source: tools/area_editor.py@ 262:521f73061872

Last change on this file since 262:521f73061872 was 262:521f73061872, checked in by Neil Muller <drnlmuller@…>, 8 years ago

Better reporting of object errors. Fix incorrect assumption about ordering

  • Property exe set to *
File size: 29.4 KB
RevLine 
[71]1#!/usr/bin/env python
2
[51]3# The basic area editor
4#
5# To edit an existing level, use
6# editor levelname
7#
8# To create a new level:
9#
10# editor levelname <xsize> <ysiz>
11# (size specified in pixels
12#
13
[71]14import os
15import sys
16
[51]17import pygame
18import pygame.locals as pgl
19
[152]20sys.path.append(os.path.join(os.path.dirname(__file__), '..'))
21
[153]22import pymunk
23
[108]24from albow.root import RootWidget
25from albow.widget import Widget
[198]26from albow.controls import Button, Label, CheckBox
[225]27from albow.dialogs import alert, Dialog
28from albow.layout import Row
[251]29from albow.fields import TextField
[225]30from albow.table_view import TableView, TableColumn
[108]31
[199]32from nagslang.options import parse_args
[109]33from nagslang.constants import SCREEN
[204]34from nagslang.level import Level, POLY_COLORS, LINE_COLOR
[255]35from nagslang.yamlish import load_s
[251]36import nagslang.enemies as ne
37import nagslang.game_object as ngo
38import nagslang.puzzle as np
[51]39
[108]40# layout constants
41MENU_BUTTON_HEIGHT = 35
[115]42MENU_PAD = 6
43MENU_HALF_PAD = MENU_PAD // 2
44MENU_LEFT = SCREEN[0] + MENU_HALF_PAD
45MENU_WIDTH = 200 - MENU_PAD
[108]46
[220]47BUTTON_RECT = pygame.rect.Rect(0, 0, MENU_WIDTH, MENU_BUTTON_HEIGHT)
48CHECK_RECT = pygame.rect.Rect(0, 0, MENU_BUTTON_HEIGHT // 2,
49 MENU_BUTTON_HEIGHT // 2)
50
[108]51
[51]52class EditorLevel(Level):
53
54 def __init__(self, name, x=800, y=600):
55 super(EditorLevel, self).__init__(name)
56 self.x = x
57 self.y = y
58
59 def round_point(self, pos):
60 return (10 * (pos[0] // 10), 10 * (pos[1] // 10))
61
62 def point_to_pymunk(self, pos):
63 # inverse of point_to_pygame
64 # (this is also the same as point_to_pygame, but a additional
65 # function for sanity later in pyweek).
66 return (pos[0], self.y - pos[1])
67
68 def add_point(self, poly_index, pos):
69 self.polygons.setdefault(poly_index, [])
70 if not self.polygons[poly_index]:
[99]71 point = self.point_to_pymunk(self.round_point(pos))
72 self.polygons[poly_index].append(point)
[51]73 else:
[205]74 add_pos = self.fix_poly_angle(poly_index, pos)
[51]75 self.polygons[poly_index].append(add_pos)
76
[205]77 def _fix_angle(self, point1, pos):
[51]78 # We want the line (point1 to pos) to be an angle of
79 # 0, 45, 90, 135, 180, 225, 270, 305
80 # However, we only need to consider half the circle
81 # This is a hack to approximate the right thing
82 pos0 = (pos[0], point1[1])
83 pos90 = (point1[0], pos[1])
84 dist = max(abs(point1[0] - pos[0]), abs(point1[1] - pos[1]))
85 pos45 = (point1[0] + dist, point1[1] + dist)
86 pos135 = (point1[0] + dist, point1[1] - dist)
87 pos225 = (point1[0] - dist, point1[1] - dist)
88 pos305 = (point1[0] - dist, point1[1] + dist)
89 min_dist = 9999999
90 new_pos = point1
91 for cand in [pos0, pos90, pos45, pos135, pos225, pos305]:
92 dist = (pos[0] - cand[0]) ** 2 + (pos[1] - cand[1]) ** 2
93 if dist < min_dist:
94 new_pos = cand
95 min_dist = dist
96 return self.point_to_pymunk(new_pos)
97
[205]98 def fix_line_angle(self, start_pos, pos):
99 start_pos = self.round_point(start_pos)
100 pos = self.round_point(pos)
101 return self._fix_angle(start_pos, pos)
102
103 def fix_poly_angle(self, index, pos):
104 # Last point
105 point1 = self.point_to_pygame(self.polygons[index][-1])
106 pos = self.round_point(pos)
107 return self._fix_angle(point1, pos)
108
[51]109 def delete_point(self, index):
110 if index in self.polygons and len(self.polygons[index]) > 0:
111 self.polygons[index].pop()
112
[135]113 def close_poly(self, index):
114 """Attempts to close the current polygon.
