51
|
1 # The basic area editor
|
|
2 #
|
|
3 # To edit an existing level, use
|
|
4 # editor levelname
|
|
5 #
|
|
6 # To create a new level:
|
|
7 #
|
|
8 # editor levelname <xsize> <ysiz>
|
|
9 # (size specified in pixels
|
|
10 #
|
|
11
|
|
12 import pygame
|
|
13 import pygame.locals as pgl
|
|
14
|
|
15 from nagslang.resources import resources
|
|
16 from nagslang.constants import SCREEN, FPS
|
|
17 from nagslang.level import Level, POLY_COLORS
|
|
18
|
|
19 import sys
|
|
20
|
|
21
|
|
22 class EditorLevel(Level):
|
|
23
|
|
24 def __init__(self, name, x=800, y=600):
|
|
25 super(EditorLevel, self).__init__(name)
|
|
26 self.x = x
|
|
27 self.y = y
|
|
28
|
|
29 def round_point(self, pos):
|
|
30 return (10 * (pos[0] // 10), 10 * (pos[1] // 10))
|
|
31
|
|
32 def point_to_pymunk(self, pos):
|
|
33 # inverse of point_to_pygame
|
|
34 # (this is also the same as point_to_pygame, but a additional
|
|
35 # function for sanity later in pyweek).
|
|
36 return (pos[0], self.y - pos[1])
|
|
37
|
|
38 def add_point(self, poly_index, pos):
|
|
39 self.polygons.setdefault(poly_index, [])
|
|
40 if not self.polygons[poly_index]:
|
|
41 self.polygons[poly_index].append(
|
|
42 self.point_to_pymunk(self.round_point(pos)))
|
|
43 else:
|
|
44 add_pos = self.fix_angle(poly_index, pos)
|
|
45 self.polygons[poly_index].append(add_pos)
|
|
46
|
|
47 def fix_angle(self, index, pos):
|
|
48 # Last point
|
|
49 point1 = self.point_to_pygame(self.polygons[index][-1])
|
|
50 pos = self.round_point(pos)
|
|
51 # We want the line (point1 to pos) to be an angle of
|
|
52 # 0, 45, 90, 135, 180, 225, 270, 305
|
|
53 # However, we only need to consider half the circle
|
|
54 # This is a hack to approximate the right thing
|
|
55 pos0 = (pos[0], point1[1])
|
|
56 pos90 = (point1[0], pos[1])
|
|
57 dist = max(abs(point1[0] - pos[0]), abs(point1[1] - pos[1]))
|
|
58 pos45 = (point1[0] + dist, point1[1] + dist)
|
|
59 pos135 = (point1[0] + dist, point1[1] - dist)
|
|
60 pos225 = (point1[0] - dist, point1[1] - dist)
|
|
61 pos305 = (point1[0] - dist, point1[1] + dist)
|
|
62 min_dist = 9999999
|
|
63 new_pos = point1
|
|
64 for cand in [pos0, pos90, pos45, pos135, pos225, pos305]:
|
|
65 dist = (pos[0] - cand[0]) ** 2 + (pos[1] - cand[1]) ** 2
|
|
66 if dist < min_dist:
|
|
67 new_pos = cand
|
|
68 min_dist = dist
|
|
69 return self.point_to_pymunk(new_pos)
|
|
70
|
|
71 def delete_point(self, index):
|
|
72 if index in self.polygons and len(self.polygons[index]) > 0:
|
|
73 self.polygons[index].pop()
|
|
74
|
|
75 def draw(self, surface, topleft, mouse_pos, mouse_poly):
|
|
76 self._draw_background(True)
|
|
77 # Draw polygons as needed for the editor
|
|
78 for index, polygon in self.polygons.items():
|
|
79 color = POLY_COLORS[index]
|
|
80 if len(polygon) > 1:
|
|
81 pointlist = [self.point_to_pygame(p) for p in polygon]
|
|
82 pygame.draw.lines(self._surface, color, False, pointlist, 2)
|
|
83 if index == mouse_poly and mouse_pos:
|
|
84 endpoint = self.fix_angle(index, mouse_pos)
|
|
85 pygame.draw.line(self._surface, color,
|
|
86 self.point_to_pygame(polygon[-1]),
|
|
87 self.point_to_pygame(endpoint))
|
|
88 surface_area = pygame.rect.Rect(topleft, SCREEN)
|
|
89 surface.blit(self._surface, (0, 0), surface_area)
|
|
90
|
|
91 def save(self):
|
|
92 levelfile = resources.get_resource_path(self.name)
|
|
93 with file(levelfile, 'w') as f:
|
|
94 f.write('X-Size: %s\n' % self.x)
|
|
95 f.write('Y-Size: %s\n' % self.y)
|
|
96 f.write('Base tile: %s\n' % self.basetile)
