source: tools/area_editor.py@ 166:f73aba2e46bd

Last change on this file since 166:f73aba2e46bd was 166:f73aba2e46bd, checked in by Neil Muller <drnlmuller@…>, 8 years ago

Remove stale debugging print

  • Property exe set to *
File size: 12.0 KB
Line 
1#!/usr/bin/env python
2
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
14import os
15import sys
16
17import pygame
18import pygame.locals as pgl
19
20sys.path.append(os.path.join(os.path.dirname(__file__), '..'))
21
22import pymunk
23
24from albow.root import RootWidget
25from albow.widget import Widget
26from albow.controls import Button
27from albow.dialogs import alert
28
29from nagslang.constants import SCREEN
30from nagslang.level import Level, POLY_COLORS
31
32
33# layout constants
34MENU_BUTTON_HEIGHT = 35
35MENU_PAD = 6
36MENU_HALF_PAD = MENU_PAD // 2
37MENU_LEFT = SCREEN[0] + MENU_HALF_PAD
38MENU_WIDTH = 200 - MENU_PAD
39
40
41class EditorLevel(Level):
42
43 def __init__(self, name, x=800, y=600):
44 super(EditorLevel, self).__init__(name)
45 self.x = x
46 self.y = y
47
48 def round_point(self, pos):
49 return (10 * (pos[0] // 10), 10 * (pos[1] // 10))
50
51 def point_to_pymunk(self, pos):
52 # inverse of point_to_pygame
53 # (this is also the same as point_to_pygame, but a additional
54 # function for sanity later in pyweek).
55 return (pos[0], self.y - pos[1])
56
57 def add_point(self, poly_index, pos):
58 self.polygons.setdefault(poly_index, [])
59 if not self.polygons[poly_index]:
60 point = self.point_to_pymunk(self.round_point(pos))
61 self.polygons[poly_index].append(point)
62 else:
63 add_pos = self.fix_angle(poly_index, pos)
64 self.polygons[poly_index].append(add_pos)
65
66 def fix_angle(self, index, pos):
67 # Last point
68 point1 = self.point_to_pygame(self.polygons[index][-1])
69 pos = self.round_point(pos)
70 # We want the line (point1 to pos) to be an angle of
71 # 0, 45, 90, 135, 180, 225, 270, 305
72 # However, we only need to consider half the circle
73 # This is a hack to approximate the right thing
74 pos0 = (pos[0], point1[1])
75 pos90 = (point1[0], pos[1])
76 dist = max(abs(point1[0] - pos[0]), abs(point1[1] - pos[1]))
77 pos45 = (point1[0] + dist, point1[1] + dist)
78 pos135 = (point1[0] + dist, point1[1] - dist)
79 pos225 = (point1[0] - dist, point1[1] - dist)
80 pos305 = (point1[0] - dist, point1[1] + dist)
81 min_dist = 9999999
82 new_pos = point1
83 for cand in [pos0, pos90, pos45, pos135, pos225, pos305]:
84 dist = (pos[0] - cand[0]) ** 2 + (pos[1] - cand[1]) ** 2
85 if dist < min_dist:
86 new_pos = cand
87 min_dist = dist
88 return self.point_to_pymunk(new_pos)
89
90 def delete_point(self, index):
91 if index in self.polygons and len(self.polygons[index]) > 0:
92 self.polygons[index].pop()
93
94 def close_poly(self, index):
95 """Attempts to close the current polygon.