115
116 We allow a small additional step to close the polygon, but
117 it's limited as it's a magic point addition"""
118 if len(self.polygons[index]) < 2:
119 # Too small
120 return False
121 first = self.polygons[index][0]
[205]122 if self.fix_poly_angle(index, self.point_to_pygame(first)) == first:
[135]123 self.add_point(index, self.point_to_pygame(first))
124 return True
125 candidates = [(first[0] + 10 * i, first[1]) for
126 i in (-3, -2, -1, 1, 2, 3)]
127 candidates.extend([(first[0], first[1] + 10 * i) for
128 i in (-3, -2, -1, 1, 2, 3)])
129 candidates.extend([(first[0] + 10 * i, first[1] + 10 * i) for
130 i in (-3, -2, -1, 1, 2, 3)])
131 candidates.extend([(first[0] + 10 * i, first[1] - 10 * i) for
132 i in (-3, -2, -1, 1, 2, 3)])
133 min_dist = 99999
134 poss = None
135 for cand in candidates:
[205]136 if self.fix_poly_angle(index, self.point_to_pygame(cand)) == cand:
[135]137 dist = (first[0] - cand[0]) ** 2 + (first[1] - cand[1]) ** 2
138 if dist < min_dist:
139 poss = cand
140 if poss is not None:
141 self.add_point(index, self.point_to_pygame(poss))
142 self.add_point(index, self.point_to_pygame(first))
143 return True
144 return False
145
[205]146 def add_line(self, start_pos, end_pos):
147 endpoint = self.fix_line_angle(start_pos, end_pos)
148 startpoint = self.point_to_pymunk(self.round_point(start_pos))
149 self.lines.append([startpoint, endpoint])
150
151 def draw(self, mouse_pos, mouse_poly, filled, draw_cand_line, start_pos):
[51]152 self._draw_background(True)
153 # Draw polygons as needed for the editor
[96]154 if filled:
155 self._draw_exterior(True)
[51]156 for index, polygon in self.polygons.items():
157 color = POLY_COLORS[index]
158 if len(polygon) > 1:
159 pointlist = [self.point_to_pygame(p) for p in polygon]
160 pygame.draw.lines(self._surface, color, False, pointlist, 2)
161 if index == mouse_poly and mouse_pos:
[205]162 endpoint = self.fix_poly_angle(index, mouse_pos)
[51]163 pygame.draw.line(self._surface, color,
[99]164 self.point_to_pygame(polygon[-1]),
165 self.point_to_pygame(endpoint))
[204]166 for line in self.lines:
167 pointlist = [self.point_to_pygame(p) for p in line]
168 pygame.draw.lines(self._surface, LINE_COLOR, False, pointlist, 2)
[205]169 if draw_cand_line and start_pos and mouse_pos:
170 endpoint = self.fix_line_angle(start_pos, mouse_pos)
171 pointlist = [self.round_point(start_pos),
[206]172 self.point_to_pygame(endpoint)]
[205]173 pygame.draw.lines(self._surface, LINE_COLOR, False, pointlist, 1)
[199]174 return self._surface.copy()
[51]175
[239]176 def reset_objs(self):
177 # Reset the object state - needed when changing stuff
178 self.drawables = []
179 self.overlay_drawables = []
[251]180 self._glue = np.PuzzleGlue()
[239]181 for game_object_dict in self._game_objects:
182 self._create_game_object(pymunk.Space(), **game_object_dict)
183 for enemy_dict in self._enemies:
184 self._create_enemy(pymunk.Space(), **enemy_dict)
185
[251]186 def get_class(self, classname, mod=None):
187 # Get the class given the classname
188 modules = {
189 'game_object': ngo,
190 'enemies': ne,
191 'puzzle': np,
192 }
193 if '.' in classname:
194 modname, classname = classname.split('.')
