiles
if i >= TILE_COUNT:
break
selectedTile = i
selectedTileImage.fill(EMPTY) # clear old image
selectedTileImage.blit(tiles[i], (0,0)) # render new selected tile
# check for selected tile
if currentTile == TileType.INTERACTABLE_TILE:
for i, tile in enumerate(interactableTilesTilemap):
if tile.collidepoint(mousePos):
selectedInteractableTile = i
selectedInteractableTileImage.fill(EMPTY) # clear old image
selectedInteractableTileImage.blit(interactableTiles[i], (0,0)) # render new selected tile
# check for selected tile
if currentTile == TileType.PLAYER:
for i, player in enumerate(playerTilemap):
if player.collidepoint(mousePos):
selectedPlayer = i
selectedPlayerImage.fill(EMPTY) # clear old image
selectedPlayerImage.blit(playerSprites[i], (0,0)) # render new selected tile
# check for selected tile
if currentTile == TileType.ENEMY:
for i, enemy in enumerate(enemyTilemap):
if enemy.collidepoint(mousePos):
selectedEnemy = i
selectedEnemyImage.fill(EMPTY) # clear old image
selectedEnemyImage.blit(enemySprites[i], (0,0)) # render new selected tile
# button events
if any([tilemapButton.isClicked, enemyButton.isClicked, playerButton.isClicked, interactableTilemapButton.isClicked]):
selectedTile = -1
selectedInteractableTile = -1
selectedEnemy = -1
selectedPlayer = -1
if tilemapButton.isClicked:
currentTile = TileType.TILES
elif interactableTilemapButton.isClicked:
currentTile = TileType.INTERACTABLE_TILE
elif enemyButton.isClicked:
currentTile = TileType.ENEMY
elif playerButton.isClicked:
currentTile = TileType.PLAYER
elif increaseLevelMapButton.isClicked:
levelMap = increaseLevelMap(levelMap, 5)
camera.updateLevelMapLength(getLevelMapLength(levelMap))
camera.setPos(camera.MAX_X)
elif exportButton.isClicked:
leftClick = False
leftMouseDown = False
rightMouseDown = False
export(newExportData(levelMap, playerArray, enemyArray, interactableTilesArray))
elif importButton.isClicked:
leftClick = False
leftMouseDown = False
rightMouseDown = False
levelMap, playerArray, enemyArray, interactableTilesArray = promptImport(levelMap, playerArray, enemyArray, interactableTilesArray)
levelMap = assignTileByIndex(tiles, levelMap)
camera.updateLevelMapLength(getLevelMapLength(levelMap))
camera.setPos(camera.MIN_X)
elif printScreenButton.isClicked:
printScreen(levelMap, playerArray, playerSprites, enemyArray, enemySprites, interactableTiles, interactableTilesArray, camera.offsetX)
if leftMouseDown and insideSandbox:
# remove entity at clicked tile
for row in levelMap:
for tile in row:
rect = tile.get("rect")
if rect.collidepoint((mousePos[0] + camera.offsetX, mousePos[1])):
# remove tile
tile["tile"] = None # remove tile that is there
tile["tileIndex"] = -1
# remove enemy at that tile
for i, enemy in enumerate(enemyArray):
if enemy.get('rect').colliderect(rect):
enemyArray.pop(i)
# remove player at that tile
for i, player in enumerate(playerArray):
if player.get('rect').colliderect(rect):
playerArray.pop(i)
# remove interactable tile at that tile
for i, tile in enumerate(interactableTilesArray):
if tile.get('rect').colliderect(rect):
interactableTilesArray.pop(i)
# place entity
for row in levelMap:
for tile in row:
rect = tile.get("rect")
if rect.collidepoint((mousePos[0] + camera.offsetX, mousePos[1])):
# place tile
if currentTile == TileType.TILES and selectedTile != -1:
tile["tileIndex"] = selectedTile
tile["tile"] = pygame.transform.scale(tiles[selectedTile], (TILE_SIZE, TILE_SIZE))
