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tilemapEditor.py
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333 lines (269 loc) · 12.5 KB
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import json
import os
import pygame
from Events import Events
from NodeState import NodeState
import datamanager
import gameobject
from mouse import Mouse
from vector2 import Vector2
import time
class Node():
def __init__(self, x, y, surface, state=NodeState.Normal, item=None):
self.x = x
self.y = y
self.state = state
self.surface = surface
self.surfaceState = None
self.item = item
self.parent = None
self.g = 0
self.h = 0
def valor_f(self):
return self.g + self.h
class Grid(gameobject.GameObject):
def __init__(self, v2_pos, v2_size, nodeDiameter, nodeSurface=None, item=None, enableLines=False, drawState=False):
super().__init__(v2_pos, v2_size, False)
self.nodeDiameter = nodeDiameter
self.sizeX = v2_size.x // self.nodeDiameter
self.sizeY = v2_size.y // self.nodeDiameter
self.matrix = []
self.enableLines = enableLines
self.lineWidth = 1
self.lineColor = (0,0,0)
self.drawState = drawState
gameobject.GameObject.all_objects.remove(self)
if nodeSurface == None:
nodeSurface = pygame.Surface((self.nodeDiameter, self.nodeDiameter), pygame.SRCALPHA, 32).convert_alpha()
for y in range(self.sizeY):
self.matrix.append([])
for x in range(self.sizeX):
self.matrix[y].insert(x, Node(x, y, surface=nodeSurface, item=item))
self.nodeSurfaceMouse = pygame.Surface(
(self.nodeDiameter, self.nodeDiameter), pygame.SRCALPHA, 32)
def neighbors(self, node):
neighbors_list = []
if node.x + 1 < self.sizeX:
neighbors_list.append(self.matrix[node.y][node.x+1]) #vizinho da direita
if node.x - 1 >= 0:
neighbors_list.append(self.matrix[node.y][node.x-1]) #vizinho da esquerda
if node.y + 1 < self.sizeY:
neighbors_list.append(self.matrix[node.y+1][node.x]) #vizinho de cima
if node.y - 1 >= 0:
neighbors_list.append(self.matrix[node.y-1][node.x]) #vizinho de baixo
return neighbors_list
def getPositionFromPoint(self, v2_point):
pointX = (v2_point.x - self.v2_pos.x) // self.nodeDiameter
pointY = (v2_point.y - self.v2_pos.y) // self.nodeDiameter
pointX = min(self.sizeX-1, max(0, pointX))
pointY = min(self.sizeY-1, max(0, pointY))
return int(pointX), int(pointY)
def getNodeWithState(self, state):
for row in self.matrix:
for node in row:
if node.state == state:
return node
return None
def getNodePosWithState(self, state):
node = self.getNodeWithState(state)
return self.getNodeScreenPos(node)
def getNodeCenterPosWithState(self, state):
node = self.getNodeWithState(state)
return self.getNodeScreenPosCenter(node)
def getNodeFromPoint(self, v2_point):
pointX, pointY = self.getPositionFromPoint(v2_point)
return self.matrix[pointY][pointX]
def getScreenPos(self, x, y):
return self.v2_pos + Vector2(x * self.nodeDiameter, y * self.nodeDiameter)
def getScreenPosCenter(self, x, y):
return self.v2_pos + Vector2(x * self.nodeDiameter, y * self.nodeDiameter) + Vector2(self.nodeDiameter, self.nodeDiameter)/2
def getNodeScreenPos(self, node):
if node == None:
node = self.matrix[self.sizeY//2][self.sizeX//2]
return self.getScreenPos(node.x, node.y)
def getNodeScreenPosCenter(self, node):
if node == None:
node = self.matrix[self.sizeY//2][self.sizeX//2]
return self.getScreenPosCenter(node.x, node.y)
def getScreenPosFromPoint(self, v2_point):
x, y = self.getPositionFromPoint(v2_point)
return self.getScreenPosCenter(x, y)
def drawLines(self, screen):
if self.enableLines == False:
return
for x in range(self.sizeX):
#(self.x + (x * diameter), pos.y)
#(self.x + (x * diameter), pos.y + size.y)
pygame.draw.line(screen, self.lineColor, (self.v2_pos.x + (x*self.nodeDiameter), self.v2_pos.y), (self.v2_pos.x + (x*self.nodeDiameter), self.v2_pos.y+self.v2_size.y), width=self.lineWidth)
for y in range(self.sizeY):
#(pos.x, self.y + (y * diameter), width=self.lineWidth)
#(pos.x + size.x, self.y + (y * diameter))
pygame.draw.line(screen, self.lineColor, (self.v2_pos.x, self.v2_pos.y + y*self.nodeDiameter), (self.v2_pos.x+self.v2_size.x, self.v2_pos.y+y*self.nodeDiameter))
def draw(self, screen):
for nodeList in self.matrix:
for node in nodeList:
if node.surface != None:
screen.blit(node.surface, self.getNodeScreenPos(node))
if self.drawState:
if node.surfaceState != None:
screen.blit(node.surfaceState, self.getNodeScreenPos(node))
self.drawLines(screen)
class Tile():
def __init__(self, path, surface, tileX, tileY):
self.tileX = tileX
self.tileY = tileY
self.filePath = str(path) +f"/{self.tileX}_{self.tileY}"
self.fileName = self.filePath.split("\\")[-1]+f"/{self.tileX}_{self.tileY}"
self.surface = surface
class TilemapEditor():
def __init__(self):
pass
def main(self):
run = True
scale = 2
TILE_LENGHT = 16 * scale