195 mod = modules[modname]
196 if mod is None:
197 mod = ngo
198 return getattr(mod, classname)
199
[262]200 def try_new_object(self, classname, target, new, old=None):
[251]201 if old in target:
202 target.remove(old)
203 try:
204 target.append(new)
205 self.reset_objs()
206 return True
[262]207 except Exception as e:
[251]208 target.remove(new)
209 if old is not None:
210 target.append(old)
211 self.reset_objs()
[262]212 alert("Failed to update object %s: %s" % (classname, e))
[251]213 return False
214
[109]215
[225]216class ObjectTable(TableView):
217
218 columns = [TableColumn("Object", 690, 'l', '%r')]
219
220 def __init__(self, data):
221 super(ObjectTable, self).__init__(height=450)
222 self.data = data
223 self.selected_row = -1
224
225 def num_rows(self):
226 return len(self.data)
227
228 def row_data(self, i):
229 data = self.data[i]
230 if 'name' in data:
231 return ('%s (%s)' % (data['classname'], data['name']), )
232 return (data['classname'], )
233
234 def row_is_selected(self, i):
235 return self.selected_row == i
236
237 def click_row(self, i, ev):
238 self.selected_row = i
239
240 def get_selection(self):
241 if self.selected_row >= 0:
242 return self.data[self.selected_row]
243 return None
244
245
[251]246class EditClassDialog(Dialog):
247
248 def __init__(self, classname, cls, data):
249 super(EditClassDialog, self).__init__()
[255]250 self.classname = classname
[251]251 self.rect = pygame.rect.Rect(0, 0, 800, 550)
252 title = Label("Editing %s" % classname)
253 title.rect = pygame.rect.Rect(100, 10, 600, 25)
254 self.add(title)
[262]255 self.requires = cls.requires()
[251]256 y = 40
257 self.fields = {}
258 index = 0
[262]259 for requirement, hint in self.requires:
[251]260 label = Label(requirement)
261 label.rect = pygame.rect.Rect(40, y, 200, 25)
262 self.add(label)
263 field = TextField()
264 field.rect = pygame.rect.Rect(220, y, 400, 25)
265 self.add(field)
266 if data is not None:
267 if requirement in data:
268 field.set_text('%s' % data[requirement])
[255]269 elif 'args' in data and requirement != 'name':
[251]270 # NB: The ordering assumptions in requires should make
271 # this safe, but it's really, really, really fragile
[255]272 try:
273 field.set_text('%s' % data['args'][index])
274 index += 1
275 except IndexError:
276 # Assumed to be arguments with the default value
277 pass
[251]278 self.fields[requirement] = field
279 hintlabel = Label(hint)
280 hintlabel.rect = pygame.rect.Rect(640, y, 100, 25)
281 self.add(hintlabel)
282 y += 30
283 buttons = []
284 for text in ['OK', 'Cancel']:
285 but = Button(text, action=lambda x=text: self.dismiss(x))
286 buttons.append(but)
287 row = Row(buttons)
288 row.rect = pygame.rect.Rect(250, 500, 700, 50)
289 self.add(row)
290
291 def get_data(self):
[255]292 result = {}
293 result['classname'] = self.classname
294 args = []
295 # We arrange to bounce this through yaml'ish to convert
296 # stuff to the expected type
[262]297 for val, _ in self.requires:
[255]298 text = self.fields[val].get_text()
299 if not text:
300 # skip empty fields
301 continue
302 if val == 'name':
303 result['name'] = text
304 else:
305 args.append(' - ' + text)
306 data = "args:\n" + '\n'.join(args)
307 result['args'] = load_s(data)['args']
308 return result
[251]309
310
[108]311class LevelWidget(Widget):
[51]312
[108]313 def __init__(self, level):
314 super(LevelWidget, self).__init__(pygame.rect.Rect(0, 0,
[109]315 SCREEN[0], SCREEN[1]))
