Mercurial > nagslang
view tools/area_editor.py @ 234:aa11ecee56b8
north-facing human
author | Adrianna Pińska <adrianna.pinska@gmail.com> |
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date | Wed, 04 Sep 2013 19:11:00 +0200 |
parents | c8ead015c48e |
children | 261fd65a8816 |
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#!/usr/bin/env python # 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 os import sys import pygame import pygame.locals as pgl sys.path.append(os.path.join(os.path.dirname(__file__), '..')) import pymunk from albow.root import RootWidget from albow.widget import Widget from albow.controls import Button, Label, CheckBox from albow.dialogs import alert, Dialog from albow.layout import Row from albow.table_view import TableView, TableColumn from nagslang.options import parse_args from nagslang.constants import SCREEN from nagslang.level import Level, POLY_COLORS, LINE_COLOR from nagslang.enemies import Enemy # layout constants MENU_BUTTON_HEIGHT = 35 MENU_PAD = 6 MENU_HALF_PAD = MENU_PAD // 2 MENU_LEFT = SCREEN[0] + MENU_HALF_PAD MENU_WIDTH = 200 - MENU_PAD BUTTON_RECT = pygame.rect.Rect(0, 0, MENU_WIDTH, MENU_BUTTON_HEIGHT) CHECK_RECT = pygame.rect.Rect(0, 0, MENU_BUTTON_HEIGHT // 2, MENU_BUTTON_HEIGHT // 2) 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]: point = self.point_to_pymunk(self.round_point(pos)) self.polygons[poly_index].append(point) else: add_pos = self.fix_poly_angle(poly_index, pos) self.polygons[poly_index].append(add_pos) def _fix_angle(self, point1, 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 fix_line_angle(self, start_pos, pos): start_pos = self.round_point(start_pos) pos = self.round_point(pos) return self._fix_angle(start_pos, pos) def fix_poly_angle(self, index, pos): # Last point point1 = self.point_to_pygame(self.polygons[index][-1]) pos = self.round_point(pos) return self._fix_angle(point1, pos) def delete_point(self, index): if index in self.polygons and len(self.polygons[index]) > 0: self.polygons[index].pop() def close_poly(self, index): """Attempts to close the current polygon. We allow a small additional step to close the polygon, but it's limited as it's a magic point addition""" if len(self.polygons[index]) < 2: # Too small return False first = self.polygons[index][0] if self.fix_poly_angle(index, self.point_to_pygame(first)) == first: self.add_point(index, self.point_to_pygame(first)) return True candidates = [(first[0] + 10 * i, first[1]) for i in (-3, -2, -1, 1, 2, 3)] candidates.extend([(first[0], first[1] + 10 * i) for i in (-3, -2, -1, 1, 2, 3)]) candidates.extend([(first[0] + 10 * i, first[1] + 10 * i) for i in (-3, -2, -1, 1, 2, 3)]) candidates.extend([(first[0] + 10 * i, first[1] - 10 * i) for i in (-3, -2, -1, 1, 2, 3)]) min_dist = 99999 poss = None for cand in candidates: if self.fix_poly_angle(index, self.point_to_pygame(cand)) == cand: dist = (first[0] - cand[0]) ** 2 + (first[1] - cand[1]) ** 2 if dist < min_dist: poss = cand if poss is not None: self.add_point(index, self.point_to_pygame(poss)) self.add_point(index, self.point_to_pygame(first)) return True return False def add_line(self, start_pos, end_pos): endpoint = self.fix_line_angle(start_pos, end_pos) startpoint = self.point_to_pymunk(self.round_point(start_pos)) self.lines.append([startpoint, endpoint]) def draw(self, mouse_pos, mouse_poly, filled, draw_cand_line, start_pos): self._draw_background(True) # Draw polygons as needed for the editor if filled: self._draw_exterior(True) 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_poly_angle(index, mouse_pos) pygame.draw.line(self._surface, color, self.point_to_pygame(polygon[-1]), self.point_to_pygame(endpoint)) for line in self.lines: pointlist = [self.point_to_pygame(p) for p in line] pygame.draw.lines(self._surface, LINE_COLOR, False, pointlist, 2) if draw_cand_line and start_pos and mouse_pos: endpoint = self.fix_line_angle(start_pos, mouse_pos) pointlist = [self.round_point(start_pos), self.point_to_pygame(endpoint)] pygame.draw.lines(self._surface, LINE_COLOR, False, pointlist, 1) return self._surface.copy() class ObjectTable(TableView): columns = [TableColumn("Object", 690, 'l', '%r')] def __init__(self, data): super(ObjectTable, self).