Mercurial > nagslang
view tools/area_editor.py @ 151:c59c04c3e971
Revert that crazy hack, nobody was meant to see it
author | Stefano Rivera <stefano@rivera.za.net> |
---|---|
date | Mon, 02 Sep 2013 23:39:08 +0200 |
parents | ebdb910257da |
children | 8bbe57d9de0c |
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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 from albow.root import RootWidget from albow.widget import Widget from albow.controls import Button from albow.dialogs import alert sys.path.append(os.path.join(os.path.dirname(__file__), '..')) from nagslang.constants import SCREEN from nagslang.level import Level, POLY_COLORS # 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 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_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 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] last = self.polygons[index][-1] print first, last print self.fix_angle(index, self.point_to_pygame(first)) if self.fix_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_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 draw(self, surface, topleft, mouse_pos, mouse_poly, filled): 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_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) 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 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 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) else: mouse_pos = None level.draw(surface, self.pos, mouse_pos, self.cur_poly, self.filled_mode) def change_poly(self, new_poly): self.cur_poly = new_poly if self.cur_poly is not None: self.filled_mode = False 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): if level.all_closed(): self.cur_poly = None self.filled_mode = True else: print 'Not all polygons closed, so not filling' def mouse_move(self, ev): old_pos = self.mouse_pos self.mouse_pos = ev.pos if self.cur_poly and old_pos != self.mouse_pos: self.invalidate() def mouse_down(self, ev): if self.cur_poly: # Add a point self.level.add_point(self.cur_poly, self._level_coordinates(ev.pos)) 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") 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) # 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 self.add(but) button_rect = pygame.rect.Rect(0, 0, MENU_WIDTH, MENU_BUTTON_HEIGHT) end_poly_but = PolyButton(None, self.level_widget) end_poly_but.rect = button_rect.copy() end_poly_but.rect.move_ip(MENU_LEFT, y) self.add(end_poly_but) 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) self.add(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) self.add(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) self.add(close_poly_but) y += MENU_BUTTON_HEIGHT + MENU_PAD quit_but = Button('Quit', action=self.quit) quit_but.rect = button_rect.copy() quit_but.rect.move_ip(MENU_LEFT, y) self.add(quit_but) 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 mouse_move(self, ev): self.level_widget.mouse_move(ev) 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[0] + MENU_WIDTH, SCREEN[1]), pgl.SWSURFACE) pygame.display.set_caption('Nagslang Area Editor') pygame.key.set_repeat(200, 100) app = EditorApp(level, pygame.display.get_surface()) app.run()