1 | #!/usr/bin/env python |
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2 | |
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3 | # The basic area editor |
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4 | # |
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5 | # To edit an existing level, use |
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6 | # editor levelname |
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7 | # |
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8 | # To create a new level: |
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9 | # |
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10 | # editor levelname <xsize> <ysiz> |
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11 | # (size specified in pixels |
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12 | # |
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13 | |
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14 | import os |
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15 | import sys |
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16 | |
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17 | import pygame |
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18 | import pygame.locals as pgl |
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19 | |
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20 | sys.path.append(os.path.join(os.path.dirname(__file__), '..')) |
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21 | |
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22 | import pymunk |
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23 | |
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24 | from albow.root import RootWidget |
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25 | from albow.widget import Widget |
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26 | from albow.controls import Button |
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27 | from albow.dialogs import alert |
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28 | |
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29 | from nagslang.constants import SCREEN |
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30 | from nagslang.level import Level, POLY_COLORS |
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31 | |
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32 | |
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33 | # layout constants |
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34 | MENU_BUTTON_HEIGHT = 35 |
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35 | MENU_PAD = 6 |
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36 | MENU_HALF_PAD = MENU_PAD // 2 |
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37 | MENU_LEFT = SCREEN[0] + MENU_HALF_PAD |
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38 | MENU_WIDTH = 200 - MENU_PAD |
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39 | |
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40 | |
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41 | class EditorLevel(Level): |
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42 | |
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43 | def __init__(self, name, x=800, y=600): |
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44 | super(EditorLevel, self).__init__(name) |
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45 | self.x = x |
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46 | self.y = y |
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47 | |
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48 | def round_point(self, pos): |
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49 | return (10 * (pos[0] // 10), 10 * (pos[1] // 10)) |
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50 | |
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51 | def point_to_pymunk(self, pos): |
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52 | # inverse of point_to_pygame |
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53 | # (this is also the same as point_to_pygame, but a additional |
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54 | # function for sanity later in pyweek). |
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55 | return (pos[0], self.y - pos[1]) |
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56 | |
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57 | def add_point(self, poly_index, pos): |
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58 | self.polygons.setdefault(poly_index, []) |
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59 | if not self.polygons[poly_index]: |
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60 | point = self.point_to_pymunk(self.round_point(pos)) |
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61 | self.polygons[poly_index].append(point) |
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62 | else: |
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63 | add_pos = self.fix_angle(poly_index, pos) |
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64 | self.polygons[poly_index].append(add_pos) |
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65 | |
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66 | def fix_angle(self, index, pos): |
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67 | # Last point |
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68 | point1 = self.point_to_pygame(self.polygons[index][-1]) |
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69 | pos = self.round_point(pos) |
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70 | # We want the line (point1 to pos) to be an angle of |
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71 | # 0, 45, 90, 135, 180, 225, 270, 305 |
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72 | # However, we only need to consider half the circle |
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73 | # This is a hack to approximate the right thing |
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74 | pos0 = (pos[0], point1[1]) |
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75 | pos90 = (point1[0], pos[1]) |
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76 | dist = max(abs(point1[0] - pos[0]), abs(point1[1] - pos[1])) |
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77 | pos45 = (point1[0] + dist, point1[1] + dist) |
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78 | pos135 = (point1[0] + dist, point1[1] - dist) |
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79 | pos225 = (point1[0] - dist, point1[1] - dist) |
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80 | pos305 = (point1[0] - dist, point1[1] + dist) |
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81 | min_dist = 9999999 |
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82 | new_pos = point1 |
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83 | for cand in [pos0, pos90, pos45, pos135, pos225, pos305]: |
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84 | dist = (pos[0] - cand[0]) ** 2 + (pos[1] - cand[1]) ** 2 |
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85 | if dist < min_dist: |
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86 | new_pos = cand |
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87 | min_dist = dist |
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88 | return self.point_to_pymunk(new_pos) |
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89 | |
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90 | def delete_point(self, index): |
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91 | if index in self.polygons and len(self.polygons[index]) > 0: |
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92 | self.polygons[index].pop() |
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93 | |
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94 | def close_poly(self, index): |
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95 | """Attempts to close the current polygon. |
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96 | |
