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level_editor.py
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level_editor.py
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# tilesheet https://erayzesen.itch.io/pixel-platformer
# background https://sanctumpixel.itch.io/forest-lite-pixel-art-tileset
import os
import pygame
import button
# import pickle
import csv
pygame.init()
clock = pygame.time.Clock()
FPS = 60
# game window
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 640
LOWER_MARGIN = 100
SIDE_MARGIN = 400
screen = pygame.display.set_mode(
(SCREEN_WIDTH + SIDE_MARGIN, SCREEN_HEIGHT + LOWER_MARGIN))
pygame.display.set_caption('Level Editor')
# define game variables
ROWS = 150
TILE_SIZE = 40
TILE_TYPES = 18
COLS = 150
current_tile = 0
level = 0
scroll_left = False
scroll_right = False
scroll_up = False
scroll_down = False
scroll = [0, 0]
scroll_speed = 1
# store tiles in a list
img_list = []
for x in range(TILE_TYPES):
img = pygame.image.load(f'img/tile/dungeon/{x}.png').convert_alpha()
img = pygame.transform.scale(img, (TILE_SIZE, TILE_SIZE))
img_list.append(img)
save_img = pygame.image.load('img/save_btn.png').convert_alpha()
load_img = pygame.image.load('img/load_btn.png').convert_alpha()
# define colours
BG = (35, 35, 35)
GREEN = (144, 201, 120)
WHITE = (255, 255, 255)
RED = (200, 25, 25)
# define font
font = pygame.font.SysFont('Futura', 30)
# create empty tile list
world_data = []
for row in range(ROWS):
r = [-1] * COLS
world_data.append(r)
# create ground
for tile in range(0, COLS):
world_data[ROWS - 1][tile] = 0
# function for outputting text onto the screen
def draw_text(text, font, text_col, x, y):
img = font.render(text, True, text_col)
screen.blit(img, (x, y))
# function for drawing background
def draw_bg():
screen.fill(BG)
# draw grid
def draw_grid():
# vertical lines
for c in range(COLS + 1):
pygame.draw.line(screen, WHITE, (c * TILE_SIZE -
scroll[0], 0), (c * TILE_SIZE - scroll[0], SCREEN_HEIGHT))
# horizontal lines
for c in range(ROWS + 1):
pygame.draw.line(screen, WHITE, (0, c * TILE_SIZE -
scroll[1]), (SCREEN_WIDTH, c * TILE_SIZE - scroll[1]))
# function for drawing the world tiles
def draw_world():
for y, row in enumerate(world_data):
for x, tile in enumerate(row):
if tile >= 0:
screen.blit(img_list[tile], (x * TILE_SIZE -
scroll[0], y * TILE_SIZE - scroll[1]))
# create buttons
save_button = button.Button(
SCREEN_WIDTH // 2, SCREEN_HEIGHT + LOWER_MARGIN - 50, save_img, 1)
load_button = button.Button(SCREEN_WIDTH // 2 + 200,
SCREEN_HEIGHT + LOWER_MARGIN - 50, load_img, 1)
# make a button list
button_list = []
button_col = 0
button_row = 0
for i in range(len(img_list)):
tile_button = button.Button(
SCREEN_WIDTH + (50 * button_col) + 25, 50 * button_row + 25, img_list[i], 1)
button_list.append(tile_button)
button_col += 1
if button_col == 7:
button_col = 0
button_row += 1
run = True
while run:
clock.tick(FPS)
draw_bg()
draw_grid()
draw_world()
# draw bottom panel
pygame.draw.rect(screen, BG, (0, SCREEN_HEIGHT,
SCREEN_WIDTH + SIDE_MARGIN, SCREEN_HEIGHT + LOWER_MARGIN))
draw_text(f'Level: {level}', font, WHITE, 10,
SCREEN_HEIGHT + LOWER_MARGIN - 90)
draw_text('Press UP or DOWN to change level', font,
WHITE, 10, SCREEN_HEIGHT + LOWER_MARGIN - 60)
