-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathtilemap_maker.py
More file actions
833 lines (709 loc) · 35.4 KB
/
tilemap_maker.py
File metadata and controls
833 lines (709 loc) · 35.4 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
import pygame
import json
import os
import datetime
#Parameters (all optionnal)
tilesets_folder = "pokemon_tilesets" #Optionnal default is "tilesets"
adapt_to_screen=True #Optionnal default is True
#if False use the following parameters:
ntiles_width=58 #width=ntiles_width*33 by default so 58*33=1914
ntiles_height=32 #height=ntiles_height*33 by default so 32*33=1056
#Controls
move_keys=[
pygame.K_z,
pygame.K_q, pygame.K_s, pygame.K_d
]
map_saves_folder="map_saves/"
temp_map=".temp.json"
map_exports_folder="map_exports/"
pygame.init()
pygame.display.set_caption("Map Editor")
class Game:
def __init__(self, vel=1, space_between_tiles=1, tile_size=32, ntiles_tileset_width=8,adapt_to_screen=True, ntiles_width=19, ntiles_height=10,font=pygame.font.SysFont("monospace", 10)):
self.font=font
self.vel = vel
self.space_between_tiles = space_between_tiles
self.tile_size = tile_size
self.default_tile_size=tile_size
self.tile_size_p1 = tile_size + space_between_tiles
self.tile_size_p2 = self.tile_size_p1 + space_between_tiles
self.ntiles_tileset_width=ntiles_tileset_width
self.tileset_width=self.tile_size_p1*ntiles_tileset_width
if adapt_to_screen:
info = pygame.display.Info() # Get display info
win_height=max(info.current_h//4*3,(10)*self.tile_size_p1)
win_width=max(info.current_w//4*3,(10+1+self.ntiles_tileset_width)*self.tile_size_p1)
self.win_height=win_height
self.win_width=win_width
self.resize_window((win_width,win_height))
else:
self.ntiles_height=ntiles_height
self.ntiles_width=ntiles_width
self.ntiles_map_width=self.ntiles_width-self.ntiles_tileset_width
self.map_width=self.tile_size_p1*self.ntiles_map_width
self.width = self.map_width+self.tile_size_p1+self.tileset_width
self.height = self.ntiles_height*self.tile_size_p1
self.win_height=win_height=self.height
self.win_width=win_width=self.width
self.win = pygame.display.set_mode((self.width, self.height), pygame.RESIZABLE)
self.update_hached_tile()
self.tileset_index_display=pygame.Surface((self.tile_size, self.tile_size), pygame.SRCALPHA)
def resize_window(self, dims=None):
if dims:
self.win_width, self.win_height = win_width, win_height = dims
self.ntiles_height=self.win_height//self.tile_size_p1+1
self.ntiles_map_width=self.win_width//self.tile_size_p1-self.ntiles_tileset_width-1
self.ntiles_width=self.ntiles_map_width+self.ntiles_tileset_width+1
self.map_width=self.tile_size_p1*self.ntiles_map_width
self.height=self.ntiles_height*self.tile_size_p1
self.width=self.ntiles_width*self.tile_size_p1
def update_hached_tile(self):
self.hatched_tile = pygame.Surface((self.tile_size, self.tile_size), pygame.SRCALPHA)
self.hatched_tile.fill((230, 230, 230))
step = 10
line_color = (240, 240, 240)
for offset in range(-self.tile_size, self.tile_size, step):
pygame.draw.line(self.hatched_tile, line_color, (offset, 0), (offset + self.tile_size, self.tile_size), 1)
def update_sizes(self,dims=None):
self.tile_size_p1 = self.tile_size + self.space_between_tiles
self.tile_size_p2 = self.tile_size_p1 + self.space_between_tiles
self.resize_window(dims)
self.font=pygame.font.SysFont("monospace", self.tile_size//3)
self.update_hached_tile()
def resize_tile_add(self,x):
if 0<self.tile_size+x*5<100:
self.tile_size+=x*5
def resize_tile_default(self):
self.tile_size=self.default_tile_size
self.update_sizes()
def get_size(self):
return self.width, self.height
def get_surface(self):
return self.win
class Button:
def __init__(self,surface,dest=0,display_dest=False,tile_size=32,font="monospace",button_type="number",color=(0,0,0),bg_color=(200,200,200)):
self.surface = surface
self.dest=dest
self.display_dest=display_dest
self.tile_size=tile_size
self.font=font
self.button_type=button_type
self.pyfont=pygame.font.SysFont(self.font, self.tile_size)
self.color=color
self.bg_color=bg_color
self.update_size()
def def_dest(self,dest):
self.dest=dest
self.update_size()
def update_size(self,size=False):
if size:
self.tile_size=size
self.pyfont=pygame.font.SysFont(self.font, self.tile_size)
match self.button_type:
case "number":
self.number()
case "up_arrow":
self.up_arrow()
case "down_arrow":
self.down_arrow()
case "double_up_arrow":
self.double_up_arrow()
case "double_down_arrow":
self.double_down_arrow()
def number(self):
self.surface=pygame.Surface((self.tile_size, self.tile_size), pygame.SRCALPHA)
self.surface.fill(self.bg_color)
text_surface = self.pyfont.render(str(self.dest), True, self.color)
text_rect = text_surface.get_rect(center=(self.tile_size // 2, self.tile_size // 2))
self.surface.blit(text_surface, text_rect)
def up_arrow(self):
#Update buttons size
# Draw up arrow (▲)
self.surface=pygame.Surface((self.tile_size, self.tile_size), pygame.SRCALPHA)
self.surface.fill(self.bg_color)
pygame.draw.polygon(self.surface, self.color, [
(self.tile_size // 2, self.tile_size // 4), # Top point
(self.tile_size // 4, self.tile_size * 3 // 4), # Bottom left
(self.tile_size * 3 // 4, self.tile_size * 3 // 4) # Bottom right
])
def down_arrow(self):
# Draw down arrow (▼)
self.surface=pygame.Surface((self.tile_size, self.tile_size), pygame.SRCALPHA)
self.surface.fill(self.bg_color)
pygame.draw.polygon(self.surface, self.color, [
(self.tile_size // 2, self.tile_size * 3 // 4), # Bottom point
(self.tile_size // 4, self.tile_size // 4), # Top left
(self.tile_size * 3 // 4, self.tile_size // 4) # Top right
])
def double_up_arrow(self):
# First arrow (⏫) - Double Up Arrow with better alignment
self.surface=pygame.Surface((self.tile_size, self.tile_size), pygame.SRCALPHA)
self.surface.fill(self.bg_color)
pygame.draw.polygon(self.surface, self.color, [
(self.tile_size // 2, self.tile_size // 6), # Top point (higher)
(self.tile_size // 4, self.tile_size // 2), # Middle left
(self.tile_size * 3 // 4, self.tile_size // 2) # Middle right
])
pygame.draw.polygon(self.surface, self.color, [
(self.tile_size // 2, self.tile_size * 5 // 12), # Lower point (moved up slightly)
(self.tile_size // 4, self.tile_size * 3 // 4), # Bottom left
(self.tile_size * 3 // 4, self.tile_size * 3 // 4) # Bottom right
])
def double_down_arrow(self):
# Last arrow (⏬) - Double Down Arrow with better alignment
self.surface=pygame.Surface((self.tile_size, self.tile_size), pygame.SRCALPHA)
self.surface.fill(self.bg_color)
pygame.draw.polygon(self.surface, self.color, [
(self.tile_size // 2, self.tile_size * 5 // 6), # Bottom point (lower)
(self.tile_size // 4, self.tile_size // 2), # Middle left
(self.tile_size * 3 // 4, self.tile_size // 2) # Middle right
])
pygame.draw.polygon(self.surface, self.color, [
(self.tile_size // 2, self.tile_size * 7 // 12), # Upper point (moved down slightly)
(self.tile_size // 4, self.tile_size // 4), # Top left