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97 | We allow a small additional step to close the polygon, but |
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98 | it's limited as it's a magic point addition""" |
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99 | if len(self.polygons[index]) < 2: |
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100 | # Too small |
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101 | return False |
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102 | first = self.polygons[index][0] |
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103 | if self.fix_angle(index, self.point_to_pygame(first)) == first: |
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104 | self.add_point(index, self.point_to_pygame(first)) |
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105 | return True |
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106 | candidates = [(first[0] + 10 * i, first[1]) for |
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107 | i in (-3, -2, -1, 1, 2, 3)] |
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108 | candidates.extend([(first[0], first[1] + 10 * i) for |
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109 | i in (-3, -2, -1, 1, 2, 3)]) |
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110 | candidates.extend([(first[0] + 10 * i, first[1] + 10 * i) for |
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111 | i in (-3, -2, -1, 1, 2, 3)]) |
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112 | candidates.extend([(first[0] + 10 * i, first[1] - 10 * i) for |
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113 | i in (-3, -2, -1, 1, 2, 3)]) |
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114 | min_dist = 99999 |
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115 | poss = None |
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116 | for cand in candidates: |
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117 | if self.fix_angle(index, self.point_to_pygame(cand)) == cand: |
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118 | dist = (first[0] - cand[0]) ** 2 + (first[1] - cand[1]) ** 2 |
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119 | if dist < min_dist: |
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120 | poss = cand |
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121 | if poss is not None: |
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122 | self.add_point(index, self.point_to_pygame(poss)) |
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123 | self.add_point(index, self.point_to_pygame(first)) |
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124 | return True |
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125 | return False |
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126 | |
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127 | def draw(self, surface, topleft, mouse_pos, mouse_poly, filled): |
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128 | self._draw_background(True) |
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129 | # Draw polygons as needed for the editor |
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130 | if filled: |
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131 | self._draw_exterior(True) |
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132 | for index, polygon in self.polygons.items(): |
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133 | color = POLY_COLORS[index] |
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134 | if len(polygon) > 1: |
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135 | pointlist = [self.point_to_pygame(p) for p in polygon] |
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136 | pygame.draw.lines(self._surface, color, False, pointlist, 2) |
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137 | if index == mouse_poly and mouse_pos: |
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138 | endpoint = self.fix_angle(index, mouse_pos) |
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139 | pygame.draw.line(self._surface, color, |
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140 | self.point_to_pygame(polygon[-1]), |
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141 | self.point_to_pygame(endpoint)) |
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142 | surface_area = pygame.rect.Rect(topleft, SCREEN) |
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143 | surface.blit(self._surface, (0, 0), surface_area) |
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144 | |
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145 | |
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146 | class LevelWidget(Widget): |
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147 | |
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148 | def __init__(self, level): |
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149 | super(LevelWidget, self).__init__(pygame.rect.Rect(0, 0, |
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150 | SCREEN[0], SCREEN[1])) |
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151 | self.level = level |
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152 | self.pos = (0, 0) |
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153 | self.filled_mode = False |
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154 | self.mouse_pos = None |
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155 | self.cur_poly = None |
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156 | self._mouse_drag = False |
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157 | |
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158 | def _level_coordinates(self, pos): |
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159 | # Move positions to level values |
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160 | if not pos: |
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161 | return (0, 0) |
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162 | return pos[0] + self.pos[0], pos[1] + self.pos[1] |
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163 | |
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164 | def _move_view(self, offset): |
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165 | new_pos = [self.pos[0] + offset[0], self.pos[1] + offset[1]] |
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166 | if new_pos[0] < 0: |
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167 | new_pos[0] = self.pos[0] |
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168 | elif new_pos[0] > self.level.x - SCREEN[0]: |
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169 | new_pos[0] = self.pos[0] |
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170 | if new_pos[1] < 0: |
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171 | new_pos[1] = self.pos[1] |
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172 | elif new_pos[1] > self.level.y - SCREEN[1]: |
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173 | new_pos[1] = self.pos[1] |
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174 | self.pos = tuple(new_pos) |
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175 | |
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176 | def draw(self, surface): |
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177 | if (self.cur_poly is not None and self.cur_poly in self.level.polygons |
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178 | and len(self.level.polygons[self.cur_poly])): |
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179 | # We have an active polygon |
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180 | mouse_pos = self._level_coordinates(self.mouse_pos) |
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181 | else: |
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182 | mouse_pos = None |
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183 | level.draw(surface, self.pos, mouse_pos, self.cur_poly, |
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184 | self.filled_mode) |
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185 | |