96
97 We allow a small additional step to close the polygon, but
98 it's limited as it's a magic point addition"""
99 if len(self.polygons[index]) < 2:
100 # Too small
101 return False
102 first = self.polygons[index][0]
103 if self.fix_angle(index, self.point_to_pygame(first)) == first:
104 self.add_point(index, self.point_to_pygame(first))
105 return True
106 candidates = [(first[0] + 10 * i, first[1]) for
107 i in (-3, -2, -1, 1, 2, 3)]
108 candidates.extend([(first[0], first[1] + 10 * i) for
109 i in (-3, -2, -1, 1, 2, 3)])
110 candidates.extend([(first[0] + 10 * i, first[1] + 10 * i) for
111 i in (-3, -2, -1, 1, 2, 3)])
112 candidates.extend([(first[0] + 10 * i, first[1] - 10 * i) for
113 i in (-3, -2, -1, 1, 2, 3)])
114 min_dist = 99999
115 poss = None
116 for cand in candidates:
117 if self.fix_angle(index, self.point_to_pygame(cand)) == cand:
118 dist = (first[0] - cand[0]) ** 2 + (first[1] - cand[1]) ** 2
119 if dist < min_dist:
120 poss = cand
121 if poss is not None:
122 self.add_point(index, self.point_to_pygame(poss))
123 self.add_point(index, self.point_to_pygame(first))
124 return True
125 return False
126
127 def draw(self, surface, topleft, mouse_pos, mouse_poly, filled):
128 self._draw_background(True)
129 # Draw polygons as needed for the editor
130 if filled:
131 self._draw_exterior(True)
132 for index, polygon in self.polygons.items():
133 color = POLY_COLORS[index]
134 if len(polygon) > 1:
135 pointlist = [self.point_to_pygame(p) for p in polygon]
136 pygame.draw.lines(self._surface, color, False, pointlist, 2)
137 if index == mouse_poly and mouse_pos:
138 endpoint = self.fix_angle(index, mouse_pos)
139 pygame.draw.line(self._surface, color,
140 self.point_to_pygame(polygon[-1]),
141 self.point_to_pygame(endpoint))
142 surface_area = pygame.rect.Rect(topleft, SCREEN)
143 surface.blit(self._surface, (0, 0), surface_area)
144
145
146class LevelWidget(Widget):
147
148 def __init__(self, level):
149 super(LevelWidget, self).__init__(pygame.rect.Rect(0, 0,
150 SCREEN[0], SCREEN[1]))
151 self.level = level
152 self.pos = (0, 0)
153 self.filled_mode = False
154 self.mouse_pos = None
155 self.cur_poly = None
156
157 def _level_coordinates(self, pos):
158 # Move positions to level values
159 if not pos:
160 return (0, 0)
161 return pos[0] + self.pos[0], pos[1] + self.pos[1]
162
163 def _move_view(self, offset):
164 new_pos = [self.pos[0] + offset[0], self.pos[1] + offset[1]]
165 if new_pos[0] < 0:
166 new_pos[0] = self.pos[0]
167 elif new_pos[0] > self.level.x - SCREEN[0]:
168 new_pos[0] = self.pos[0]
169 if new_pos[1] < 0:
170 new_pos[1] = self.pos[1]
171 elif new_pos[1] > self.level.y - SCREEN[1]:
172 new_pos[1] = self.pos[1]
173 self.pos = tuple(new_pos)
174
175 def draw(self, surface):
176 if (self.cur_poly is not None and self.cur_poly in self.level.polygons
177 and len(self.level.polygons[self.cur_poly])):
178 # We have an active polygon
179 mouse_pos = self._level_coordinates(self.mouse_pos)
180 else:
181 mouse_pos = None
182 level.draw(surface, self.pos, mouse_pos, self.cur_poly,
183 self.filled_mode)
184
185 def change_poly(self, new_poly):
186 self.cur_poly = new_poly
187 if self.cur_poly is not None:
188 self.filled_mode = False
189
190 def key_down(self, ev):
191 if ev.key == pgl.K_LEFT:
192 self._move_view((-10, 0))
193 elif ev.key == pgl.K_RIGHT:
194 self._move_view((10, 0))
195 elif ev.key == pgl.K_UP:
196 self._move_view((0, -10))
197 elif ev.key == pgl.K_DOWN:
198 self._move_view((0, 10))
199 elif ev.key in (pgl.K_1, pgl.K_2, pgl.K_3, pgl.K_4, pgl.K_5, pgl.K_6):
200 self.change_poly(ev.key - pgl.K_0)
201 elif ev.key == pgl.K_0:
202 self.change_poly(None)
203 elif ev.key == pgl.K_d and self.cur_poly:
204 self.level.delete_point(self.cur_poly)
205 elif ev.key == pgl.K_f:
206 self.set_filled()
207 elif ev.key == pgl.K_c:
208 self.close_poly()
209
210 def set_filled(self):
211 closed, _ = self.level.all_closed()
212 if closed:
213 self.cur_poly = None
214 self.filled_mode = True
215 else:
216 alert('Not all polygons closed, so not filling')
217
218 def mouse_move(self, ev):
219 old_pos = self.mouse_pos
