diff tools/area_editor.py @ 51:9c4681f35866

The level editor
author Neil Muller <drnlmuller@gmail.com>
date Sun, 01 Sep 2013 18:29:04 +0200
parents
children 26d7bb8c09c8
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--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/tools/area_editor.py	Sun Sep 01 18:29:04 2013 +0200
@@ -0,0 +1,202 @@
+# The basic area editor
+#
+# To edit an existing level, use
+# editor levelname
+#
+# To create a new level:
+#
+# editor levelname <xsize> <ysiz>
+# (size specified in pixels
+#
+
+import pygame
+import pygame.locals as pgl
+
+from nagslang.resources import resources
+from nagslang.constants import SCREEN, FPS
+from nagslang.level import Level, POLY_COLORS
+
+import sys
+
+
+class EditorLevel(Level):
+
+    def __init__(self, name, x=800, y=600):
+        super(EditorLevel, self).__init__(name)
+        self.x = x
+        self.y = y
+
+    def round_point(self, pos):
+        return (10 * (pos[0] // 10), 10 * (pos[1] // 10))
+
+    def point_to_pymunk(self, pos):
+        # inverse of point_to_pygame
+        # (this is also the same as point_to_pygame, but a additional
+        # function for sanity later in pyweek).
+        return (pos[0], self.y - pos[1])
+
+    def add_point(self, poly_index, pos):
+        self.polygons.setdefault(poly_index, [])
+        if not self.polygons[poly_index]:
+            self.polygons[poly_index].append(
+                    self.point_to_pymunk(self.round_point(pos)))
+        else:
+            add_pos = self.fix_angle(poly_index, pos)
+            self.polygons[poly_index].append(add_pos)
+
+    def fix_angle(self, index, pos):
+        # Last point
+        point1 = self.point_to_pygame(self.polygons[index][-1])
+        pos = self.round_point(pos)
+        # We want the line (point1 to pos) to be an angle of
+        # 0, 45, 90, 135, 180, 225, 270, 305
+        # However, we only need to consider half the circle
+        # This is a hack to approximate the right thing
+        pos0 = (pos[0], point1[1])
+        pos90 = (point1[0], pos[1])
+        dist = max(abs(point1[0] - pos[0]), abs(point1[1] - pos[1]))
+        pos45 = (point1[0] + dist, point1[1] + dist)
+        pos135 = (point1[0] + dist, point1[1] - dist)
+        pos225 = (point1[0] - dist, point1[1] - dist)
+        pos305 = (point1[0] - dist, point1[1] + dist)
+        min_dist = 9999999
+        new_pos = point1
+        for cand in [pos0, pos90, pos45, pos135, pos225, pos305]:
+            dist = (pos[0] - cand[0]) ** 2 + (pos[1] - cand[1]) ** 2
+            if dist < min_dist:
+                new_pos = cand
+                min_dist = dist
+        return self.point_to_pymunk(new_pos)
+
+    def delete_point(self, index):
+        if index in self.polygons and len(self.polygons[index]) > 0:
+            self.polygons[index].pop()
+
+    def draw(self, surface, topleft, mouse_pos, mouse_poly):
+        self._draw_background(True)
+        # Draw polygons as needed for the editor
+        for index, polygon in self.polygons.items():
+            color = POLY_COLORS[index]
+            if len(polygon) > 1:
+                pointlist = [self.point_to_pygame(p) for p in polygon]
+                pygame.draw.lines(self._surface, color, False, pointlist, 2)
+            if index == mouse_poly and mouse_pos:
+                endpoint = self.fix_angle(index, mouse_pos)
+                pygame.draw.line(self._surface, color,
+                        self.point_to_pygame(polygon[-1]),
+                        self.point_to_pygame(endpoint))
+        surface_area = pygame.rect.Rect(topleft, SCREEN)
+        surface.blit(self._surface, (0, 0), surface_area)
+
+    def save(self):
+        levelfile = resources.get_resource_path(self.name)
+        with file(levelfile, 'w') as f:
+            f.write('X-Size: %s\n' % self.x)
+            f.write('Y-Size: %s\n' % self.y)
+            f.write('Base tile: %s\n' % self.basetile)
+            for i, poly in self.polygons.items():
