Files
pixel_tower_defense/game/tilemap.py
T

70 lines
2.4 KiB
Python

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, 'waypoints': self.waypoints}, f)
f.close()
def load(self, path):
f = open(path, 'r')
map_data = json.load(f)
f.close()
self.tilemap = map_data['tilemap']
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):
for y in range(offset[1] // self.tile_size, (offset[1] + surf.get_height()) // self.tile_size + 1):
loc = str(x) + ';' + str(y)
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)