(self.tile_size * 3 // 4, self.tile_size // 4) # Top right
])
def lead(self,data):
data.goto_tileset(self.dest)
class Coo:
def __init__(self,x=0,y=0):
self.x=x
self.y=y
def redef(self,c,y=None):
if type(c)==type(self):
self.x=c.x
self.y=c.y
elif type(c)==type([]):
self.x=c[0]
self.y=c[1]
elif y!=None and type(c)==type(0):
self.x=c
self.y=y
def add(self,c):
if type(c)==type(self):
self.x+=c.x
self.y+=c.y
else:
self.x+=c[0]
self.y+=c[1]
def get(self):
return [self.x,self.y]
class Data:
def __init__(self, game, x=0, y=0, selected_map_tile=[0,0], selected_tileset_tile=[0,0], selected_tile_layer=0, x_tileset=0,tilesets_folder="tilesets",start_tile = 0):
self.game = game
self.coo = Coo(x,y)
self.selected_map_tile = selected_map_tile
self.selected_tile_layer = selected_tile_layer
self.selected_tileset_tile = selected_tileset_tile
self.x_tileset = x_tileset
self.tileset_index = 0
self.load_map(temp_map)
# Get all PNG files in the folder
png_files = sorted([f for f in os.listdir(tilesets_folder) if f.endswith(".png")])
self.sets = []
self.tilesets = {}
for png in png_files:
name = os.path.splitext(png)[0] # Remove .png extension
image = pygame.image.load(os.path.join(tilesets_folder, png)).convert_alpha()
# Get the height in tiles
height_in_tiles = image.get_height() // self.game.tile_size
# Add entry to sets
self.sets.append((name, start_tile, start_tile + height_in_tiles))
# Store in tilesets dictionary
self.tilesets[name] = image
# Update start_tile for the next tileset
start_tile += height_in_tiles
self.default= [[0,0,""]]
self.buttons = []
self.buttons.append(Button(pygame.Surface((self.game.tile_size, self.game.tile_size), pygame.SRCALPHA), 0, color = (30, 30, 120), bg_color = (230, 230, 230)))
self.buttons.append(Button(pygame.Surface((self.game.tile_size, self.game.tile_size), pygame.SRCALPHA), 0, button_type="double_up_arrow"))
self.buttons.append(Button(pygame.Surface((self.game.tile_size, self.game.tile_size), pygame.SRCALPHA), 0, button_type="up_arrow"))
for i in range(4): self.buttons.append(Button(pygame.Surface((self.game.tile_size, self.game.tile_size), pygame.SRCALPHA), i+1))
self.buttons.append(Button(pygame.Surface((self.game.tile_size, self.game.tile_size), pygame.SRCALPHA), 0, button_type="down_arrow"))
self.buttons.append(Button(pygame.Surface((self.game.tile_size, self.game.tile_size), pygame.SRCALPHA), -1, button_type="double_down_arrow"))
def load_map(self,map=False):
if not map:
files = [f for f in os.listdir(map_saves_folder) if f.startswith("map_") and f.endswith(".json")]
print(files)
if files:
filename = map_saves_folder+max(files, key=lambda x: int(x.split("_")[-1].split(".")[0]))
else:
filename = "map_saves/.temp.json"
else:
filename=map_saves_folder+map
if not os.path.exists(filename):
print(f"{filename} not found. Creating a new one...")
with open(filename, "w") as f:
json.dump([[]], f, indent=4)
with open(filename,"r") as f:
self.map=json.loads(f.read())
def save_map(self,map=False):
if not map:
filename = map_saves_folder+f"map_{datetime.datetime.now().strftime('%Y%m%d_%H%M%S')}.json"
else:
filename=map_saves_folder+map
with open(filename,"w+") as f:
f.write(json.dumps(self.map))
if map!=temp_map:
print(f"Map saved as {map_saves_folder}{filename}")
def export_map(self):
print("Exporting map")
map_surface = pygame.Surface((len(self.map[0])*self.game.default_tile_size,len(self.map)*self.game.default_tile_size), pygame.SRCALPHA)