+                f.write('Polygon %d : %d\n' % (i, len(poly)))
+                for point in poly:
+                    f.write('Point: %d %d\n' % point)
+
+
+class Editor(object):
+
+    def __init__(self, level, surface):
+        self.level = level
+        self.surface = surface
+        self.pos = (0, 0)
+        self.cur_poly = None
+        self.mouse_pos = None
+
+    def move_view(self, offset):
+        new_pos = [self.pos[0] + offset[0], self.pos[1] + offset[1]]
+        if new_pos[0] < 0:
+            new_pos[0] = self.pos[0]
+        elif new_pos[0] > self.level.x - SCREEN[0]:
+            new_pos[0] = self.pos[0]
+        if new_pos[1] < 0:
+            new_pos[1] = self.pos[1]
+        elif new_pos[1] > self.level.y - SCREEN[1]:
+            new_pos[1] = self.pos[1]
+        self.pos = tuple(new_pos)
+
+    def draw(self):
+        if (self.cur_poly is not None and self.cur_poly in self.level.polygons
+                and len(self.level.polygons[self.cur_poly])):
+            # We have an active polygon
+            mouse_pos = self._level_coordinates(self.mouse_pos)
+        else:
+            mouse_pos = None
+        self.level.draw(self.surface, self.pos, mouse_pos,
+                self.cur_poly)
+
+    def _level_coordinates(self, pos):
+        # Move positions to level values
+        if not pos:
+            return (0, 0)
+        return pos[0] + self.pos[0], pos[1] + self.pos[1]
+
+    def run(self):
+        pygame.key.set_repeat(100, 50)
+        running = True
+        clock = pygame.time.Clock()
+        while running:
+            for ev in pygame.event.get():
+                if ev.type == pgl.QUIT:
+                    running = False
+                elif ev.type == pgl.KEYDOWN:
+                    if ev.key == pgl.K_ESCAPE:
+                        running = False
+                    elif ev.key == pgl.K_LEFT:
+                        self.move_view((-10, 0))
+                    elif ev.key == pgl.K_RIGHT:
+                        self.move_view((10, 0))
+                    elif ev.key == pgl.K_UP:
+                        self.move_view((0, -10))
+                    elif ev.key == pgl.K_DOWN:
+                        self.move_view((0, 10))
+                    if ev.key == pgl.K_1:
+                        self.cur_poly = 1
+                    if ev.key == pgl.K_2:
+                        self.cur_poly = 2
+                    if ev.key == pgl.K_3:
+                        self.cur_poly = 3
+                    if ev.key == pgl.K_4:
+                        self.cur_poly = 4
+                    if ev.key == pgl.K_5:
+                        self.cur_poly = 5
+                    if ev.key == pgl.K_6:
+                        self.cur_poly = 6
+                    if ev.key == pgl.K_0:
+                        self.cur_poly = None
+                    if ev.key == pgl.K_d and self.cur_poly:
+                        self.level.delete_point(self.cur_poly)
+                    if ev.key == pgl.K_s:
+                        level.save()
+                elif ev.type == pgl.MOUSEBUTTONDOWN and self.cur_poly:
+                    # Add a point
+                    self.level.add_point(self.cur_poly,
+                            self._level_coordinates(ev.pos))
+                elif ev.type == pgl.MOUSEMOTION:
+                    self.mouse_pos = ev.pos
+            self.draw()
+            pygame.display.flip()
+            clock.tick(FPS)
+
+
+if __name__ == "__main__":
+    if len(sys.argv) == 2:
+        level = EditorLevel(sys.argv[1])
+        level.load()
+    elif len(sys.argv) == 4:
+        level = EditorLevel(sys.argv[1], int(sys.argv[2]), int(sys.argv[3]))
+    else:
+        print 'Please supply a levelname or levelname and level size'
+        sys.exit()
+    pygame.display.init()
+    pygame.font.init()
+    pygame.display.set_mode(SCREEN, pgl.SWSURFACE)
+    pygame.display.set_caption('Nagslang Area Editor')
+    editor = Editor(level, pygame.display.get_surface())
+    editor.run()