__init__(height=450) self.data = data self.selected_row = -1 def num_rows(self): return len(self.data) def row_data(self, i): data = self.data[i] if 'name' in data: return ('%s (%s)' % (data['classname'], data['name']), ) return (data['classname'], ) def row_is_selected(self, i): return self.selected_row == i def click_row(self, i, ev): self.selected_row = i def get_selection(self): if self.selected_row >= 0: return self.data[self.selected_row] return None class LevelWidget(Widget): def __init__(self, level): super(LevelWidget, self).__init__(pygame.rect.Rect(0, 0, SCREEN[0], SCREEN[1])) self.level = level self.pos = (0, 0) self.filled_mode = False self.mouse_pos = None self.cur_poly = None self._mouse_drag = False self._draw_objects = False self._draw_enemies = False self._draw_lines = False self._start_pos = None 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 _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 set_objects(self, value): if self._draw_objects != value: self._draw_objects = value self.invalidate() def set_enemies(self, value): if self._draw_enemies != value: self._draw_enemies = value self.invalidate() def draw(self, surface): 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) elif self._draw_lines: # Interior wall mode mouse_pos = self._level_coordinates(self.mouse_pos) else: mouse_pos = None level_surface = level.draw(mouse_pos, self.cur_poly, self.filled_mode, self._draw_lines, self._start_pos) if self._draw_objects: for thing in self.level.drawables: if not isinstance(thing, Enemy): thing.render(level_surface) if self._draw_enemies: for thing in self.level.drawables: if isinstance(thing, Enemy): thing.render(level_surface) surface_area = pygame.rect.Rect(self.pos, SCREEN) surface.blit(level_surface, (0, 0), surface_area) def change_poly(self, new_poly): self.cur_poly = new_poly self._draw_lines = False if self.cur_poly is not None: self.filled_mode = False def line_mode(self): self.cur_poly = None self._draw_lines = True self.filled_mode = False self._start_pos = None def key_down(self, ev): if 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)) elif ev.key in (pgl.K_1, pgl.K_2, pgl.K_3, pgl.K_4, pgl.K_5, pgl.K_6): self.change_poly(ev.key - pgl.K_0) elif ev.key == pgl.K_0: self.change_poly(None) elif ev.key == pgl.K_d and self.cur_poly: self.level.delete_point(self.cur_poly) elif ev.key == pgl.K_f: self.set_filled() elif ev.key == pgl.K_c: self.close_poly() def set_filled(self): closed, _ = self.level.all_closed() if closed: self.cur_poly = None self.filled_mode = True self._draw_lines = False else: alert('Not all polygons closed, so not filling') def mouse_move(self, ev): old_pos = self.mouse_pos self.mouse_pos = ev.pos if old_pos != self.mouse_pos and (self.cur_poly or self._draw_lines): self.invalidate() def mouse_drag(self, ev): if self._mouse_drag: old_pos = self.mouse_pos self.mouse_pos = ev.pos diff = (-self.mouse_pos[0] + old_pos[0], -self.mouse_pos[1] + old_pos[1]) self._move_view(diff) self.invalidate() def mouse_down(self, ev): if ev.button == 1: if self._draw_lines: if self._start_pos is None: self._start_pos = ev.pos else: self.level.add_line(self._start_pos, ev.pos) self._start_pos = None else: print "Click: %r" % ( self.level.point_to_pymunk( self._level_coordinates(ev.pos)),) if ev.button == 4: # Scroll