if os.path.exists(f'level{level}_data.csv'):
draw_text('File already exists, be careful when saving!',
font, WHITE, 400, SCREEN_HEIGHT + LOWER_MARGIN - 80)
# save and load data
if save_button.draw(screen):
# save level data
with open(f'level{level}_data.csv', 'w', newline='') as csvfile:
writer = csv.writer(csvfile, delimiter=',')
for row in world_data:
writer.writerow(row)
# alternative using pickle
#pickle_out = open(f'level{level}_data', 'wb')
#pickle.dump(world_data, pickle_out)
# pickle_out.close()
if load_button.draw(screen):
# load in level data
# reset scroll back to the start of the level
scroll = [0, 0]
save_trigger = 0
if os.path.exists(f'level{level}_data.csv'):
with open(f'level{level}_data.csv', newline='') as csvfile:
reader = csv.reader(csvfile, delimiter=',')
for x, row in enumerate(reader):
for y, tile in enumerate(row):
world_data[x][y] = int(tile)
# alternative using pickle
#world_data = []
#pickle_in = open(f'level{level}_data', 'rb')
#world_data = pickle.load(pickle_in)
else:
print("File Doesn't Exist")
# draw tile panel and tiles
pygame.draw.rect(screen, GREEN, (SCREEN_WIDTH,
0, SIDE_MARGIN, SCREEN_HEIGHT))
# choose a tile
button_count = 0
for button_count, i in enumerate(button_list):
if i.draw(screen):
current_tile = button_count
# highlight the selected tile
pygame.draw.rect(screen, RED, button_list[current_tile].rect, 3)
# scroll the map
if scroll_left == True and scroll[0] > 0:
scroll[0] -= 5 * scroll_speed
if scroll[0] < 0:
scroll[0] = 0
if scroll_right == True and scroll[0] < (COLS * TILE_SIZE) - SCREEN_WIDTH:
scroll[0] += 5 * scroll_speed
if scroll[0] > (COLS * TILE_SIZE) - SCREEN_WIDTH:
scroll[0] = (COLS * TILE_SIZE) - SCREEN_WIDTH
if scroll_up == True and scroll[1] > 0:
scroll[1] -= 5 * scroll_speed
if scroll[1] < 0:
scroll[1] = 0
if scroll_down == True and scroll[1] < (ROWS * TILE_SIZE) - SCREEN_HEIGHT:
scroll[1] += 5 * scroll_speed
if scroll[1] > (ROWS * TILE_SIZE) - SCREEN_HEIGHT:
scroll[1] = (ROWS * TILE_SIZE) - SCREEN_HEIGHT
# add new tiles to the screen
# get mouse position
pos = pygame.mouse.get_pos()
x = (pos[0] + scroll[0]) // TILE_SIZE
y = (pos[1] + scroll[1]) // TILE_SIZE
# check that the coordinates are within the tile area
if pos[0] < SCREEN_WIDTH and pos[1] < SCREEN_HEIGHT:
# update tile value
if pygame.mouse.get_pressed()[0] == 1:
if world_data[y][x] != current_tile:
world_data[y][x] = current_tile
if pygame.mouse.get_pressed()[2] == 1:
world_data[y][x] = -1
# event handler
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
# keyboard presses
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_UP:
level += 1
save_trigger = 0
if event.key == pygame.K_DOWN and level > 0:
level -= 1
save_trigger = 0
if event.key == pygame.K_a:
scroll_left = True
if event.key == pygame.K_d:
scroll_right = True
if event.key == pygame.K_w:
scroll_up = True
if event.key == pygame.K_s:
scroll_down = True
if event.key == pygame.K_LSHIFT:
scroll_speed = 5
if event.type == pygame.KEYUP:
if event.key == pygame.K_a:
scroll_left = False
if event.key == pygame.K_d:
scroll_right = False
if event.key == pygame.K_w:
scroll_up = False
if event.key == pygame.K_s:
scroll_down = False
if event.key == pygame.K_LSHIFT:
scroll_speed = 1
pygame.display.update()
pygame.quit()