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186 | def change_poly(self, new_poly): |
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187 | self.cur_poly = new_poly |
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188 | if self.cur_poly is not None: |
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189 | self.filled_mode = False |
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190 | |
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191 | def key_down(self, ev): |
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192 | if ev.key == pgl.K_LEFT: |
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193 | self._move_view((-10, 0)) |
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194 | elif ev.key == pgl.K_RIGHT: |
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195 | self._move_view((10, 0)) |
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196 | elif ev.key == pgl.K_UP: |
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197 | self._move_view((0, -10)) |
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198 | elif ev.key == pgl.K_DOWN: |
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199 | self._move_view((0, 10)) |
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200 | elif ev.key in (pgl.K_1, pgl.K_2, pgl.K_3, pgl.K_4, pgl.K_5, pgl.K_6): |
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201 | self.change_poly(ev.key - pgl.K_0) |
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202 | elif ev.key == pgl.K_0: |
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203 | self.change_poly(None) |
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204 | elif ev.key == pgl.K_d and self.cur_poly: |
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205 | self.level.delete_point(self.cur_poly) |
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206 | elif ev.key == pgl.K_f: |
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207 | self.set_filled() |
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208 | elif ev.key == pgl.K_c: |
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209 | self.close_poly() |
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210 | |
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211 | def set_filled(self): |
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212 | closed, _ = self.level.all_closed() |
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213 | if closed: |
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214 | self.cur_poly = None |
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215 | self.filled_mode = True |
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216 | else: |
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217 | alert('Not all polygons closed, so not filling') |
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218 | |
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219 | def mouse_move(self, ev): |
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220 | old_pos = self.mouse_pos |
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221 | self.mouse_pos = ev.pos |
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222 | if self.cur_poly and old_pos != self.mouse_pos: |
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223 | self.invalidate() |
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224 | |
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225 | def mouse_drag(self, ev): |
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226 | if self._mouse_drag: |
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227 | old_pos = self.mouse_pos |
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228 | self.mouse_pos = ev.pos |
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229 | diff = (-self.mouse_pos[0] + old_pos[0], |
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230 | -self.mouse_pos[1] + old_pos[1]) |
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231 | self._move_view(diff) |
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232 | self.invalidate() |
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233 | |
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234 | def mouse_down(self, ev): |
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235 | if ev.button == 1: |
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236 | print "Click: %r" % (self._level_coordinates(ev.pos),) |
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237 | if ev.button == 4: # Scroll up |
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238 | self._move_view((0, -10)) |
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239 | elif ev.button == 5: # Scroll down |
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240 | self._move_view((0, 10)) |
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241 | elif ev.button == 6: # Scroll left |
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242 | self._move_view((-10, 0)) |
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243 | elif ev.button == 7: # Scroll right |
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244 | self._move_view((10, 0)) |
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245 | elif self.cur_poly and ev.button == 1: |
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246 | # Add a point |
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247 | self.level.add_point(self.cur_poly, |
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248 | self._level_coordinates(ev.pos)) |
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249 | elif ev.button == 3: |
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250 | self._mouse_drag = True |
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251 | |
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252 | def mouse_up(self, ev): |
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253 | if ev.button == 3: |
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254 | self._mouse_drag = False |
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255 | |
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256 | def close_poly(self): |
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257 | if self.cur_poly is None: |
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258 | return |
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259 | if self.level.close_poly(self.cur_poly): |
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260 | alert("Successfully closed the polygon") |
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261 | self.change_poly(None) |
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262 | else: |
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263 | alert("Failed to close the polygon") |
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264 | |
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265 | |
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266 | class PolyButton(Button): |
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267 | """Button for coosing the correct polygon""" |
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268 | |
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269 | def __init__(self, index, level_widget): |
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270 | if index is not None: |
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271 | text = "Draw: %s" % index |
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272 | else: |
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273 | text = 'Exit Draw Mode' |
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274 | super(PolyButton, self).__init__(text) |
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275 | self.index = index |
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276 | self.level_widget = level_widget |
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277 | |
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278 | def action(self): |
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279 | self.level_widget.change_poly(self.index) |
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280 | |
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281 | |
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282 | class EditorApp(RootWidget): |
