Mercurial > nagslang
view tools/area_editor.py @ 56:b9430b4a48da
Now with a werewolf
author | Stefano Rivera <stefano@rivera.za.net> |
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date | Sun, 01 Sep 2013 18:51:06 +0200 |
parents | 26d7bb8c09c8 |
children | 1261c0731385 |
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# 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): closed = True for poly in self.polygons.values(): if len(poly) == 0: # We ignore empty polygons continue elif len(poly) == 1: closed = False print "\033[31mError: polygon too small\033[0m" elif poly[-1] != poly[0]: closed = False print "\033[31mError: polygon not closed\033[0m" if not closed: print 'Not saving the level' return 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(): 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) print 'level %s saved' % self.name 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()