Added alot of things, waypoints, grid for editor, game camera system, enemy moving on pre defined waypoint (path)

This commit is contained in:
2026-06-07 22:46:47 +02:00
parent 6283fb0d5a
commit 0171a5c845
23 changed files with 432 additions and 77 deletions
+26
View File
@@ -0,0 +1,26 @@
import pygame as pg
class Camera():
def __init__(self):
self.zoom = 1
self.offset = pg.math.Vector2(0, 0)
def world_to_screen(self, pos):
return (
int((pos[0] - self.offset.x) * self.zoom),
int((pos[1] - self.offset.y) * self.zoom)
)
def screen_to_world(self, pos):
return (
pos[0] / self.zoom + self.offset.x,
pos[1] / self.zoom + self.offset.y
)
def move(self, dx, dy):
self.offset.x += dx
self.offset.y += dy
def change_zoom(self, amount):
self.zoom += amount
self.zoom = max(0.5, min(self.zoom, 4.0))
+63
View File
@@ -0,0 +1,63 @@
from game.util import *
import pygame as pg
class Enemy(pg.sprite.Group):
def __init__(self, game, speed, health):
super().__init__()
self.game = game
self.waypoints = self.game.tilemap.waypoints
print(self.waypoints)
self.speed = speed
self.health = health
self.image = self.game.assets['enemy']
self.rect = self.image.get_rect()
self.pos = pg.Vector2(
tile_to_pixel(self.waypoints[0], self.game.tilemap.tile_size, True)
)
self.target_index = 1
self.rect.center = self.pos
def update(self):
if self.target_index >= len(self.waypoints):
return
tile_size = self.game.tilemap.tile_size
target = pg.Vector2(
tile_to_pixel(
self.waypoints[self.target_index],
tile_size,
True
)
)
direction = target - self.pos
distance = direction.length()
if distance <= self.speed:
self.pos = target
self.target_index += 1
else:
direction = direction.normalize()
self.pos += direction * self.speed
self.rect.center = self.pos
def render(self, surf, camera):
zoom = camera.zoom
scaled_rect = self.rect.scale_by(zoom)
scaled_image = pg.transform.scale(
self.image,
(scaled_rect.size[0], scaled_rect.size[1])
)
scaled_pos = camera.world_to_screen(self.pos)
scaled_rect.center = scaled_pos
surf.blit(scaled_image, scaled_rect)
+13 -2
View File
@@ -20,12 +20,21 @@ class Game:
self.clock = pygame.time.Clock()
self.ui_manager = pygame_gui.UIManager(
WINDOW_SIZE,
"theme.json"
"assets/theme/theme.json"
)
self.tilemap = Tilemap(self)
self.map = 'test'
self.path = 'assets/maps/' + str(self.map) + '.json'
try:
self.tilemap.load(self.path)
except FileNotFoundError:
print('File not Found')
print(self.tilemap.waypoints)
self.assets={
"base": load_images('/tiles/test')
"base": load_images('/tiles/test'),
"jungle": load_images('/tiles/jungle'),
"enemy": load_image('/entities/enemies/sand_monster.png')
}
self.screens = {
@@ -58,6 +67,8 @@ class Game:
self.ui_manager.process_events(event)
self.current_screen.process_event(event)
self.current_screen.update(dt)
self.ui_manager.update(dt)
+44 -9
View File
@@ -1,4 +1,7 @@
from game.screens.base_screen import BaseScreen
from game.enemy import Enemy
from game.camera import Camera
from game.util import *
import pygame as pg
import pygame_gui as pgi
@@ -6,30 +9,62 @@ class GamePlay(BaseScreen):
def __init__(self, game):
super().__init__(game)
self.tile_multiplicator = 2.0
# self.tile_multiplicator = 2.0
self.width, self.height = pg.display.get_surface().get_size()
self.map_screen = pg.surface.Surface((int(self.width/4*3),int(self.height/6*5)))
self.game_surface = pg.surface.Surface((int(self.width/4*3),int(self.height/6*5)))
# self.map_surface = pg.surface.Surface((self.game_surface.get_width()/self.tile_multiplicator,self.game_surface.get_height()/self.tile_multiplicator))
self.scroll = [0, 0]
self.camera = Camera()
self.movment = [False, False, False, False]
self.map = 'test'
self.path = 'assets/maps/' + str(self.map) + '.json'
self.enemy = Enemy(self.game, 0.5, 100)