for i in range(len(self.map)):
for j in range(len(self.map[i])):
for k in range(len(self.map[i][j])):
if self.map[i][j][k][2] != "":
map_surface.blit(self.tilesets[self.map[i][j][k][2]], (j*self.game.default_tile_size, i*self.game.default_tile_size),(self.map[i][j][k][1]*self.game.default_tile_size,self.map[i][j][k][0]*self.game.default_tile_size,self.game.default_tile_size,self.game.default_tile_size))
name=f"map_{datetime.datetime.now().strftime('%Y%m%d_%H%M%S')}.png"
pygame.image.save(map_surface, map_exports_folder+name)
print("Map exported as",name)
def reduce_map(self):
shrink=True
while shrink and len(self.map)>1:
for j in self.map[0]:
if j!=self.default:
shrink=False
break
if shrink:
del self.map[0]
self.coo.x-=1
self.selected_map_tile[0]-=1
i=len(self.map)-1
if i>0:
shrink=True
while shrink:
for j in self.map[i]:
if j!=self.default:
shrink=False
break
if shrink:
del self.map[i]
i-=1
if i<=0:
shrink=False
shrink=True
while shrink and len(self.map[0])>1:
for j in self.map:
if j[0]!=self.default:
shrink=False
break
if shrink:
for j in self.map:
del j[0]
self.coo.y-=1
self.selected_map_tile[1]-=1
i=len(self.map[0])-1
if i>0:
shrink=True
while shrink:
for j in self.map:
if j[i]!=self.default:
shrink=False
break
if shrink:
for j in self.map:
del j[i]
i-=1
if i<=0:
shrink=False
def map_is_large_enough(self):
coo=self.selected_map_tile.copy()
while coo[0]<0:
self.map.insert(0,[self.default.copy() for _ in range(len(self.map[0]))])
coo[0]+=1
self.coo.x+=1
self.selected_map_tile[0]+=1
while coo[1]<0:
for l in self.map:
l.insert(0,self.default.copy())
coo[1]+=1
self.coo.y+=1
self.selected_map_tile[1]+=1
while len(self.map)<=coo[0]:
self.map.append([self.default.copy() for _ in range(len(self.map[0]))])
for l in self.map:
while len(l)<=coo[1]:
l.append(self.default.copy())
def remove_layer(self,coo=False,layer=-1,all=False):
if not coo:
coo=self.selected_map_tile
if 0<=coo[0]<len(self.map) and 0<=coo[1]<len(self.map[coo[0]]):
if all or len(self.map[coo[0]][coo[1]])==1:
self.map[coo[0]][coo[1]]=self.default.copy()
self.reduce_map()
else:
if len(self.map[coo[0]][coo[1]])>layer:
del self.map[coo[0]][coo[1]][layer]
def wich_tile(self):
for t in self.sets:
if self.selected_tileset_tile[0]<t[2]:
return [self.selected_tileset_tile[0]-t[1],self.selected_tileset_tile[1],t[0]]
def map_set_tile(self,use_layer=False,custom_tile=False,replace=False):
self.map_is_large_enough()
if custom_tile:
if replace:
self.map[self.selected_map_tile[0]][self.selected_map_tile[1]]=custom_tile
else:
for t in custom_tile:
self.map[self.selected_map_tile[0]][self.selected_map_tile[1]].append(t)
else:
if use_layer:
layer=self.selected_tile_layer
else:
layer=len(self.map[self.selected_map_tile[0]][self.selected_map_tile[1]])
if self.map[self.selected_map_tile[0]][self.selected_map_tile[1]][0]==self.default[0]:
del self.map[self.selected_map_tile[0]][self.selected_map_tile[1]][0]
if len(self.map[self.selected_map_tile[0]][self.selected_map_tile[1]])>layer:
self.map[self.selected_map_tile[0]][self.selected_map_tile[1]][layer]=self.wich_tile()
else:
self.map[self.selected_map_tile[0]][self.selected_map_tile[1]].append(self.wich_tile())
self.reduce_map()
def update_buttons(self):
self.tileset_index=self.index_of_tileset()
self.buttons[0].def_dest(self.tileset_index)
self.buttons[2].def_dest(max(0,self.tileset_index-1))
self.buttons[7].def_dest(min(len(self.sets)-1,self.tileset_index+1))
if 0==self.tileset_index:
dests=[2,3,4,5]