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283 | |
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284 | def __init__(self, level, surface): |
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285 | super(EditorApp, self).__init__(surface) |
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286 | self.level = level |
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287 | self.level_widget = LevelWidget(self.level) |
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288 | self.add(self.level_widget) |
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289 | |
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290 | # Add poly buttons |
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291 | y = 15 |
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292 | for poly in range(1, 7): |
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293 | but = PolyButton(poly, self.level_widget) |
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294 | but.rect = pygame.rect.Rect(0, 0, MENU_WIDTH // 2 - MENU_PAD, |
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295 | MENU_BUTTON_HEIGHT) |
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296 | if poly % 2: |
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297 | but.rect.move_ip(MENU_LEFT, y) |
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298 | else: |
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299 | but.rect.move_ip(MENU_LEFT + MENU_WIDTH // 2 - MENU_HALF_PAD, |
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300 | y) |
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301 | y += MENU_BUTTON_HEIGHT + MENU_PAD |
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302 | self.add(but) |
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303 | |
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304 | button_rect = pygame.rect.Rect(0, 0, MENU_WIDTH, MENU_BUTTON_HEIGHT) |
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305 | |
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306 | end_poly_but = PolyButton(None, self.level_widget) |
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307 | end_poly_but.rect = button_rect.copy() |
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308 | end_poly_but.rect.move_ip(MENU_LEFT, y) |
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309 | self.add(end_poly_but) |
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310 | y += MENU_BUTTON_HEIGHT + MENU_PAD |
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311 | |
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312 | fill_but = Button('Fill exterior', action=self.level_widget.set_filled) |
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313 | fill_but.rect = button_rect.copy() |
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314 | fill_but.rect.move_ip(MENU_LEFT, y) |
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315 | self.add(fill_but) |
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316 | y += MENU_BUTTON_HEIGHT + MENU_PAD |
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317 | |
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318 | save_but = Button('Save Level', action=self.save) |
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319 | save_but.rect = button_rect.copy() |
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320 | save_but.rect.move_ip(MENU_LEFT, y) |
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321 | self.add(save_but) |
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322 | y += MENU_BUTTON_HEIGHT + MENU_PAD |
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323 | |
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324 | close_poly_but = Button('Close Polygon', |
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325 | action=self.level_widget.close_poly) |
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326 | close_poly_but.rect = button_rect.copy() |
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327 | close_poly_but.rect.move_ip(MENU_LEFT, y) |
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328 | self.add(close_poly_but) |
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329 | y += MENU_BUTTON_HEIGHT + MENU_PAD |
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330 | |
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331 | quit_but = Button('Quit', action=self.quit) |
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332 | quit_but.rect = button_rect.copy() |
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333 | quit_but.rect.move_ip(MENU_LEFT, y) |
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334 | self.add(quit_but) |
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335 | |
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336 | def key_down(self, ev): |
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337 | if ev.key == pgl.K_ESCAPE: |
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338 | self.quit() |
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339 | elif ev.key == pgl.K_s: |
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340 | self.save() |
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341 | else: |
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342 | self.level_widget.key_down(ev) |
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343 | |
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344 | def save(self): |
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345 | closed, messages = self.level.all_closed() |
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346 | if closed: |
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347 | self.level.save() |
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348 | # display success |
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349 | alert("Level %s saved successfully." % self.level.name) |
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350 | else: |
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351 | # display errors |
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352 | alert("Failed to save level.\n\n%s" % '\n'.join(messages)) |
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353 | |
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354 | def mouse_move(self, ev): |
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355 | self.level_widget.mouse_move(ev) |
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356 | |
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357 | |
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358 | if __name__ == "__main__": |
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359 | if len(sys.argv) == 2: |
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360 | level = EditorLevel(sys.argv[1]) |
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361 | level.load(pymunk.Space()) |
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362 | elif len(sys.argv) == 4: |
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363 | level = EditorLevel(sys.argv[1], int(sys.argv[2]), int(sys.argv[3])) |
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364 | else: |
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365 | print 'Please supply a levelname or levelname and level size' |
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366 | sys.exit() |
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367 | pygame.display.init() |
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368 | pygame.font.init() |
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369 | pygame.display.set_mode((SCREEN[0] + MENU_WIDTH, SCREEN[1]), |
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370 | pgl.SWSURFACE) |
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371 | pygame.display.set_caption('Nagslang Area Editor') |
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372 | pygame.key.set_repeat(200, 100) |
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373 | app = EditorApp(level, pygame.display.get_surface()) |
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374 | app.run() |
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