try:
self.game.tilemap.load(self.path)
except FileNotFoundError:
print('File not Found')
def process_event(self, event):
pass
if event.type == pg.KEYDOWN:
if event.key == pg.K_a:
self.movment[0] = True
if event.key == pg.K_d:
self.movment[1] = True
if event.key == pg.K_w:
self.movment[2] = True
if event.key == pg.K_s:
self.movment[3] = True
if event.key == pg.K_q:
self.camera.change_zoom(-0.25)
if event.key == pg.K_e:
self.camera.change_zoom(0.25)
if event.type == pg.KEYUP:
if event.key == pg.K_a:
self.movment[0] = False
if event.key == pg.K_d:
self.movment[1] = False
if event.key == pg.K_w:
self.movment[2] = False
if event.key == pg.K_s:
self.movment[3] = False
def update(self, dt):
pass
self.enemy.update()
self.camera.move((self.movment[1] - self.movment[0]) * 2, (self.movment[3] - self.movment[2]) * 2)
def draw(self, surface):
self.map_screen.fill((40, 40, 40))
self.game_surface.fill((40, 40, 40))
# self.map_surface.fill((40, 40, 40))
render_scroll = (int(self.scroll[0]), int(self.scroll[1]))
self.game.tilemap.render(self.map_screen, offset=render_scroll)
self.game.tilemap.render_game(self.game_surface, self.camera)
self.enemy.render(self.game_surface, self.camera)
# self.game_surface.blit(pg.transform.scale(self.map_surface, self.game_surface.get_size()))
self.game.window.blit(self.map_screen, (0, self.height/6))
surface.blit(self.game_surface, (0, self.height/6))
+43 -3
View File
@@ -1,14 +1,21 @@
import pygame, json
"""
Todo:
* Add prop system for Trees, etc. (like off_grid), handle blocked with game objects over props
"""
class Tilemap:
def __init__(self, game, tile=16):
self.game = game
self.tile_size = tile
self.tilemap = {}
self.offgrid_tiles = []
self.waypoints=[]
def save(self, path):
f = open(path, 'w')
json.dump({'tilemap': self.tilemap, 'tile_size': self.tile_size}, f)
json.dump({'tilemap': self.tilemap, 'tile_size': self.tile_size, 'waypoints': self.waypoints}, f)
f.close()
def load(self, path):
@@ -17,8 +24,8 @@ class Tilemap:
f.close()
self.tilemap = map_data['tilemap']
self.tile_size = map_data['tile_size']
self.tile_size = map_data['tile_size']
self.waypoints = map_data['waypoints']
def render(self, surf, offset=(0, 0)):
for x in range(offset[0] // self.tile_size, (offset[0] + surf.get_width()) // self.tile_size + 1):
@@ -27,3 +34,36 @@ class Tilemap:
if loc in self.tilemap:
tile = self.tilemap[loc]
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]))
def render_game(self, surf, camera):
tile_size = self.tile_size
zoom = camera.zoom
scaled_tile_size = int(tile_size * zoom)
start_x = int(camera.offset.x // tile_size)
start_y = int(camera.offset.y // tile_size)
end_x = int((camera.offset.x + surf.get_width() / zoom) // tile_size) + 2
end_y = int((camera.offset.y + surf.get_height() / zoom) // tile_size) + 2
for x in range(start_x, end_x):
for y in range(start_y, end_y):
loc = f"{x};{y}"
if loc in self.tilemap:
tile = self.tilemap[loc]
image = self.game.assets[tile["type"]][tile["variant"]]
scaled_image = pygame.transform.scale(
image,
(scaled_tile_size, scaled_tile_size)
)
world_pos = (
tile["pos"][0] * tile_size,
tile["pos"][1] * tile_size
)
screen_pos = camera.world_to_screen(world_pos)
surf.blit(scaled_image, screen_pos)
+13 -1
View File
@@ -11,6 +11,18 @@ def load_image(path, colorkey=(0,0,0)):
def load_images(dir_path):
images = []
for img_name in os.listdir(img_path+dir_path):
for img_name in os.listdir(img_path + dir_path):
images.append(load_image(dir_path + '/' + img_name))
return images
def tile_to_pixel(waypoint, tile_size, center=False):
if center:
return (
waypoint[0] * tile_size + tile_size // 2,
waypoint[1] * tile_size + tile_size // 2
)
else:
return (
waypoint[0] * tile_size,
waypoint[1] * tile_size
)