elif 1==self.tileset_index:
dests=[3,4,5,6]
elif len(self.sets)-1==self.tileset_index:
dests=[self.tileset_index-5,self.tileset_index-4,self.tileset_index-3,self.tileset_index-2]
elif len(self.sets)-2==self.tileset_index:
dests=[self.tileset_index-6,self.tileset_index-5,self.tileset_index-4,self.tileset_index-3]
else:
dests=[self.tileset_index-2,self.tileset_index-1,self.tileset_index+1,self.tileset_index+2]
for i in range(min(4,len(self.sets)-1)):
self.buttons[i+3].def_dest(dests[i])
def goto_tileset(self,x):
self.x_tileset=self.sets[x][1]
self.update_buttons()
def index_of_tileset(self):
for i,t in enumerate(self.sets):
if t[2]>self.x_tileset:
return i
return len(self.sets)-2
def add_x_tileset(self,x):
if 0<=self.x_tileset+x:
self.x_tileset+=x
self.update_buttons()
def update_sizes(self,dims=False):
self.game.update_sizes(dims)
for b in self.buttons:
b.update_size(self.game.tile_size)
def resize_tile_add(self,x):
self.game.resize_tile_add(x)
self.update_sizes()
data=Data(Game(ntiles_height=ntiles_height,ntiles_width=ntiles_width),tilesets_folder=tilesets_folder)
data.update_buttons()
move_coo=Coo()
mouse0_last_pos=(pygame.mouse.get_pos(),move_coo.get())
key_released=True
pressed_keys = []
def first_press(key):
cm=key not in pressed_keys and keys[key]
if cm:
pressed_keys.append(key)
return cm
if not os.path.exists(map_saves_folder):
os.makedirs(map_saves_folder)
mouse0_released=True
mouse2_released=True
mouse_on_map=False
run = True
clipboard=data.default
win_dimensions=data.game.get_size()
def file_selection_menu(screen):
BG_COLOR = (30, 30, 30)
TEXT_COLOR = (255, 255, 255)
HIGHLIGHT_COLOR = (100, 100, 255)
font = pygame.font.Font(None, 36)
fsm = True
selected_index = None
files = [f for f in os.listdir(map_saves_folder) if f.endswith(".json")]
while fsm:
screen.fill(BG_COLOR)
y_offset = 50
for i, file in enumerate(files):
color = HIGHLIGHT_COLOR if i == selected_index else TEXT_COLOR
text_surface = font.render(file, True, color)
screen.blit(text_surface, (50, y_offset))
y_offset += 40
pygame.display.flip()
for event in pygame.event.get():
if event.type == pygame.QUIT:
return None # User closed the window
if event.type == pygame.MOUSEMOTION:
# Highlight file under mouse cursor
mx, my = event.pos
selected_index = (my - 50) // 40 if 50 <= my <= 50 + len(files) * 40 else None
if event.type == pygame.MOUSEBUTTONDOWN and event.button == 1: # Left click
if selected_index is not None and 0 <= selected_index < len(files):
return files[selected_index]
while run:
data.game.win.fill((255,255,255))
keys = pygame.key.get_pressed()
if all(not key for key in keys):
key_released=True
for i in range(len(pressed_keys)):
if not keys[pressed_keys[i]]:
del pressed_keys[i]
break
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
elif event.type == pygame.MOUSEWHEEL: # Detect scrolling
if keys[pygame.K_LCTRL]:
overed_tile_pos=[pygame.mouse.get_pos()[1]//data.game.tile_size_p1+data.coo.x,pygame.mouse.get_pos()[0]//data.game.tile_size_p1+data.coo.y]
data.resize_tile_add(event.y)
new_overed_tile_pos=[pygame.mouse.get_pos()[1]//data.game.tile_size_p1+data.coo.x,pygame.mouse.get_pos()[0]//data.game.tile_size_p1+data.coo.y]
data.coo.add([overed_tile_pos[i] - new_overed_tile_pos[i] for i in range(len(overed_tile_pos))])
elif pygame.mouse.get_pos()[0]<data.game.map_width:
data.coo.add([-event.y,event.x])
else:
if keys[pygame.K_LSHIFT]:
data.add_x_tileset(-event.y*5)
else:
data.add_x_tileset(-event.y)