[51]316 self.level = level
317 self.pos = (0, 0)
[108]318 self.filled_mode = False
[51]319 self.mouse_pos = None
[108]320 self.cur_poly = None
[167]321 self._mouse_drag = False
[199]322 self._draw_objects = False
323 self._draw_enemies = False
[204]324 self._draw_lines = False
[205]325 self._start_pos = None
[51]326
[108]327 def _level_coordinates(self, pos):
328 # Move positions to level values
329 if not pos:
330 return (0, 0)
331 return pos[0] + self.pos[0], pos[1] + self.pos[1]
332
333 def _move_view(self, offset):
[51]334 new_pos = [self.pos[0] + offset[0], self.pos[1] + offset[1]]
335 if new_pos[0] < 0:
336 new_pos[0] = self.pos[0]
337 elif new_pos[0] > self.level.x - SCREEN[0]:
338 new_pos[0] = self.pos[0]
339 if new_pos[1] < 0:
340 new_pos[1] = self.pos[1]
341 elif new_pos[1] > self.level.y - SCREEN[1]:
342 new_pos[1] = self.pos[1]
343 self.pos = tuple(new_pos)
344
[199]345 def set_objects(self, value):
346 if self._draw_objects != value:
347 self._draw_objects = value
348 self.invalidate()
349
350 def set_enemies(self, value):
351 if self._draw_enemies != value:
352 self._draw_enemies = value
353 self.invalidate()
354
[108]355 def draw(self, surface):
[51]356 if (self.cur_poly is not None and self.cur_poly in self.level.polygons
357 and len(self.level.polygons[self.cur_poly])):
358 # We have an active polygon
359 mouse_pos = self._level_coordinates(self.mouse_pos)
[205]360 elif self._draw_lines:
361 # Interior wall mode
362 mouse_pos = self._level_coordinates(self.mouse_pos)
[51]363 else:
364 mouse_pos = None
[205]365 level_surface = level.draw(mouse_pos, self.cur_poly, self.filled_mode,
[206]366 self._draw_lines, self._start_pos)
[199]367 if self._draw_objects:
368 for thing in self.level.drawables:
[251]369 if not isinstance(thing, ne.Enemy):
[199]370 thing.render(level_surface)
371 if self._draw_enemies:
372 for thing in self.level.drawables:
[251]373 if isinstance(thing, ne.Enemy):
[199]374 thing.render(level_surface)
375 surface_area = pygame.rect.Rect(self.pos, SCREEN)
376 surface.blit(level_surface, (0, 0), surface_area)
[51]377
[115]378 def change_poly(self, new_poly):
379 self.cur_poly = new_poly
[204]380 self._draw_lines = False
[115]381 if self.cur_poly is not None:
382 self.filled_mode = False
383
[204]384 def line_mode(self):
385 self.cur_poly = None
386 self._draw_lines = True
387 self.filled_mode = False
[205]388 self._start_pos = None
[204]389
[108]390 def key_down(self, ev):
391 if ev.key == pgl.K_LEFT:
392 self._move_view((-10, 0))
393 elif ev.key == pgl.K_RIGHT:
394 self._move_view((10, 0))
395 elif ev.key == pgl.K_UP:
396 self._move_view((0, -10))
397 elif ev.key == pgl.K_DOWN:
398 self._move_view((0, 10))
[115]399 elif ev.key in (pgl.K_1, pgl.K_2, pgl.K_3, pgl.K_4, pgl.K_5, pgl.K_6):
400 self.change_poly(ev.key - pgl.K_0)
[108]401 elif ev.key == pgl.K_0:
[115]402 self.change_poly(None)
[108]403 elif ev.key == pgl.K_d and self.cur_poly:
404 self.level.delete_point(self.cur_poly)
405 elif ev.key == pgl.K_f:
[117]406 self.set_filled()
[135]407 elif ev.key == pgl.K_c:
408 self.close_poly()
[117]409
410 def set_filled(self):
[165]411 closed, _ = self.level.all_closed()
412 if closed:
[117]413 self.cur_poly = None
414 self.filled_mode = True
[204]415 self._draw_lines = False
[117]416 else:
[165]417 alert('Not all polygons closed, so not filling')
[108]418
[109]419 def mouse_move(self, ev):
420 old_pos = self.mouse_pos
421 self.mouse_pos = ev.pos