# placing interactable tile
if currentTile == TileType.INTERACTABLE_TILE and selectedInteractableTile != -1:
interactableTilesArray.append(newSprite(rect, selectedInteractableTile))
# placing enemy
if currentTile == TileType.ENEMY and selectedEnemy != -1:
enemyArray.append(newSprite(rect, selectedEnemy))
# placing player
if currentTile == TileType.PLAYER and selectedPlayer != -1:
# remove current player
for i, player in enumerate(playerArray):
playerArray.pop(i)
# place new player
playerArray.append(newSprite(rect, selectedPlayer))
if rightMouseDown:
# check for tile removal
for row in levelMap:
for tile in row:
rect = tile.get("rect")
if rect.collidepoint((mousePos[0] + camera.offsetX, mousePos[1])):
tile["tile"] = None
tile["tileIndex"] = -1
# check for enemy removal
for i, enemy in enumerate(enemyArray):
if enemy.get('rect').collidepoint((mousePos[0] + camera.offsetX, mousePos[1])):
enemyArray.pop(i)
# check for player removal
for i, player in enumerate(playerArray):
if player.get('rect').collidepoint((mousePos[0] + camera.offsetX, mousePos[1])):
playerArray.pop(i)
# remove interactable tile at that tile
for i, tile in enumerate(interactableTilesArray):
if tile.get('rect').collidepoint((mousePos[0] + camera.offsetX, mousePos[1])):
interactableTilesArray.pop(i)
# render
# buffer - renders over previous frame to clear the screen
screen.fill((0,0,0))
screen.fill((MAIN_BG_COLOR))
# display level map
renderLevelMap(screen, levelMap, camera.offsetX, showGrid)
renderSprites(screen, enemySprites, enemyArray, camera.offsetX)
renderSprites(screen, playerSprites, playerArray, camera.offsetX)
renderSprites(screen, interactableTiles, interactableTilesArray, camera.offsetX)
# display section area
# background
screen.fill(SELECTION_AREA_BGC, (WINDOW_WIDTH, 0, SELECTION_AREA_WIDTH, screen.get_height()))
# buttons
tilemapButton.render(screen)
interactableTilemapButton.render(screen)
enemyButton.render(screen)
playerButton.render(screen)
increaseLevelMapButton.render(screen)
importButton.render(screen)
exportButton.render(screen)
printScreenButton.render(screen)
# current tile type selected
if currentTile == TileType.TILES:
# render current tile
if selectedTile != -1 and insideSandbox:
screen.blit(selectedTileImage, (mousePos[0] - TILEMAP_TILE_SIZE, mousePos[1] - TILEMAP_TILE_SIZE))
# draw tile map
renderTileMap(screen, tiles, tilemap, selectedTile)
# current tile type selected
elif currentTile == TileType.INTERACTABLE_TILE:
# render current tile
if selectedInteractableTile != -1 and insideSandbox:
screen.blit(selectedInteractableTileImage, (mousePos[0] - TILEMAP_TILE_SIZE, mousePos[1] - TILEMAP_TILE_SIZE))
# draw tile map
renderTileMap(screen, interactableTiles, interactableTilesTilemap, selectedInteractableTile)
elif currentTile == TileType.PLAYER:
# render current tile
if selectedPlayer != -1 and insideSandbox:
screen.blit(selectedPlayerImage, (mousePos[0] - TILEMAP_TILE_SIZE, mousePos[1] - TILEMAP_TILE_SIZE))
# draw tile map
renderTileMap(screen, playerSprites, playerTilemap, selectedPlayer)
else:
# render current tile
if selectedEnemy != -1 and insideSandbox:
screen.blit(selectedEnemyImage, (mousePos[0] - TILEMAP_TILE_SIZE, mousePos[1] - TILEMAP_TILE_SIZE))
# draw tile map
renderTileMap(screen, enemySprites, enemyTilemap, selectedEnemy)
# update the window (render everything)
pygame.display.update()
if __name__ == "__main__":
main()