Mercurial > nagslang
view nagslang/level.py @ 122:02423600d958
Use dialogs to report save results
author | Neil Muller <drnlmuller@gmail.com> |
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date | Mon, 02 Sep 2013 16:40:56 +0200 |
parents | c02a99502a90 |
children | d1f543ff0805 |
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import pygame import pygame.locals as pgl from nagslang.resources import resources POLY_COLORS = { 1: pygame.color.THECOLORS['red'], 2: pygame.color.THECOLORS['green'], 3: pygame.color.THECOLORS['yellow'], 4: pygame.color.THECOLORS['blue'], 5: pygame.color.THECOLORS['lightblue'], 6: pygame.color.THECOLORS['magenta'], } class Level(object): def __init__(self, name): self.name = name # defaults self.x = 800 self.y = 600 self.polygons = {} self.basetile = 'tiles/floor.png' self._tile_image = None self._surface = None self._exterior = False def load(self): def add_polygon(polygon, index, num_points): self.polygons[index] = polygon if len(polygon) != num_points: print 'Error - incorrect polygon size' print 'Expected: %d, got %d' % (num_points, len(polygon)) inpoly = False polygon = [] index = 0 num_points = 0 with resources.get_file('levels', self.name) as f: for line in f: if inpoly: if not line.startswith('Point:'): add_polygon(polygon, index, num_points) polygon = [] inpoly = False index = 0 else: point = line.split(':', 1)[1] x, y = [int(i) for i in point.split()] polygon.append((x, y)) if line.startswith('X-Size:'): self.x = int(line.split(':', 1)[1]) elif line.startswith('Y-Size:'): self.y = int(line.split(':', 1)[1]) elif line.startswith('Base tile:'): self.basetile = line.split(':', 1)[1].strip() elif line.startswith('Polygon'): rest = line.split(' ', 1)[1] index, num_points = [int(x) for x in rest.split(':', 1)] inpoly = True if index: add_polygon(polygon, index, num_points) def all_closed(self): """Check if all the polygons are closed""" closed = True messages = [] for index, poly in self.polygons.items(): if len(poly) == 0: # We ignore empty polygons continue elif len(poly) == 1: closed = False messages.append("Error: polygon %s too small" % index) elif poly[-1] != poly[0]: closed = False messages.append("Error: polygon %s not closed" % index) return closed, messages def save(self): closed, _ = self.all_closed() if not closed: return False with resources.get_file('levels', self.name, mode='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(): if len(poly) == 0: continue f.write('Polygon %d : %d\n' % (i, len(poly))) for point in poly: f.write('Point: %d %d\n' % point) return True def get_size(self): return self.x, self.y def set_base_tile(self, new_tile): self.basetile = new_tile self._tile_image = None def point_to_pygame(self, pos): # Convert a point from pymunk (which is what we store) # to pygame for drawing return (pos[0], self.y - pos[1]) def get_walls(self): return self.polygons.values() def _draw_walls(self): 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) def get_background(self): self._draw_background() self._draw_exterior() # Draw polygons self._draw_walls() return self._surface def _draw_exterior(self, force=False): """Fill the exterior of the level with black""" if self._exterior and not force: return white = pygame.color.THECOLORS['white'] black = pygame.color.THECOLORS['black'] surface = pygame.surface.Surface((self.x, self.y), pgl.SRCALPHA) surface.fill(black) for index, polygon in self.polygons.items(): if len(polygon) > 1: pointlist = [self.point_to_pygame(p) for p in polygon] # filled polygons color = white # If a polygon overlaps on of the existing polygons, # it is treated as negative # This is not a complete inversion, since any overlap # triggers this (inversion is easy enough, but the # behaviour doesn't seem useful) # We also only check the vertexes - not breaking this # assumption is left to the level designers surface.lock() for p in pointlist: if surface.get_at(p) == white: color = black surface.unlock() pygame.draw.polygon(surface, color, pointlist, 0) self._surface.blit(surface, (0, 0), special_flags=pgl.BLEND_RGBA_MULT) self._exterior = True def _draw_background(self, force=False): if self._tile_image is None: self._tile_image = resources.get_image(self.basetile) if self._surface is not None and not force: # We assume we don't change return self._surface self._surface = pygame.surface.Surface((self.x, self.y), pgl.SRCALPHA) self._surface.fill(pygame.color.THECOLORS['black']) x_step = self._tile_image.get_rect().width y_step = self._tile_image.get_rect().height x_count = self.x // x_step + 1 y_count = self.y / y_step + 1 for x in range(x_count): for y in range(y_count): tile_rect = pygame.rect.Rect(x * x_step, y * y_step, x_step, y_step) self._surface.blit(self._tile_image, tile_rect) return self._surface