[205]422 if old_pos != self.mouse_pos and (self.cur_poly or self._draw_lines):
[109]423 self.invalidate()
424
[167]425 def mouse_drag(self, ev):
426 if self._mouse_drag:
427 old_pos = self.mouse_pos
428 self.mouse_pos = ev.pos
429 diff = (-self.mouse_pos[0] + old_pos[0],
430 -self.mouse_pos[1] + old_pos[1])
431 self._move_view(diff)
432 self.invalidate()
433
[109]434 def mouse_down(self, ev):
[184]435 if ev.button == 1:
[204]436 if self._draw_lines:
[205]437 if self._start_pos is None:
438 self._start_pos = ev.pos
439 else:
440 self.level.add_line(self._start_pos, ev.pos)
441 self._start_pos = None
[204]442 else:
443 print "Click: %r" % (
444 self.level.point_to_pymunk(
445 self._level_coordinates(ev.pos)),)
[157]446 if ev.button == 4: # Scroll up
447 self._move_view((0, -10))
448 elif ev.button == 5: # Scroll down
449 self._move_view((0, 10))
450 elif ev.button == 6: # Scroll left
451 self._move_view((-10, 0))
452 elif ev.button == 7: # Scroll right
453 self._move_view((10, 0))
[167]454 elif self.cur_poly and ev.button == 1:
[109]455 # Add a point
456 self.level.add_point(self.cur_poly,
457 self._level_coordinates(ev.pos))
[167]458 elif ev.button == 3:
459 self._mouse_drag = True
460
461 def mouse_up(self, ev):
462 if ev.button == 3:
463 self._mouse_drag = False
[108]464
[135]465 def close_poly(self):
466 if self.cur_poly is None:
467 return
468 if self.level.close_poly(self.cur_poly):
469 alert("Successfully closed the polygon")
470 self.change_poly(None)
471 else:
472 alert("Failed to close the polygon")
473
[251]474 def _edit_class(self, classname, cls, data):
475 # Dialog for class properties
476 dialog = EditClassDialog(classname, cls, data)
477 if dialog.present() == 'OK':
478 return dialog.get_data()
479 return None
480
[225]481 def _make_edit_dialog(self, entries):
482 # Dialog to hold the editor
483 edit_box = Dialog()
484 edit_box.rect = pygame.rect.Rect(0, 0, 700, 500)
485 table = ObjectTable(entries)
486 edit_box.add(table)
487 buttons = []
488 for text in ['OK', 'Delete', 'Cancel']:
489 but = Button(text, action=lambda x=text: edit_box.dismiss(x))
490 buttons.append(but)
491 row = Row(buttons)
[251]492 row.rect = pygame.rect.Rect(250, 450, 700, 50)
[225]493 edit_box.add(row)
[236]494 edit_box.get_selection = lambda: table.get_selection()
[225]495 return edit_box
496
497 def edit_objects(self):
498 edit_box = self._make_edit_dialog(self.level._game_objects)
499 res = edit_box.present()
[236]500 choice = edit_box.get_selection()
501 if choice is None:
502 return
[225]503 if res == 'OK':
[251]504 cls = self.level.get_class(choice['classname'])
505 edited = self._edit_class(choice['classname'], cls, choice)
506 if edited is not None:
[262]507 self.level.try_new_object(choice["classname"],
508 self.level._game_objects,
509 edited, choice)
[225]510 elif res == 'Delete':
[239]511 self.level._game_objects.remove(choice)
512 self.level.reset_objs()
[225]513
514 def edit_enemies(self):
515 edit_box = self._make_edit_dialog(self.level._enemies)
516 res = edit_box.present()
[236]517 choice = edit_box.get_selection()
518 if choice is None:
519 return
[225]520 if res == 'OK':
[251]521 cls = self.level.get_class(choice['classname'], ne)
522 edited = self._edit_class(choice['classname'], cls, choice)
523 if edited is not None:
[262]524 self.level.try_new_object(choice["classname"],
525 self.level._enemies, edited, choice)
[225]526 elif res == 'Delete':
[239]527 self.level._enemies.remove(choice)
528 self.level.reset_objs()
