X-Git-Url: https://harishankar.org/repos/?p=butaba-adventures.git;a=blobdiff_plain;f=leveleditor.py;h=bbfcbf74976510cfe7342e2b7669098d43e73ea2;hp=784199b889f5a1bcde5df5d3481433dcca5eaf1b;hb=8d8c32fdbd61956ccc4792524b621524d83b0467;hpb=5075eb87b2a41e7f93c81a3ad2cfc1ac94a11314 diff --git a/leveleditor.py b/leveleditor.py old mode 100644 new mode 100755 index 784199b..bbfcbf7 --- a/leveleditor.py +++ b/leveleditor.py @@ -1,13 +1,14 @@ -#!/usr/bin/env python3 +#!/usr/bin/env python # level designer gui - this is used to design level graphics # very rough and ready - main purpose is to allow quick game -# design. inputting levels by hand array is very tough +# design. inputting levels by hand array is very tedious import pygame import os.path import sys import cPickle +import math import utility @@ -25,13 +26,18 @@ def draw_level (screen, leveldata, tileset): j += 1 i += 1 -def display_menu (screen): +def display_menu (screen, tileset, tilerow, tilecol): utility.put_text (screen, 490, 10, 10, (255,255,0), "p to pick tile") utility.put_text (screen, 490, 50, 10, (255,255,0), "w to wall (solid)") - utility.put_text (screen, 490, 90, 10, (255,255,0), " to place") - utility.put_text (screen, 490, 130, 10,(255,255,0), "Arrows to move around") - utility.put_text (screen, 490, 170, 10, (255,255,0), "s to Save level") - utility.put_text (screen, 490, 210, 10, (255,255,0), "q to Quit editor") + utility.put_text (screen, 490, 90, 10, (255,255,0), " or ") + utility.put_text (screen, 490, 110, 10, (255,255,0), "to place") + utility.put_text (screen, 490, 150, 10,(255,255,0), "Arrows to move around") + utility.put_text (screen, 490, 190, 10, (255,255,0), "s to Save level") + utility.put_text (screen, 490, 230, 10, (255,255,0), "q to Quit editor") + + # currently selected tile + utility.put_text (screen, 490, 270, 10, (255,255,255), "Tile selected") + screen.blit (tileset, (490, 290), (tilecol*48, tilerow*48, 48, 48)) # draw the tile cursor def draw_cursor (screen, currow, curcol): @@ -42,6 +48,102 @@ def make_wall (leveldata, row, col): # get the actual data in that place leveldata[row][col][2] = not leveldata[row][col][2] +# place a tile at current spot +def put_tile (leveldata, row, col, tilerow, tilecol): + leveldata[row][col][0] = tilerow + leveldata[row][col][1] = tilecol + +# picking a tile from the tileset +def pick_tile (screen, tileset, selrow, selcol): + + # total number of rows and columns + totalrows = tileset.get_height () / 48 + totalcols = tileset.get_width () / 48 + + # implement scrolling within the tileset image in a 480x480 viewport + + # set the current page + curpage_cols = selrow / 10 + curpage_rows = selcol / 10 + + # cursor row and column + cursor_row = selrow % 10 + cursor_col = selcol % 10 + + # the code for scrolling through the tileset is slightly complicated here are the steps + # logic goes like this + # e.g. horizontal movement + # left arrow key movement: + # 1. reduce the absolute column by 1 + # 2. if absolute column < 0 then set absolute column to last column as total columns - 1 + # 3. calculate the current page based on absolute column as absolute column / 10 + # 10 being the number of tile columns per page + # 4. calculate the relative column on screen as (abolute column modulo 10) giving a + # division remainder between 0 and 9. + + # same logic is used for all other movements + + while 1: + screen.fill (pygame.Color (0, 0, 0)) + screen.blit (tileset, (0, 0), (curpage_cols * 480, curpage_rows * 480, 480, 480)) + draw_cursor (screen, cursor_row, cursor_col) + utility.put_text (screen, 490, 10,10, (255, 255, 0), " or ") + utility.put_text (screen, 490, 30,10, (255, 255, 0), "to select tile") + utility.put_text (screen, 490, 70,10, (255, 255, 0), " to return") + utility.put_text (screen, 10, 490,10, (255, 255, 0), "Selected: %d row, %d col" % (selrow, selcol)) + pygame.display.update () + for event in pygame.event.get (): + if event.type == pygame.KEYDOWN: + if event.key == pygame.K_ESCAPE: + return None + elif event.key == pygame.K_SPACE or event.key == pygame.K_RETURN: + return selrow, selcol + elif event.key == pygame.K_UP: + # reduce the selected row by 1 + selrow -= 1 + if selrow < 0: + selrow = totalrows - 1 + + # calculate the current page + curpage_rows = selrow / 10 + + # calculate the current cursor row + cursor_row = selrow % 10 + + elif event.key == pygame.K_DOWN: + # increase the selected row by 1 + selrow += 1 + if selrow >= totalrows: + selrow = 0 + + # calculate the current row page + curpage_rows = selrow / 10 + + # calculate the cursor row + cursor_row = selrow % 10 + elif event.key == pygame.K_LEFT: + # decrease the selected col by 1 + selcol -= 1 + if selcol < 0: + selcol = totalcols - 1 + + # calculate the current column page + curpage_cols = selcol / 10 + + # calculate the cursor column + cursor_col = selcol % 10 + elif event.key == pygame.K_RIGHT: + # increase the selected column by 1 + selcol += 1 + if selcol >= totalcols: + selcol = 0 + + # calculate the current column page + curpage_cols = selcol / 10 + + # calculate the cursor column + cursor_col = selcol % 10 + # the actual level editor def level_editor (fname): # load level data @@ -51,12 +153,13 @@ def level_editor (fname): # load the tileset tileset = pygame.image.load (os.path.join ("background", "tileset.png")) screen = pygame.display.set_mode ((720, 512)) - pygame.display.set_caption ("Level editor") + pygame.display.set_caption ("Level editor: %s" % fname) currow, curcol = 0, 0 + tilerow, tilecol = 0, 0 while 1: screen.fill (pygame.Color (0, 0, 0)) - display_menu (screen) + display_menu (screen, tileset, tilerow, tilecol) draw_level (screen, leveldata, tileset) draw_cursor (screen, currow, curcol) pygame.display.update () @@ -65,6 +168,9 @@ def level_editor (fname): if event.key == ord ("q"): pygame.quit () return + elif event.key == ord ("s"): + cPickle.dump (leveldata, file (fname, "w")) + print ("Level saved") elif event.key == pygame.K_DOWN: currow += 1 if currow > 9: @@ -81,6 +187,13 @@ def level_editor (fname): curcol += 1 if curcol > 9: curcol = 0 + elif event.key == pygame.K_SPACE or event.key == pygame.K_RETURN: + put_tile (leveldata, currow, curcol, tilerow, tilecol) + elif event.key == ord ("p"): + tile = pick_tile (screen, tileset, tilerow, tilecol) + if tile is not None: + tilerow = tile[0] + tilecol = tile[1] elif event.key == ord ("w"): make_wall (leveldata, currow, curcol) @@ -107,7 +220,8 @@ def new_level (): level_editor (fname) def load_level (): - pass + fname = raw_input ("Level file to load: ") + level_editor (fname) def main (): while 1: @@ -130,4 +244,4 @@ def main (): if __name__=="__main__": - main () \ No newline at end of file + main ()