elif event.type == pygame.VIDEORESIZE: # Detect window resize
win_dimensions = event.w,event.h
data.update_sizes(win_dimensions)
if keys[pygame.K_ESCAPE]:
run=False
if keys[pygame.K_LEFT] or keys[move_keys[1]]:
data.coo.y -= data.game.vel
if keys[pygame.K_RIGHT] or keys[move_keys[3]]:
data.coo.y += data.game.vel
if keys[pygame.K_UP] or keys[move_keys[0]]:
data.coo.x -= data.game.vel
if keys[pygame.K_DOWN] or (keys[move_keys[2]] and not keys[pygame.K_LCTRL]):
data.coo.x += data.game.vel
if keys[pygame.K_PAGEUP] and data.x_tileset>0:
data.add_x_tileset(-data.game.vel)
if keys[pygame.K_PAGEDOWN]:
data.add_x_tileset(data.game.vel)
if keys[pygame.K_KP0] or keys[pygame.K_0]:
data.selected_tile_layer=0
if keys[pygame.K_KP1] or keys[pygame.K_1]:
data.selected_tile_layer=1
if keys[pygame.K_KP2] or keys[pygame.K_2]:
data.selected_tile_layer=2
if keys[pygame.K_KP3] or keys[pygame.K_3]:
data.selected_tile_layer=3
if first_press(pygame.K_KP4):
data.selected_map_tile[1]-=1
if first_press(pygame.K_KP5):
data.selected_map_tile[0]+=1
if first_press(pygame.K_KP6):
data.selected_map_tile[1]+=1
if first_press(pygame.K_KP8):
data.selected_map_tile[0]-=1
if first_press(pygame.K_r):
data.reduce_map()
if first_press(pygame.K_s) and keys[pygame.K_LCTRL]:
if keys[pygame.K_LSHIFT]:
data.save_map(input("Enter the name of the file to save (without .json): ")+".json")
else:
data.save_map()
if first_press(pygame.K_o):
if keys[pygame.K_LCTRL]:
data.load_map(file_selection_menu(data.game.win))#input("Enter the name of the file to open (without .json): ")+".json")
else:
data.load_map()
if first_press(pygame.K_DELETE):
data.remove_layer(all=True)
if first_press(pygame.K_KP_MINUS) or first_press(pygame.K_MINUS):
data.remove_layer()
if first_press(pygame.K_e):
data.export_map()
if first_press(pygame.K_c) and keys[pygame.K_LCTRL]:
clipboard=data.map[data.selected_map_tile[0]][data.selected_map_tile[1]].copy()
if first_press(pygame.K_v) and keys[pygame.K_LCTRL]:
if keys[pygame.K_LSHIFT]:
data.map_set_tile(custom_tile=clipboard,replace=True)
else:
data.map_set_tile(custom_tile=clipboard)
if first_press(pygame.K_p):
print(data.map[data.selected_map_tile[0]][data.selected_map_tile[1]])
############################################################################################################
# Left click #
############################################################################################################
if pygame.mouse.get_pressed()[0]==1:
if mouse0_released:
mouse0_released=False
mouse0_last_pos=(pygame.mouse.get_pos(),move_coo.get())
#Click on the map
if pygame.mouse.get_pos()[0]<data.game.map_width:
mouse_on_map=True
overed_tile_pos=[pygame.mouse.get_pos()[1]//data.game.tile_size_p1+data.coo.x,pygame.mouse.get_pos()[0]//data.game.tile_size_p1+data.coo.y]
if keys[pygame.K_LCTRL]:
data.remove_layer(overed_tile_pos,all=True)
else:
if data.selected_map_tile!=overed_tile_pos:
data.selected_map_tile=overed_tile_pos
else:
data.map_set_tile()
#Click on a layer
elif pygame.mouse.get_pos()[1]<data.game.tile_size_p1:
data.selected_tile_layer=pygame.mouse.get_pos()[0]//data.game.tile_size_p1-data.game.ntiles_map_width-1
#Click on a button
elif pygame.mouse.get_pos()[1]<data.game.tile_size_p1*2:
data.buttons[(pygame.mouse.get_pos()[0]//data.game.tile_size_p1-data.game.ntiles_map_width)].lead(data)
#Click on the tileset
else:
if pygame.mouse.get_pos()[0]//data.game.tile_size_p1-data.game.ntiles_map_width-1>=0 and pygame.mouse.get_pos()[1]>2*data.game.tile_size_p1:
overed_tile_pos=[pygame.mouse.get_pos()[1]//data.game.tile_size_p1+data.x_tileset-2,pygame.mouse.get_pos()[0]//data.game.tile_size_p1-data.game.ntiles_map_width-1]
if data.selected_tileset_tile!=overed_tile_pos:
data.selected_tileset_tile=overed_tile_pos
else:
data.map_set_tile()
else:
if mouse_on_map:
move_coo.redef(mouse0_last_pos[1][0]-(pygame.mouse.get_pos()[1]-mouse0_last_pos[0][1])//data.game.tile_size_p1,mouse0_last_pos[1][1]-(pygame.mouse.get_pos()[0]-mouse0_last_pos[0][0])//data.game.tile_size_p1)
else:
if not mouse0_released:
mouse_on_map=False
data.coo.redef(data.coo.x+move_coo.x,data.coo.y+move_coo.y)
move_coo.redef(0,0)
mouse0_released=True
############################################################################################################
# Right click #
############################################################################################################
if pygame.mouse.get_pressed()[2]==1:
if mouse2_released:
mouse2_released=False
#Click on the map
if pygame.mouse.get_pos()[0]<data.game.map_width:
coo=[pygame.mouse.get_pos()[1]//data.game.tile_size_p1+data.coo.x,pygame.mouse.get_pos()[0]//data.game.tile_size_p1+data.coo.y]
if keys[pygame.K_LCTRL]:
data.remove_layer(coo,all=True)
else:
data.remove_layer(coo)
#Click on a layer
elif pygame.mouse.get_pos()[1]<data.game.tile_size_p1:
data.remove_layer(layer=pygame.mouse.get_pos()[0]//data.game.tile_size_p1-data.game.ntiles_map_width-1)
#Click on the tileset
else:
if pygame.mouse.get_pos()[0]//data.game.tile_size_p1-data.game.ntiles_map_width-1>=0 and pygame.mouse.get_pos()[1]>2*data.game.tile_size_p1:
data.selected_tileset_tile=[pygame.mouse.get_pos()[1]//data.game.tile_size_p1+data.x_tileset-2,pygame.mouse.get_pos()[0]//data.game.tile_size_p1-data.game.ntiles_map_width-1]
data.map_set_tile(False)
else:
mouse2_released=True
############################################################################################################
# Display #
############################################################################################################
temp_x=data.coo.x+move_coo.x
temp_y=data.coo.y+move_coo.y
#Highlight selected map tile
if 0<=data.selected_map_tile[0]-temp_x<data.game.ntiles_height and 0<=data.selected_map_tile[1]-temp_y<data.game.ntiles_map_width:
pygame.draw.rect(data.game.win,(0,0,0),((data.selected_map_tile[1]-temp_y)*data.game.tile_size_p1-1,(data.selected_map_tile[0]-temp_x)*data.game.tile_size_p1-1, data.game.tile_size_p2, data.game.tile_size_p2))
pygame.draw.rect(data.game.win,(255,255,255),((data.selected_map_tile[1]-temp_y)*data.game.tile_size_p1,(data.selected_map_tile[0]-temp_x)*data.game.tile_size_p1, data.game.tile_size, data.game.tile_size))
#Highlight selected layer tile
pygame.draw.rect(data.game.win,(0,0,0),((data.selected_tile_layer+data.game.ntiles_map_width+1)*data.game.tile_size_p1-1,0, data.game.tile_size_p2, data.game.tile_size_p1))
pygame.draw.rect(data.game.win,(255,255,255),((data.selected_tile_layer+data.game.ntiles_map_width+1)*data.game.tile_size_p1,0, data.game.tile_size, data.game.tile_size))
#Highlight selected tileset tile
if 0<=data.selected_tileset_tile[0]-data.x_tileset<data.game.ntiles_height:
pygame.draw.rect(data.game.win,(0,0,0),((data.selected_tileset_tile[1]+data.game.ntiles_map_width+1)*data.game.tile_size_p1-1,(data.selected_tileset_tile[0]-data.x_tileset+2)*data.game.tile_size_p1-1, data.game.tile_size_p2, data.game.tile_size_p2))