GRID_W = TILE_LENGHT * 32
GRID_H = TILE_LENGHT * 24
TILES_GRID_W = (TILE_LENGHT * 10)
TILES_GRID_H = GRID_H
SCREEN_W = GRID_W + TILES_GRID_W
SCREEN_H = GRID_H
pygame.init()
pygame.display.set_caption("Teste Projetinho P1")
screen = pygame.display.set_mode((SCREEN_W, SCREEN_H))
FPS = 60
clock = pygame.time.Clock()
current_layer_index = 0
layers = []
grid_tiles = Grid(Vector2(GRID_W, 0), Vector2(TILES_GRID_W, TILES_GRID_H), TILE_LENGHT)
grid_tiles.enableLines = True
grid_tiles.lineColor = (156, 98, 54)
tileset_folder = datamanager.PREMIUM_ASSETS_FOLDER / "tilesets"
tilesets_sheets_paths = list(tileset_folder.glob('*.png'))
tiles = []
for sheet_path in tilesets_sheets_paths:
image_sheet = pygame.image.load(sheet_path)
for y in range(image_sheet.get_height() // (TILE_LENGHT//scale)):
for x in range(image_sheet.get_width() // (TILE_LENGHT//scale)):
sprite = datamanager.DataManager.getImageFromSpriteSheet(
image_sheet, x, y, scale=scale)
tiles.append(Tile(sheet_path, sprite, x, y))
tileX = 0
tileY = 0
for tile in tiles:
grid_tiles.matrix[tileY][tileX].surface = tile.surface
grid_tiles.matrix[tileY][tileX].item = tile
if tileX % (TILES_GRID_W // TILE_LENGHT) == (TILES_GRID_W // TILE_LENGHT)-1:
tileY += 1
tileY = (tileY) % (TILES_GRID_H // TILE_LENGHT)
tileX += 1
tileX = (tileX) % (TILES_GRID_W // TILE_LENGHT)
layers.append(Grid(Vector2(0, 0), Vector2(
GRID_W, GRID_H), TILE_LENGHT, tiles[-1].surface, tiles[-1], enableLines = True, drawState=True))
tileSelected = None
print(f"Layer atual >: {current_layer_index}")
apagar = False
while run:
clock.tick(FPS)
screen.fill((255, 255, 255))
Events.loop()
Mouse.loop()
criar_layer = False
descer_layer = False
subir_layer = False
salvar = False
block = False
for event in Events.events:
if event.type == pygame.KEYDOWN:
if event.key == 8:
apagar = True
elif event.key == pygame.K_RIGHT:
criar_layer = True
elif event.key == pygame.K_UP:
subir_layer = True
elif event.key == pygame.K_DOWN:
descer_layer = True
elif event.key == pygame.K_s:
salvar = True
elif event.key == pygame.K_b:
block = True
elif event.type == pygame.KEYUP:
if event.key == 8:
apagar = False
if subir_layer or descer_layer:
next_layer_index = current_layer_index + (1 if subir_layer else -1)
next_layer_index = max(0, min(len(layers)-1, next_layer_index))
layers[next_layer_index].nodeSurfaceMouse = layers[current_layer_index].nodeSurfaceMouse
current_layer_index = next_layer_index
print(f"Layer atual >: {current_layer_index}")
elif criar_layer:
newLayer = Grid(Vector2(0, 0), Vector2(GRID_W, GRID_H), TILE_LENGHT, enableLines = True, drawState=True)
layers.append(newLayer)
print(f"Nova Layer criada >: {len(layers)-1}")
elif salvar:
fileName = f"level_{int(time.time())}.json"
if os.path.exists("data\\levels") == False:
os.mkdir("data/levels")
if os.path.exists("data\\levels\\editor") == False:
os.mkdir("data/levels/editor")
file = open(f"data\\levels\\editor\\{fileName}", 'w')
file_dict = {}
file_dict["tiles"] = []
file_dict["layers"] = []
for layer in layers:
grid = {}
grid['grid'] = []
for row in layer.matrix:
tiles = []
for node in row:
node_dict = {}
node_dict["x"] = node.x
node_dict["y"] = node.y
node_dict["state"] = node.state
if node.item != None:
node_dict["tile"] = {}
if node.item.filePath not in file_dict["tiles"]:
file_dict["tiles"].append(node.item.filePath)
node_dict["tile"]["path"] = node.item.filePath
tiles.append(node_dict)
grid['grid'].append(tiles)
file_dict["layers"].append(grid)
file.write(json.dumps(file_dict, indent=4))
file.close()
print(f"Tilemap({fileName}) salvo com sucesso")
if layers[current_layer_index].isPointInside(Mouse.getMousePos()):
if Mouse.clicked_default(0) and tileSelected != None:
node = layers[current_layer_index].getNodeFromPoint(Mouse.getMousePos())
node.item = tileSelected
node.surface = tileSelected.surface
elif apagar:
node = layers[current_layer_index].getNodeFromPoint(Mouse.getMousePos())
node.item = None
node.surface = None
elif block:
node = layers[current_layer_index].getNodeFromPoint(Mouse.getMousePos())
node.state = NodeState.AllStates[node.state]
if node.state != NodeState.Normal:
surface = pygame.Surface(Vector2(16,16)*scale)
surface.fill(node.state)
surface.set_alpha(75)
node.surfaceState = surface
else:
node.surfaceState = None
elif grid_tiles.isPointInside(Mouse.getMousePos()):
if Mouse.clicked(0):
tileSelected = grid_tiles.getNodeFromPoint(Mouse.getMousePos()).item
# layers[current_layer_index].nodeSurfaceMouse = tileSelected.surface
for layer in layers:
layer.draw(screen)
grid_tiles.draw(screen)
for event in Events.events:
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE: # ESC
run = False
elif event.type == pygame.QUIT:
run = False
continue
pygame.display.update()
if __name__ == "__main__":
TilemapEditor().main()