[225]529
[236]530 def _make_choice_dialog(self, classes):
531 # Dialog to hold the editor
532 data = []
533 for cls_name, cls in classes:
534 data.append({"classname": cls_name, "class": cls})
[239]535 choice_box = Dialog()
536 choice_box.rect = pygame.rect.Rect(0, 0, 700, 500)
[236]537 table = ObjectTable(data)
[239]538 choice_box.add(table)
[236]539 buttons = []
540 for text in ['OK', 'Cancel']:
[239]541 but = Button(text, action=lambda x=text: choice_box.dismiss(x))
[236]542 buttons.append(but)
543 row = Row(buttons)
[251]544 row.rect = pygame.rect.Rect(250, 450, 700, 50)
[239]545 choice_box.add(row)
546 choice_box.get_selection = lambda: table.get_selection()
547 return choice_box
[236]548
549 def add_game_object(self):
[251]550 classes = ngo.get_editable_game_objects()
551 choose = self._make_choice_dialog(classes)
552 res = choose.present()
553 choice = choose.get_selection()
554 if res == 'OK' and choice is not None:
555 classname = choice['classname']
556 cls = choice['class']
557 new_cls = self._edit_class(classname, cls, None)
558 if new_cls is not None:
[262]559 self.level.try_new_object(classname, self.level._game_objects,
560 new_cls, None)
[251]561
562 def add_enemy(self):
563 classes = ne.get_editable_enemies()
[236]564 choose = self._make_choice_dialog(classes)
565 res = choose.present()
566 choice = choose.get_selection()
567 if res == 'OK' and choice is not None:
[251]568 classname = choice['classname']
569 cls = choice['class']
570 new_cls = self._edit_class(classname, cls, None)
571 if new_cls is not None:
[262]572 self.level.try_new_object(classname, self.level._enemies,
573 new_cls, None)
[236]574
[251]575 def add_puzzler(self):
576 classes = np.get_editable_puzzlers()
[236]577 choose = self._make_choice_dialog(classes)
578 res = choose.present()
579 choice = choose.get_selection()
580 if res == 'OK' and choice is not None:
[251]581 classname = choice['classname']
582 cls = choice['class']
583 new_cls = self._edit_class(classname, cls, None)
584 if new_cls is not None:
[262]585 self.level.try_new_object(classname, self.level._game_objects,
586 new_cls, None)
[236]587
[108]588
[115]589class PolyButton(Button):
590 """Button for coosing the correct polygon"""
591
592 def __init__(self, index, level_widget):
593 if index is not None:
594 text = "Draw: %s" % index
595 else:
596 text = 'Exit Draw Mode'
597 super(PolyButton, self).__init__(text)
598 self.index = index
599 self.level_widget = level_widget
600
601 def action(self):
602 self.level_widget.change_poly(self.index)
603
604
[108]605class EditorApp(RootWidget):
606
607 def __init__(self, level, surface):
608 super(EditorApp, self).__init__(surface)
609 self.level = level
610 self.level_widget = LevelWidget(self.level)
611 self.add(self.level_widget)
612
[220]613 self._dMenus = {}
614
615 self._make_draw_menu()
616 self._make_objects_menu()
617
618 self._menu_mode = 'drawing'
619 self._populate_menu()
620
621 def _make_draw_menu(self):
622 widgets = []
623
[115]624 # Add poly buttons
625 y = 15
626 for poly in range(1, 7):
627 but = PolyButton(poly, self.level_widget)
628 but.rect = pygame.rect.Rect(0, 0, MENU_WIDTH // 2 - MENU_PAD,
629 MENU_BUTTON_HEIGHT)
630 if poly % 2:
631 but.rect.move_ip(MENU_LEFT, y)
632 else:
633 but.rect.move_ip(MENU_LEFT + MENU_WIDTH // 2 - MENU_HALF_PAD,
634 y)
635 y += MENU_BUTTON_HEIGHT + MENU_PAD
[220]636 widgets.append(but)
[198]637
[115]638 end_poly_but = PolyButton(None, self.level_widget)