pygame.draw.rect(data.game.win,(255,255,255),((data.selected_tileset_tile[1]+data.game.ntiles_map_width+1)*data.game.tile_size_p1,(data.selected_tileset_tile[0]-data.x_tileset+2)*data.game.tile_size_p1, data.game.tile_size, data.game.tile_size))
#Display selected map tile coordinates
data.game.win.blit(data.game.font.render(str(data.selected_map_tile), 1, (0,0,0)), (data.game.ntiles_map_width*data.game.tile_size_p1-3, 8))
fill_tile = pygame.Surface((data.game.default_tile_size, data.game.default_tile_size), pygame.SRCALPHA)
fill_tile.fill((255, 255, 255, 0))
#Display map
for i in range(data.game.ntiles_height):
for j in range(data.game.ntiles_map_width):
if 0<=temp_x+i<len(data.map) and 0<=temp_y+j<len(data.map[temp_x+i]):
for k in range(0,len(data.map[temp_x+i][temp_y+j])):
if data.map[temp_x+i][temp_y+j][k][2]=="":
tile=fill_tile
else:
tile=data.tilesets[data.map[temp_x+i][temp_y+j][k][2]].subsurface(pygame.Rect(
data.map[temp_x+i][temp_y+j][k][1]*data.game.default_tile_size,
data.map[temp_x+i][temp_y+j][k][0]*data.game.default_tile_size,
data.game.default_tile_size,
data.game.default_tile_size
))
data.game.win.blit(
pygame.transform.scale(
tile,
(
data.game.tile_size,
data.game.tile_size
)
),
(
j*data.game.tile_size_p1,
i*data.game.tile_size_p1
)
)
else:
data.game.win.blit(data.game.hatched_tile, (j * data.game.tile_size_p1, i * data.game.tile_size_p1))
if i==0:
data.game.win.blit(data.game.font.render(str(j+temp_y), 1, (0,0,0)), (j*data.game.tile_size_p1+10, 0))
data.game.win.blit(data.game.font.render(str(i+temp_x), 1, (0,0,0)), (0, i*data.game.tile_size_p1+10))
#Display tileset
for j in range(2,data.game.ntiles_height):
for t in data.sets:
if data.x_tileset+j-2<t[2]:
ts=[data.tilesets[t[0]],t[1]]
break
if data.x_tileset+j-2<t[2]:
for i in range(data.game.ntiles_map_width+1,data.game.ntiles_map_width+1+data.game.ntiles_tileset_width):
data.game.win.blit(
pygame.transform.scale(
ts[0].subsurface(pygame.Rect((
i-data.game.ntiles_map_width-1)*data.game.default_tile_size,
(data.x_tileset+j-2-ts[1])*data.game.default_tile_size,
data.game.default_tile_size,
data.game.default_tile_size
)),
(
data.game.tile_size,
data.game.tile_size
)
),
(
i*data.game.tile_size_p1,
j*data.game.tile_size_p1
)
)
#Display selected tile layers
if 0<=data.selected_map_tile[0]<len(data.map) and 0<=data.selected_map_tile[1]<len(data.map[data.selected_map_tile[0]]):
for i in range(len(data.map[data.selected_map_tile[0]][data.selected_map_tile[1]])):
if data.map[data.selected_map_tile[0]][data.selected_map_tile[1]][i][2]=="":
tile=fill_tile
else:
tile=data.tilesets[data.map[data.selected_map_tile[0]][data.selected_map_tile[1]][i][2]].subsurface(pygame.Rect(
(data.map[data.selected_map_tile[0]][data.selected_map_tile[1]][i][1])*data.game.default_tile_size,
(data.map[data.selected_map_tile[0]][data.selected_map_tile[1]][i][0])*data.game.default_tile_size,
data.game.default_tile_size,
data.game.default_tile_size
))
data.game.win.blit(
pygame.transform.scale(
tile,
(data.game.tile_size, data.game.tile_size)
),
(
(data.game.ntiles_map_width+i+1)*data.game.tile_size_p1,
0
)
)
#Display buttons
for i in range(len(data.buttons)):
data.game.win.blit(
data.buttons[i].surface,
(
(data.game.ntiles_map_width+i)*data.game.tile_size_p1,
data.game.tile_size_p1
),
(
0,
0,
data.game.tile_size,
data.game.tile_size
)
)
pygame.display.update()
data.save_map(temp_map)
pygame.quit()