Added alot of things, waypoints, grid for editor, game camera system, enemy moving on pre defined waypoint (path)
This commit is contained in:
@@ -0,0 +1,26 @@
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import pygame as pg
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class Camera():
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def __init__(self):
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self.zoom = 1
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self.offset = pg.math.Vector2(0, 0)
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def world_to_screen(self, pos):
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return (
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int((pos[0] - self.offset.x) * self.zoom),
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int((pos[1] - self.offset.y) * self.zoom)
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)
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def screen_to_world(self, pos):
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return (
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pos[0] / self.zoom + self.offset.x,
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pos[1] / self.zoom + self.offset.y
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)
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def move(self, dx, dy):
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self.offset.x += dx
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self.offset.y += dy
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def change_zoom(self, amount):
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self.zoom += amount
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self.zoom = max(0.5, min(self.zoom, 4.0))
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@@ -0,0 +1,63 @@
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from game.util import *
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import pygame as pg
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class Enemy(pg.sprite.Group):
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def __init__(self, game, speed, health):
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super().__init__()
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self.game = game
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self.waypoints = self.game.tilemap.waypoints
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print(self.waypoints)
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self.speed = speed
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self.health = health
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self.image = self.game.assets['enemy']
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self.rect = self.image.get_rect()
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self.pos = pg.Vector2(
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tile_to_pixel(self.waypoints[0], self.game.tilemap.tile_size, True)
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)
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self.target_index = 1
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self.rect.center = self.pos
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def update(self):
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if self.target_index >= len(self.waypoints):
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return
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tile_size = self.game.tilemap.tile_size
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target = pg.Vector2(
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tile_to_pixel(
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self.waypoints[self.target_index],
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tile_size,
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True
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)
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)
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direction = target - self.pos
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distance = direction.length()
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if distance <= self.speed:
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self.pos = target
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self.target_index += 1
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else:
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direction = direction.normalize()
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self.pos += direction * self.speed
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self.rect.center = self.pos
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def render(self, surf, camera):
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zoom = camera.zoom
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scaled_rect = self.rect.scale_by(zoom)
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scaled_image = pg.transform.scale(
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self.image,
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(scaled_rect.size[0], scaled_rect.size[1])
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)
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scaled_pos = camera.world_to_screen(self.pos)
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scaled_rect.center = scaled_pos
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surf.blit(scaled_image, scaled_rect)
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+13
-2
@@ -20,12 +20,21 @@ class Game:
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self.clock = pygame.time.Clock()
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self.ui_manager = pygame_gui.UIManager(
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WINDOW_SIZE,
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"theme.json"
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"assets/theme/theme.json"
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)
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self.tilemap = Tilemap(self)
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self.map = 'test'
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self.path = 'assets/maps/' + str(self.map) + '.json'
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try:
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self.tilemap.load(self.path)
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except FileNotFoundError:
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print('File not Found')
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print(self.tilemap.waypoints)
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self.assets={
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"base": load_images('/tiles/test')
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"base": load_images('/tiles/test'),
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"jungle": load_images('/tiles/jungle'),
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"enemy": load_image('/entities/enemies/sand_monster.png')
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}
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self.screens = {
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@@ -58,6 +67,8 @@ class Game:
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self.ui_manager.process_events(event)
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self.current_screen.process_event(event)
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self.current_screen.update(dt)
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self.ui_manager.update(dt)
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@@ -1,4 +1,7 @@
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from game.screens.base_screen import BaseScreen
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from game.enemy import Enemy
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from game.camera import Camera
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from game.util import *
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import pygame as pg
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import pygame_gui as pgi
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@@ -6,30 +9,62 @@ class GamePlay(BaseScreen):
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def __init__(self, game):
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super().__init__(game)
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self.tile_multiplicator = 2.0
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# self.tile_multiplicator = 2.0
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self.width, self.height = pg.display.get_surface().get_size()
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self.map_screen = pg.surface.Surface((int(self.width/4*3),int(self.height/6*5)))
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self.game_surface = pg.surface.Surface((int(self.width/4*3),int(self.height/6*5)))
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# self.map_surface = pg.surface.Surface((self.game_surface.get_width()/self.tile_multiplicator,self.game_surface.get_height()/self.tile_multiplicator))
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self.scroll = [0, 0]
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self.camera = Camera()
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self.movment = [False, False, False, False]
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self.map = 'test'
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self.path = 'assets/maps/' + str(self.map) + '.json'
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self.enemy = Enemy(self.game, 0.5, 100)
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try:
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self.game.tilemap.load(self.path)
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except FileNotFoundError:
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print('File not Found')
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def process_event(self, event):
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pass
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if event.type == pg.KEYDOWN:
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if event.key == pg.K_a:
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self.movment[0] = True
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if event.key == pg.K_d:
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self.movment[1] = True
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if event.key == pg.K_w:
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self.movment[2] = True
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if event.key == pg.K_s:
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self.movment[3] = True
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if event.key == pg.K_q:
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self.camera.change_zoom(-0.25)
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if event.key == pg.K_e:
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self.camera.change_zoom(0.25)
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if event.type == pg.KEYUP:
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if event.key == pg.K_a:
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self.movment[0] = False
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if event.key == pg.K_d:
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self.movment[1] = False
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if event.key == pg.K_w:
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self.movment[2] = False
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if event.key == pg.K_s:
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self.movment[3] = False
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def update(self, dt):
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pass
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self.enemy.update()
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self.camera.move((self.movment[1] - self.movment[0]) * 2, (self.movment[3] - self.movment[2]) * 2)
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def draw(self, surface):
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self.map_screen.fill((40, 40, 40))
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self.game_surface.fill((40, 40, 40))
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# self.map_surface.fill((40, 40, 40))
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render_scroll = (int(self.scroll[0]), int(self.scroll[1]))
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self.game.tilemap.render(self.map_screen, offset=render_scroll)
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self.game.tilemap.render_game(self.game_surface, self.camera)
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self.enemy.render(self.game_surface, self.camera)
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# self.game_surface.blit(pg.transform.scale(self.map_surface, self.game_surface.get_size()))
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self.game.window.blit(self.map_screen, (0, self.height/6))
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surface.blit(self.game_surface, (0, self.height/6))
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+43
-3
@@ -1,14 +1,21 @@
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import pygame, json
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"""
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Todo:
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* Add prop system for Trees, etc. (like off_grid), handle blocked with game objects over props
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"""
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class Tilemap:
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def __init__(self, game, tile=16):
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self.game = game
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self.tile_size = tile
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self.tilemap = {}
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self.offgrid_tiles = []
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self.waypoints=[]
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def save(self, path):
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f = open(path, 'w')
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json.dump({'tilemap': self.tilemap, 'tile_size': self.tile_size}, f)
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json.dump({'tilemap': self.tilemap, 'tile_size': self.tile_size, 'waypoints': self.waypoints}, f)
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f.close()
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def load(self, path):
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@@ -17,8 +24,8 @@ class Tilemap:
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f.close()
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self.tilemap = map_data['tilemap']
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self.tile_size = map_data['tile_size']
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self.tile_size = map_data['tile_size']
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self.waypoints = map_data['waypoints']
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def render(self, surf, offset=(0, 0)):
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for x in range(offset[0] // self.tile_size, (offset[0] + surf.get_width()) // self.tile_size + 1):
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@@ -27,3 +34,36 @@ class Tilemap:
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if loc in self.tilemap:
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tile = self.tilemap[loc]
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surf.blit(self.game.assets[tile['type']][tile['variant']], (tile['pos'][0] * self.tile_size - offset[0], tile['pos'][1] * self.tile_size - offset[1]))
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def render_game(self, surf, camera):
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tile_size = self.tile_size
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zoom = camera.zoom
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scaled_tile_size = int(tile_size * zoom)
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start_x = int(camera.offset.x // tile_size)
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start_y = int(camera.offset.y // tile_size)
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end_x = int((camera.offset.x + surf.get_width() / zoom) // tile_size) + 2
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end_y = int((camera.offset.y + surf.get_height() / zoom) // tile_size) + 2
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for x in range(start_x, end_x):
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for y in range(start_y, end_y):
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loc = f"{x};{y}"
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if loc in self.tilemap:
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tile = self.tilemap[loc]
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image = self.game.assets[tile["type"]][tile["variant"]]
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scaled_image = pygame.transform.scale(
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image,
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(scaled_tile_size, scaled_tile_size)
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)
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world_pos = (
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tile["pos"][0] * tile_size,
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tile["pos"][1] * tile_size
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)
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screen_pos = camera.world_to_screen(world_pos)
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surf.blit(scaled_image, screen_pos)
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+13
-1
@@ -11,6 +11,18 @@ def load_image(path, colorkey=(0,0,0)):
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def load_images(dir_path):
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images = []
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for img_name in os.listdir(img_path+dir_path):
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for img_name in os.listdir(img_path + dir_path):
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images.append(load_image(dir_path + '/' + img_name))
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return images
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def tile_to_pixel(waypoint, tile_size, center=False):
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if center:
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return (
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waypoint[0] * tile_size + tile_size // 2,
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waypoint[1] * tile_size + tile_size // 2
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)
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else:
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return (
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waypoint[0] * tile_size,
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waypoint[1] * tile_size
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)
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