|
|
97 for i, poly in self.polygons.items():
|
|
98 f.write('Polygon %d : %d\n' % (i, len(poly)))
|
|
99 for point in poly:
|
|
100 f.write('Point: %d %d\n' % point)
|
|
101
|
|
102
|
|
103 class Editor(object):
|
|
104
|
|
105 def __init__(self, level, surface):
|
|
106 self.level = level
|
|
107 self.surface = surface
|
|
108 self.pos = (0, 0)
|
|
109 self.cur_poly = None
|
|
110 self.mouse_pos = None
|
|
111
|
|
112 def move_view(self, offset):
|
|
113 new_pos = [self.pos[0] + offset[0], self.pos[1] + offset[1]]
|
|
114 if new_pos[0] < 0:
|
|
115 new_pos[0] = self.pos[0]
|
|
116 elif new_pos[0] > self.level.x - SCREEN[0]:
|
|
117 new_pos[0] = self.pos[0]
|
|
118 if new_pos[1] < 0:
|
|
119 new_pos[1] = self.pos[1]
|
|
120 elif new_pos[1] > self.level.y - SCREEN[1]:
|
|
121 new_pos[1] = self.pos[1]
|
|
122 self.pos = tuple(new_pos)
|
|
123
|
|
124 def draw(self):
|
|
125 if (self.cur_poly is not None and self.cur_poly in self.level.polygons
|
|
126 and len(self.level.polygons[self.cur_poly])):
|
|
127 # We have an active polygon
|
|
128 mouse_pos = self._level_coordinates(self.mouse_pos)
|
|
129 else:
|
|
130 mouse_pos = None
|
|
131 self.level.draw(self.surface, self.pos, mouse_pos,
|
|
132 self.cur_poly)
|
|
133
|
|
134 def _level_coordinates(self, pos):
|
|
135 # Move positions to level values
|
|
136 if not pos:
|
|
137 return (0, 0)
|
|
138 return pos[0] + self.pos[0], pos[1] + self.pos[1]
|
|
139
|
|
140 def run(self):
|
|
141 pygame.key.set_repeat(100, 50)
|
|
142 running = True
|
|
143 clock = pygame.time.Clock()
|
|
144 while running:
|
|
145 for ev in pygame.event.get():
|
|
146 if ev.type == pgl.QUIT:
|
|
147 running = False
|
|
148 elif ev.type == pgl.KEYDOWN:
|
|
149 if ev.key == pgl.K_ESCAPE:
|
|
150 running = False
|
|
151 elif ev.key == pgl.K_LEFT:
|
|
152 self.move_view((-10, 0))
|
|
153 elif ev.key == pgl.K_RIGHT:
|
|
154 self.move_view((10, 0))
|
|
155 elif ev.key == pgl.K_UP:
|
|
156 self.move_view((0, -10))
|
|
157 elif ev.key == pgl.K_DOWN:
|
|
158 self.move_view((0, 10))
|
|
159 if ev.key == pgl.K_1:
|
|
160 self.cur_poly = 1
|
|
161 if ev.key == pgl.K_2:
|
|
162 self.cur_poly = 2
|
|
163 if ev.key == pgl.K_3:
|
|
164 self.cur_poly = 3
|
|
165 if ev.key == pgl.K_4:
|
|
166 self.cur_poly = 4
|
|
167 if ev.key == pgl.K_5:
|
|
168 self.cur_poly = 5
|
|
169 if ev.key == pgl.K_6:
|
|
170 self.cur_poly = 6
|
|
171 if ev.key == pgl.K_0:
|
|
172 self.cur_poly = None
|
|
173 if ev.key == pgl.K_d and self.cur_poly:
|
|
174 self.level.delete_point(self.cur_poly)
|
|
175 if ev.key == pgl.K_s:
|
|
176 level.save()
|
|
177 elif ev.type == pgl.MOUSEBUTTONDOWN and self.cur_poly:
|
|
178 # Add a point
|
|
179 self.level.add_point(self.cur_poly,
|
|
180 self._level_coordinates(ev.pos))
|
|
181 elif ev.type == pgl.MOUSEMOTION:
|
|
182 self.mouse_pos = ev.pos
|
|
183 self.draw()
|
|
184 pygame.display.flip()
|
|
185 clock.tick(FPS)
|
|
186
|
|
187
|
|
188 if __name__ == "__main__":
|
|
189 if len(sys.argv) == 2:
|
|
190 level = EditorLevel(sys.argv[1])
|
|
191 level.load()
|
|
192 elif len(sys.argv) == 4:
|
|
193 level = EditorLevel(sys.argv[1], int(sys.argv[2]), int(sys.argv[3]))
|
|
194 else:
|
|
195 print 'Please supply a levelname or levelname and level size'
|
|
196 sys.exit()
|
|
197 pygame.display.init()
|
|
198 pygame.font.init()
|
|
199 pygame.display.set_mode(SCREEN, pgl.SWSURFACE)
|
|
200 pygame.display.set_caption('Nagslang Area Editor')
|
|
201 editor = Editor(level, pygame.display.get_surface())
|
|
202 editor.run()
|