Mercurial > nagslang
diff tools/area_editor.py @ 51:9c4681f35866
The level editor
author | Neil Muller <drnlmuller@gmail.com> |
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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()