220 self.mouse_pos = ev.pos
221 if self.cur_poly and old_pos != self.mouse_pos:
222 self.invalidate()
223
224 def mouse_down(self, ev):
225 if ev.button == 4: # Scroll up
226 self._move_view((0, -10))
227 elif ev.button == 5: # Scroll down
228 self._move_view((0, 10))
229 elif ev.button == 6: # Scroll left
230 self._move_view((-10, 0))
231 elif ev.button == 7: # Scroll right
232 self._move_view((10, 0))
233 elif self.cur_poly:
234 # Add a point
235 self.level.add_point(self.cur_poly,
236 self._level_coordinates(ev.pos))
237
238 def close_poly(self):
239 if self.cur_poly is None:
240 return
241 if self.level.close_poly(self.cur_poly):
242 alert("Successfully closed the polygon")
243 self.change_poly(None)
244 else:
245 alert("Failed to close the polygon")
246
247
248class PolyButton(Button):
249 """Button for coosing the correct polygon"""
250
251 def __init__(self, index, level_widget):
252 if index is not None:
253 text = "Draw: %s" % index
254 else:
255 text = 'Exit Draw Mode'
256 super(PolyButton, self).__init__(text)
257 self.index = index
258 self.level_widget = level_widget
259
260 def action(self):
261 self.level_widget.change_poly(self.index)
262
263
264class EditorApp(RootWidget):
265
266 def __init__(self, level, surface):
267 super(EditorApp, self).__init__(surface)
268 self.level = level
269 self.level_widget = LevelWidget(self.level)
270 self.add(self.level_widget)
271
272 # Add poly buttons
273 y = 15
274 for poly in range(1, 7):
275 but = PolyButton(poly, self.level_widget)
276 but.rect = pygame.rect.Rect(0, 0, MENU_WIDTH // 2 - MENU_PAD,
277 MENU_BUTTON_HEIGHT)
278 if poly % 2:
279 but.rect.move_ip(MENU_LEFT, y)
280 else:
281 but.rect.move_ip(MENU_LEFT + MENU_WIDTH // 2 - MENU_HALF_PAD,
282 y)
283 y += MENU_BUTTON_HEIGHT + MENU_PAD
284 self.add(but)
285
286 button_rect = pygame.rect.Rect(0, 0, MENU_WIDTH, MENU_BUTTON_HEIGHT)
287
288 end_poly_but = PolyButton(None, self.level_widget)
289 end_poly_but.rect = button_rect.copy()
290 end_poly_but.rect.move_ip(MENU_LEFT, y)
291 self.add(end_poly_but)
292 y += MENU_BUTTON_HEIGHT + MENU_PAD
293
294 fill_but = Button('Fill exterior', action=self.level_widget.set_filled)
295 fill_but.rect = button_rect.copy()
296 fill_but.rect.move_ip(MENU_LEFT, y)
297 self.add(fill_but)
298 y += MENU_BUTTON_HEIGHT + MENU_PAD
299
300 save_but = Button('Save Level', action=self.save)
301 save_but.rect = button_rect.copy()
302 save_but.rect.move_ip(MENU_LEFT, y)
303 self.add(save_but)
304 y += MENU_BUTTON_HEIGHT + MENU_PAD
305
306 close_poly_but = Button('Close Polygon',
307 action=self.level_widget.close_poly)
308 close_poly_but.rect = button_rect.copy()
309 close_poly_but.rect.move_ip(MENU_LEFT, y)
310 self.add(close_poly_but)
311 y += MENU_BUTTON_HEIGHT + MENU_PAD
312
313 quit_but = Button('Quit', action=self.quit)
314 quit_but.rect = button_rect.copy()
315 quit_but.rect.move_ip(MENU_LEFT, y)
316 self.add(quit_but)
317
318 def key_down(self, ev):
319 if ev.key == pgl.K_ESCAPE:
320 self.quit()
321 elif ev.key == pgl.K_s:
322 self.save()
323 else:
324 self.level_widget.key_down(ev)
325
326 def save(self):
327 closed, messages = self.level.all_closed()
328 if closed:
329 self.level.save()
330 # display success
331 alert("Level %s saved successfully." % self.level.name)
332 else:
333 # display errors
334 alert("Failed to save level.\n\n%s" % '\n'.join(messages))
335
336 def mouse_move(self, ev):
337 self.level_widget.mouse_move(ev)
338
339
340if __name__ == "__main__":
341 if len(sys.argv) == 2:
342 level = EditorLevel(sys.argv[1])
343 level.load(pymunk.Space())
344 elif len(sys.argv) == 4:
345 level = EditorLevel(sys.argv[1], int(sys.argv[2]), int(sys.argv[3]))
346 else:
347 print 'Please supply a levelname or levelname and level size'
348 sys.exit()
349 pygame.display.init()
350 pygame.font.init()
351 pygame.display.set_mode((SCREEN[0] + MENU_WIDTH, SCREEN[1]),
352 pgl.SWSURFACE)
353 pygame.display.set_caption('Nagslang Area Editor')
354 pygame.key.set_repeat(200, 100)
355 app = EditorApp(level, pygame.display.get_surface())
356 app.run()
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