[220]639 end_poly_but.rect = BUTTON_RECT.copy()
[115]640 end_poly_but.rect.move_ip(MENU_LEFT, y)
[220]641 widgets.append(end_poly_but)
[115]642 y += MENU_BUTTON_HEIGHT + MENU_PAD
643
[204]644 draw_line = Button("Draw interior wall", self.level_widget.line_mode)
[220]645 draw_line.rect = BUTTON_RECT.copy()
[204]646 draw_line.rect.move_ip(MENU_LEFT, y)
[220]647 widgets.append(draw_line)
[204]648 y += MENU_BUTTON_HEIGHT + MENU_PAD
649
[117]650 fill_but = Button('Fill exterior', action=self.level_widget.set_filled)
[220]651 fill_but.rect = BUTTON_RECT.copy()
[117]652 fill_but.rect.move_ip(MENU_LEFT, y)
[220]653 widgets.append(fill_but)
[117]654 y += MENU_BUTTON_HEIGHT + MENU_PAD
655
[135]656 close_poly_but = Button('Close Polygon',
657 action=self.level_widget.close_poly)
[220]658 close_poly_but.rect = BUTTON_RECT.copy()
[135]659 close_poly_but.rect.move_ip(MENU_LEFT, y)
[220]660 widgets.append(close_poly_but)
[135]661 y += MENU_BUTTON_HEIGHT + MENU_PAD
662
[198]663 white = pygame.color.Color("white")
664 self.show_objs = CheckBox(fg_color=white)
[220]665 self.show_objs.rect = CHECK_RECT.copy()
[198]666 self.show_objs.rect.move_ip(MENU_LEFT, y)
667 label = Label("Show Objects", fg_color=white)
668 label.rect.move_ip(MENU_LEFT + MENU_BUTTON_HEIGHT // 2 + MENU_PAD, y)
[220]669 widgets.append(self.show_objs)
670 widgets.append(label)
[198]671 y += label.rect.height + MENU_PAD
672
673 self.show_enemies = CheckBox(fg_color=white)
[220]674 self.show_enemies.rect = CHECK_RECT.copy()
[198]675 self.show_enemies.rect.move_ip(MENU_LEFT, y)
676 label = Label("Show enemy start pos", fg_color=white)
677 label.rect.move_ip(MENU_LEFT + MENU_BUTTON_HEIGHT // 2 + MENU_PAD, y)
[220]678 widgets.append(self.show_enemies)
679 widgets.append(label)
[198]680 y += label.rect.height + MENU_PAD
681
[236]682 y += MENU_PAD
[220]683 switch_but = Button('Switch to Objects', action=self.switch_to_objects)
684 switch_but.rect = BUTTON_RECT.copy()
685 switch_but.rect.move_ip(MENU_LEFT, y)
686 widgets.append(switch_but)
687 y += switch_but.rect.height + MENU_PAD
688
[236]689 save_but = Button('Save Level', action=self.save)
690 save_but.rect = BUTTON_RECT.copy()
691 save_but.rect.move_ip(MENU_LEFT, y)
692 widgets.append(save_but)
693 y += MENU_BUTTON_HEIGHT + MENU_PAD
694
695 y += MENU_PAD
[108]696 quit_but = Button('Quit', action=self.quit)
[220]697 quit_but.rect = BUTTON_RECT.copy()
[115]698 quit_but.rect.move_ip(MENU_LEFT, y)
[220]699 widgets.append(quit_but)
700
701 self._dMenus['drawing'] = widgets
702
703 def _make_objects_menu(self):
704 widgets = []
705
706 # Add poly buttons
707 y = 15
708
[225]709 edit_objs_but = Button('Edit Objects',
710 action=self.level_widget.edit_objects)
711 edit_objs_but.rect = BUTTON_RECT.copy()
712 edit_objs_but.rect.move_ip(MENU_LEFT, y)
713 widgets.append(edit_objs_but)
714 y += MENU_BUTTON_HEIGHT + MENU_PAD
715
716 edir_enemies_but = Button('Edit Enemies',
717 action=self.level_widget.edit_enemies)
718 edir_enemies_but.rect = BUTTON_RECT.copy()
719 edir_enemies_but.rect.move_ip(MENU_LEFT, y)
720 widgets.append(edir_enemies_but)
721 y += MENU_BUTTON_HEIGHT + MENU_PAD
722
[236]723 add_obj_but = Button('Add Game Object',
724 action=self.level_widget.add_game_object)
725 add_obj_but.rect = BUTTON_RECT.copy()
726 add_obj_but.rect.move_ip(MENU_LEFT, y)
727 widgets.append(add_obj_but)
728 y += MENU_BUTTON_HEIGHT + MENU_PAD
729
730 add_puzzle_but = Button('Add Puzzler',