up self._move_view((0, -10)) elif ev.button == 5: # Scroll down self._move_view((0, 10)) elif ev.button == 6: # Scroll left self._move_view((-10, 0)) elif ev.button == 7: # Scroll right self._move_view((10, 0)) elif self.cur_poly and ev.button == 1: # Add a point self.level.add_point(self.cur_poly, self._level_coordinates(ev.pos)) elif ev.button == 3: self._mouse_drag = True def mouse_up(self, ev): if ev.button == 3: self._mouse_drag = False def close_poly(self): if self.cur_poly is None: return if self.level.close_poly(self.cur_poly): alert("Successfully closed the polygon") self.change_poly(None) else: alert("Failed to close the polygon") def _make_edit_dialog(self, entries): # Dialog to hold the editor edit_box = Dialog() edit_box.rect = pygame.rect.Rect(0, 0, 700, 500) table = ObjectTable(entries) edit_box.add(table) buttons = [] for text in ['OK', 'Delete', 'Cancel']: but = Button(text, action=lambda x=text: edit_box.dismiss(x)) buttons.append(but) row = Row(buttons) row.rect = pygame.rect.Rect(0, 450, 700, 50) edit_box.add(row) return edit_box def edit_objects(self): edit_box = self._make_edit_dialog(self.level._game_objects) res = edit_box.present() if res == 'OK': # Edit object stuff goes here pass elif res == 'Delete': pass def edit_enemies(self): edit_box = self._make_edit_dialog(self.level._enemies) res = edit_box.present() if res == 'OK': # Edit object stuff goes here pass elif res == 'Delete': pass class PolyButton(Button): """Button for coosing the correct polygon""" def __init__(self, index, level_widget): if index is not None: text = "Draw: %s" % index else: text = 'Exit Draw Mode' super(PolyButton, self).__init__(text) self.index = index self.level_widget = level_widget def action(self): self.level_widget.change_poly(self.index) class EditorApp(RootWidget): def __init__(self, level, surface): super(EditorApp, self).__init__(surface) self.level = level self.level_widget = LevelWidget(self.level) self.add(self.level_widget) self._dMenus = {} self._make_draw_menu() self._make_objects_menu() self._menu_mode = 'drawing' self._populate_menu() def _make_draw_menu(self): widgets = [] # Add poly buttons y = 15 for poly in range(1, 7): but = PolyButton(poly, self.level_widget) but.rect = pygame.rect.Rect(0, 0, MENU_WIDTH // 2 - MENU_PAD, MENU_BUTTON_HEIGHT) if poly % 2: but.rect.move_ip(MENU_LEFT, y) else: but.rect.move_ip(MENU_LEFT + MENU_WIDTH // 2 - MENU_HALF_PAD, y) y += MENU_BUTTON_HEIGHT + MENU_PAD widgets.append(but) end_poly_but = PolyButton(None, self.level_widget) end_poly_but.rect = BUTTON_RECT.copy() end_poly_but.rect.move_ip(MENU_LEFT, y) widgets.append(end_poly_but) y += MENU_BUTTON_HEIGHT + MENU_PAD draw_line = Button("Draw interior wall", self.level_widget.line_mode) draw_line.rect = BUTTON_RECT.copy() draw_line.rect.move_ip(MENU_LEFT, y) widgets.append(draw_line) y += MENU_BUTTON_HEIGHT + MENU_PAD fill_but = Button('Fill exterior', action=self.level_widget.set_filled) fill_but.rect = BUTTON_RECT.copy() fill_but.rect.move_ip(MENU_LEFT, y) widgets.append(fill_but) y += MENU_BUTTON_HEIGHT + MENU_PAD save_but = Button('Save Level', action=self.save) save_but.rect = BUTTON_RECT.copy() save_but.rect.move_ip(MENU_LEFT, y) widgets.append(save_but) y += MENU_BUTTON_HEIGHT + MENU_PAD close_poly_but = Button('Close Polygon', action=self.level_widget.close_poly) close_poly_but.rect = BUTTON_RECT.copy() close_poly_but.rect.move_ip(MENU_LEFT, y) widgets.append(close_poly_but) y += MENU_BUTTON_HEIGHT + MENU_PAD white = pygame.color.Color("white") self.show_objs = CheckBox(fg_color=white) self.show_objs.rect = CHECK_RECT.copy() self.show_objs.rect.move_ip(MENU_LEFT, y) label = Label("Show Objects", fg_color=white) label.rect.move_ip(MENU_LEFT + MENU_BUTTON_HEIGHT // 2 + MENU_PAD, y) widgets.append(self.show_objs) widgets.append(label) y += label.rect.height + MENU_PAD self.show_enemies = CheckBox(fg_color=white) self.show_enemies.rect = CHECK_RECT.copy() self.show_enemies.rect.move_ip(MENU_LEFT, y) label = Label("Show enemy start pos", fg_color=white) label.rect.move_ip(MENU_LEFT + MENU_BUTTON_HEIGHT // 2 + MENU_PAD, y) widgets.append(self.show_enemies) widgets.append(label) y += label.rect.height + MENU_PAD switch_but = Button('Switch to Objects', action=self.switch_to_objects) switch_but.rect = BUTTON_RECT.copy() switch_but.rect.move_ip(MENU_LEFT, y) widgets.append(switch_but) y += switch_but.rect.height + MENU_PAD quit_but = Button('Quit', action=self.quit) quit_but.rect = BUTTON_RECT.copy() quit_but.rect.move_ip(MENU_LEFT, y) widgets.append(quit_but) self._dMenus['drawing'] = widgets def _make_objects_menu(self): widgets = [] # Add poly buttons y = 15 edit_objs_but = Button('Edit Objects', action=self.level_widget.edit_objects) edit_objs_but.rect = BUTTON_RECT.copy() edit_objs_but.rect.move_ip(MENU_LEFT, y) widgets.append(edit_objs_but) y += MENU_BUTTON_HEIGHT + MENU_PAD edir_enemies_but = Button('Edit Enemies', action=self.level_widget.edit_enemies) edir_enemies_but.rect = BUTTON_RECT.copy() edir_enemies_but.rect.move_ip(MENU_LEFT, y) widgets.append(edir_enemies_but) y += MENU_BUTTON_HEIGHT + MENU_PAD save_but = Button('Save Level', action=self.save) save_but.rect = BUTTON_RECT.copy() save_but.rect.move_ip(MENU_LEFT, y) widgets.append(save_but) y += MENU_BUTTON_HEIGHT + MENU_PAD switch_but = Button('Switch to Drawing', action=self.switch_to_draw) switch_but.rect = BUTTON_RECT.copy() switch_but.rect.move_ip(MENU_LEFT, y) widgets.append(switch_but) y += switch_but.rect.height + MENU_PAD quit_but = Button('Quit', action=self.quit) quit_but.rect = BUTTON_RECT.copy() quit_but.rect.move_ip(MENU_LEFT, y) widgets.append(quit_but) self._dMenus['objects'] = widgets def key_down(self, ev): if ev.key == pgl.K_ESCAPE: self.quit() elif ev.key == pgl.K_s: self.save() else: self.level_widget.key_down(ev) def save(self): closed, messages = self.level.all_closed() if closed: self.level.save() # display success alert("Level %s saved successfully." % self.level.name) else: # display errors alert("Failed to save level.\n\n%s" % '\n'.join(messages)) def switch_to_draw(self): if self._menu_mode != 'drawing': self._clear_menu() self._menu_mode = 'drawing' self._populate_menu() def switch_to_objects(self): if self._menu_mode != 'objects': self._clear_menu() self._menu_mode = 'objects' self._populate_menu() def _clear_menu(self): for widget in self._dMenus[self._menu_mode]: self.remove(widget) def _populate_menu(self): self.level_widget.change_poly(None) for widget in self._dMenus[self._menu_mode]: self.add(widget) self.invalidate() def mouse_move(self, ev): self.level_widget.mouse_move(ev) def draw(self, surface): # Update checkbox state if self._menu_mode == 'drawing': self.level_widget.set_objects(self.show_objs.value) self.level_widget.set_enemies(self.show_enemies.value) else: self.level_widget.set_objects(True) self.level_widget.set_enemies(True) super(EditorApp, self).draw(surface) if __name__ == "__main__": if len(sys.argv) not in [2, 4]: print 'Please supply a levelname or levelname and level size' sys.exit() # Need to ensure we have defaults for rendering parse_args([]) pygame.display.init() pygame.font.init() pygame.display.set_mode((SCREEN[0] + MENU_WIDTH, SCREEN[1]), pgl.SWSURFACE) if len(sys.argv) == 2: level = EditorLevel(sys.argv[1]) level.load(pymunk.Space()) elif len(sys.argv) == 4: level = EditorLevel(sys.argv[1], int(sys.argv[2]), int(sys.argv[3])) pygame.display.set_caption('Nagslang Area Editor') pygame.key.set_repeat(200, 100) app = EditorApp(level, pygame.display.get_surface()) app.run()