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level_editor.py
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executable file
·183 lines (157 loc) · 6.84 KB
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#!/usr/bin/env python3
import pygame
import json
import os
import sys
pygame.init()
font = pygame.font.SysFont('monospace', 12, True, False)
def colour(collision):
if collision == 0:return (0, 0, 0)
elif collision == 1:return (0, 0, 255)
elif collision == 2:return (255, 0, 0)
elif collision == 3:return (255, 255, 255)
class tile:
def __init__(self, tileset, number, hflip, vflip, rcoll, bcoll):
self.rcoll = rcoll
self.bcoll = bcoll
self.hflip = hflip
self.vflip = vflip
self.image = pygame.transform.flip(pygame.image.load('graphics/tileset/{}/{}.png'.format(tileset, number)), hflip, vflip)
with open('graphics/tileset/{}/{}.json'.format(tileset, number)) as f:tree = json.load(f)
self.solidity = tree[:-1]
self.angle = tree[-1]
self.mask = pygame.Surface((16, 16))
self.mask.set_colorkey((0, 0, 0))
self.mask.set_alpha(160)
pixels = pygame.PixelArray(self.mask)
for x in range(16):
for y in range(16):
pixelx = 15 - x if hflip else x
pixely = 15 - y if vflip else y
count = self.solidity[y][x]
if not bcoll:count &= 1
if not rcoll:count &= 2
pixels[pixelx, pixely] = colour(count)
pixels.close()
self.display = self.image.copy()
self.display.blit(self.mask, (0, 0))
self.mask.set_alpha(255)
self.number = number
def visible(self):
if showsolid:
if showtile:return self.display
else:return self.mask
else:
if showtile:return self.image
else:return pygame.Surface((16, 16))
class act:
def __init__(self, tree):
self.data = tree['tiles']
for line in self.data:
for index in range(len(line)):
if isinstance(line[index], int):line[index] = tile(tree['tileset'], line[index], False, False, True, True)
else:
if len(line[index]) <= 3:line[index].append(3)
line[index] = tile(tree['tileset'], line[index][0], line[index][1], line[index][2], bool(line[index][3] & 1), bool(line[index][3] & 2))
def draw(self, screen, offset = 0):
for y in range(len(self.data)):
for x in range(len(self.data[y])):
screen.blit(self.data[y][x].visible(), (x * 16, y * 16 - offset * 16))
class tileset(act):
def __init__(self, name):
length = len(os.listdir('graphics/tileset/{}/'.format(name)))//2
# png files and json files
self.data = []
for i in range(length):
if i % 16 == 0:self.data.append([])
self.data[-1].append(tile(name, i, False, False, True, True))
def draw(self, screen, offset = 0):
for y in range(len(self.data)):
for x in range(len(self.data[y])):
screen.blit(self.data[y][x].visible(), (x * tileset.difference, y * tileset.difference - offset * tileset.difference))
tileset.difference = 19
screenX = 320
screenY = 224
scale = int(sys.argv[1]) if len(sys.argv) > 1 else 1
if scale == 1:screen = pygame.display.set_mode((screenX, screenY))
else:
screen = pygame.Surface((screenX, screenY))
window = pygame.display.set_mode((screenX * scale, screenY * scale))
clock = pygame.time.Clock()
with open('test levels/zone/1.json') as f:tree = json.load(f)
level = act(tree)
tiles = tileset(tree['tileset'])
tilemode = False
showsolid = True
showtile = True
drawmode = False
offset = 0
pointer = 0
hflip = False
vflip = False
red = True
blue = True
pos = (0, 0)
def draw():
level.data[pos[1] // (scale * 16)][pos[0] // (scale * 16)] = tile(tree['tileset'], pointer, hflip, vflip, red, blue)
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:exit()
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE or event.key == pygame.K_t:tilemode = not tilemode
elif event.key == pygame.K_x:showsolid = not showsolid
elif event.key == pygame.K_z:showtile = not showtile
elif event.key == pygame.K_d:hflip = not hflip
elif event.key == pygame.K_c:vflip = not vflip
elif event.key == pygame.K_p:print(pointer, hex(pointer), hflip, vflip)
elif event.key == pygame.K_f:
hflip = False
vflip = False
elif event.key == pygame.K_r:red = not red
elif event.key == pygame.K_w:blue = not blue
elif event.key == pygame.K_e:
red = True
blue = True
elif event.key == pygame.K_DOWN:
if tilemode:offset += 1
#else: # TODO add scrolling
elif event.key == pygame.K_UP:
if tilemode:offset -= 1
elif event.key == pygame.K_q:exit()
elif event.key == pygame.K_s:
tree['tiles'] = []
for line in level.data:
tree['tiles'].append([])
for point in line:
tree['tiles'][-1].append([point.number, point.hflip, point.vflip, point.rcoll | (point.bcoll << 1)])
with open('test levels/zone/1.json', 'w') as f:json.dump(tree,f)
elif event.type == pygame.MOUSEBUTTONDOWN:
if event.button == 1:
drawmode = True
if not tilemode:
draw()
elif event.type == pygame.MOUSEBUTTONUP:
if event.button == 1:
drawmode = False
if tilemode:
pointer = tiles.data[pos[1] // (scale * tileset.difference) + offset][pos[0] // (scale * tileset.difference)].number
tilemode = False
hflip = False
vflip = False
elif event.button == 3:
pointer = level.data[pos[1] // (scale * 16)][pos[0] // (scale * 16)].number
hflip = level.data[pos[1] // (scale * 16)][pos[0] // (scale * 16)].hflip
vflip = level.data[pos[1] // (scale * 16)][pos[0] // (scale * 16)].vflip
red = level.data[pos[1] // (scale * 16)][pos[0] // (scale * 16)].rcoll
blue = level.data[pos[1] // (scale * 16)][pos[0] // (scale * 16)].bcoll
elif event.type == pygame.MOUSEMOTION:
pos = (event.pos[0] // scale, event.pos[1] // scale)
if drawmode and not tilemode:draw()
screen.fill((0, 0, 0))
if tilemode:
tiles.draw(screen, offset)
screen.blit(font.render(hex(pos[0] // (scale * tileset.difference) + pos[1] // (scale * tileset.difference) * 16 + offset * 16)[2:], True, (255, 0, 0)), (pos[0], pos[1] + 10))
else:level.draw(screen)
if scale != 1:pygame.transform.scale(screen, (screenX * scale, screenY * scale), window)
pygame.display.flip()
clock.tick(60)