731 action=self.level_widget.add_puzzler)
732 add_puzzle_but.rect = BUTTON_RECT.copy()
733 add_puzzle_but.rect.move_ip(MENU_LEFT, y)
734 widgets.append(add_puzzle_but)
735 y += MENU_BUTTON_HEIGHT + MENU_PAD
736
737 add_enemy_but = Button('Add Enemy',
738 action=self.level_widget.add_enemy)
739 add_enemy_but.rect = BUTTON_RECT.copy()
740 add_enemy_but.rect.move_ip(MENU_LEFT, y)
741 widgets.append(add_enemy_but)
742 y += MENU_BUTTON_HEIGHT + MENU_PAD
743
744 y += MENU_PAD
745 switch_but = Button('Switch to Drawing', action=self.switch_to_draw)
746 switch_but.rect = BUTTON_RECT.copy()
747 switch_but.rect.move_ip(MENU_LEFT, y)
748 widgets.append(switch_but)
749 y += switch_but.rect.height + MENU_PAD
750
[220]751 save_but = Button('Save Level', action=self.save)
752 save_but.rect = BUTTON_RECT.copy()
753 save_but.rect.move_ip(MENU_LEFT, y)
754 widgets.append(save_but)
755 y += MENU_BUTTON_HEIGHT + MENU_PAD
756
[236]757 y += MENU_PAD
[220]758 quit_but = Button('Quit', action=self.quit)
759 quit_but.rect = BUTTON_RECT.copy()
760 quit_but.rect.move_ip(MENU_LEFT, y)
761 widgets.append(quit_but)
762
763 self._dMenus['objects'] = widgets
[108]764
765 def key_down(self, ev):
766 if ev.key == pgl.K_ESCAPE:
767 self.quit()
[116]768 elif ev.key == pgl.K_s:
769 self.save()
[108]770 else:
771 self.level_widget.key_down(ev)
[51]772
[116]773 def save(self):
[122]774 closed, messages = self.level.all_closed()
775 if closed:
776 self.level.save()
777 # display success
778 alert("Level %s saved successfully." % self.level.name)
779 else:
780 # display errors
781 alert("Failed to save level.\n\n%s" % '\n'.join(messages))
[116]782
[220]783 def switch_to_draw(self):
784 if self._menu_mode != 'drawing':
785 self._clear_menu()
786 self._menu_mode = 'drawing'
787 self._populate_menu()
788
789 def switch_to_objects(self):
790 if self._menu_mode != 'objects':
791 self._clear_menu()
792 self._menu_mode = 'objects'
793 self._populate_menu()
794
795 def _clear_menu(self):
796 for widget in self._dMenus[self._menu_mode]:
797 self.remove(widget)
798
799 def _populate_menu(self):
800 self.level_widget.change_poly(None)
801 for widget in self._dMenus[self._menu_mode]:
802 self.add(widget)
803 self.invalidate()
804
[109]805 def mouse_move(self, ev):
806 self.level_widget.mouse_move(ev)
807
[199]808 def draw(self, surface):
809 # Update checkbox state
[223]810 if self._menu_mode == 'drawing':
811 self.level_widget.set_objects(self.show_objs.value)
812 self.level_widget.set_enemies(self.show_enemies.value)
813 else:
814 self.level_widget.set_objects(True)
815 self.level_widget.set_enemies(True)
[199]816 super(EditorApp, self).draw(surface)
817
[51]818
819if __name__ == "__main__":
[195]820 if len(sys.argv) not in [2, 4]:
[51]821 print 'Please supply a levelname or levelname and level size'
822 sys.exit()
[199]823 # Need to ensure we have defaults for rendering
824 parse_args([])
[51]825 pygame.display.init()
826 pygame.font.init()
[108]827 pygame.display.set_mode((SCREEN[0] + MENU_WIDTH, SCREEN[1]),
[109]828 pgl.SWSURFACE)
[195]829 if len(sys.argv) == 2:
830 level = EditorLevel(sys.argv[1])
831 level.load(pymunk.Space())
832 elif len(sys.argv) == 4:
833 level = EditorLevel(sys.argv[1], int(sys.argv[2]), int(sys.argv[3]))
[51]834 pygame.display.set_caption('Nagslang Area Editor')
[108]835 pygame.key.set_repeat(200, 100)
836 app = EditorApp(level, pygame.display.get_surface())
837 app.run()
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