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gui.py
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327 lines (277 loc) · 11.6 KB
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import pygame as pg
import numpy as np
from tools import UObject, Text
from spitesheets import LevelSpriteSheet
import time
class Camera(object):
def __init__(self, player_rect):
self.width = pg.display.Info().current_w
self.height = pg.display.Info().current_h
self.h_width = int(self.width / 2)
self.h_height = int(self.height / 2)
self.q_width = int(self.width / 4)
self.q_height = int(self.height / 4)
self.player_rect = player_rect
self.x = -(self.player_rect.x - self.h_width + self.player_rect.width // 2)
self.y = -(self.player_rect.y - self.h_height + self.player_rect.height // 2)
def update(self):
if self.width - self.x - self.player_rect.x + 64 < self.q_width:
self.x = (self.h_width + self.q_width) - self.player_rect.x + 64
if self.x + self.player_rect.x + 64 < self.q_width:
self.x = self.q_width - self.player_rect.x - 64
if self.height - self.y - self.player_rect.y - 64 < self.q_height:
self.y = (self.h_height + self.q_height) - self.player_rect.y - 64
if self.y + self.player_rect.y < self.q_height:
self.y = self.q_height - self.player_rect.y
if self.x <= -10303:
self.x = -10303
if self.y <= -7103:
self.y = -7103
if self.x >= 0:
self.x = 0
if self.y >= 0:
self.y = 0
class SelectedBox(UObject):
def __init__(self, layers, camera):
self.camera = camera
self.player_rect = pg.mouse.get_pos()
self.width = 64
self.height = 64
super().__init__((self.player_rect[0] - self.camera.x) // self.width * self.width,
(self.player_rect[1] - self.camera.y) // self.height * self.height,
self.width, self.height)
self.layers = layers
self.image.fill(pg.Color(170, 170, 170))
self.image.set_alpha(70)
self.sprite = UObject(self.rect.x, self.rect.y, 64, 64)
self.layers.GUI2.add(self.sprite)
self.layers.GUI2.add(self)
self.state = True
self.text = Text(36, 1800, 20, text="L:1")
self.layers.GUI.add(self.text)
self.keys = None
self.left_btn = False
self.right_btn = False
self.toolbars = layers.sprite_sheet.toolbars
self.toolbar = self.toolbars["block"]
self.update_sprite(self.toolbar.get_item())
def update(self, events, *args, **kwargs) -> None:
self.update_img()
self.keys = {
"up": False,
"down": False,
"left": False,
"right": False,
"block": False,
"decoration": False,
"top": False,
"background": False,
"save": False,
"select": False
}
self.update_keys(events)
self.player_rect = pg.mouse.get_pos()
self.rect.x = (self.player_rect[0] - self.camera.x) // self.width * self.width
self.rect.y = (self.player_rect[1] - self.camera.y) // self.height * self.height
# TODO добавить поворот объектов
if self.keys["up"]:
self.toolbar.previous()
self.text.update_text(self.toolbar.layer_num)
if self.keys["down"]:
self.toolbar.next()
self.text.update_text(self.toolbar.layer_num)
if self.keys["left"]:
pass
if self.keys["block"]:
self.toolbar = self.toolbars["block"]
self.text.update_text(self.toolbar.layer_num)
if self.keys["decoration"]:
self.toolbar = self.toolbars["decoration"]
self.text.update_text(self.toolbar.layer_num)
if self.keys["top"]:
self.toolbar = self.toolbars["top"]
self.text.update_text(self.toolbar.layer_num)
if self.keys["background"]:
self.toolbar = self.toolbars["background"]
self.text.update_text(self.toolbar.layer_num)
if self.keys["save"]:
self.layers.save_level()
if self.keys["select"]:
self.toolbars["select"].set_item(self.layers.get_objects(self.rect.x // 64, self.rect.y // 64),
self.toolbar.layer_num)
self.toolbar = self.toolbars["select"]
# TODO нормально сделать метод select
if self.left_btn:
self.layers.update_tile(self.rect.x // 64, self.rect.y // 64,
self.toolbar.layer_num, self.toolbar.get_item())
if self.right_btn:
self.layers.update_tile(self.rect.x // 64, self.rect.y // 64,
self.toolbar.layer_num, None)
self.update_sprite(self.toolbar.get_item())
def update_keys(self, events):
for event in events:
if event.type == pg.MOUSEBUTTONDOWN and event.button == 1:
self.left_btn = True
if event.type == pg.MOUSEBUTTONDOWN and event.button == 3:
self.right_btn = True
if event.type == pg.MOUSEBUTTONDOWN and event.button == 4:
self.keys["up"] = True
if event.type == pg.MOUSEBUTTONDOWN and event.button == 5:
self.keys["down"] = True
if event.type == pg.MOUSEBUTTONDOWN and event.button == 2:
self.keys["select"] = True
if event.type == pg.KEYDOWN and event.key == pg.K_1:
self.keys["block"] = True
if event.type == pg.KEYDOWN and event.key == pg.K_2:
self.keys["decoration"] = True
if event.type == pg.KEYDOWN and event.key == pg.K_3:
self.keys["top"] = True
if event.type == pg.KEYDOWN and event.key == pg.K_4:
self.keys["background"] = True
if event.type == pg.KEYDOWN and event.key == pg.K_i:
self.keys["save"] = True
if event.type == pg.MOUSEBUTTONUP and event.button == 1:
self.left_btn = False
if event.type == pg.MOUSEBUTTONUP and event.button == 3:
self.right_btn = False
def update_img(self):
surface = pg.Surface((self.width, self.height))
surface.fill(pg.Color(170, 170, 170))
if self.state:
surface.set_alpha(self.image.get_alpha() - 1)
self.image = surface
if self.image.get_alpha() <= 70:
self.state = False
else:
surface.set_alpha(self.image.get_alpha() + 1)
self.image = surface
if self.image.get_alpha() >= 100:
self.state = True
def update_sprite(self, item):
self.sprite.rect.x = self.rect.x
self.sprite.rect.y = self.rect.y
self.sprite.image = self.layers.sprite_sheet.get_tile(item["id"])
class Layers(object):
def __init__(self, file="None"):
self.width = pg.display.Info().current_w
self.height = pg.display.Info().current_h
self.sprite_sheet = LevelSpriteSheet()
self.active_tile = []
if file == "None":
self.array = np.array(
[[Tile(sprites=(0, 0, 0, 62)) for _ in range(128)] for _ in range(192)], dtype=object)
else:
self.array = self.array = self.open_level(file)
self.GUI = pg.sprite.Group()
self.entity = pg.sprite.Group()
self.GUI2 = pg.sprite.Group()
def update_tile(self, x, y, num_layer, tile=None):
if tile is None:
tile = {"size": [1, 1], "object": [0]}
cords = tile["object"]
i = 0
for y1 in range(tile["size"][1]):
for x1 in range(tile["size"][0]):
try:
self.array[x + x1, y + y1].update_tile(num_layer, cords[i], self.sprite_sheet)
except IndexError:
print(x, y, num_layer, tile, i, x1, y1)
i += 1
def get_tile(self, x, y):
return self.array[x, y]
def get_objects(self, x, y):
return self.sprite_sheet.to_tile(self.get_tile(x, y).layers)
def draw(self, screen, camera):
# start_time = time.time()
x = (-camera.x) // 64
y = (-camera.y) // 64
for row in range(int(self.width / 64) + 2):
for collum in range((int(self.height / 64) + 2)):
screen.blit(self.array[row + abs(x), collum + abs(y)].get_tile(self.sprite_sheet),
((row * 64 - abs(camera.x) % 64), (collum * 64 - abs(camera.y) % 64)))
self.array[row + x, collum + y].activate(self.active_tile)
for sprite in self.entity:
screen.blit(sprite.image, (sprite.rect.x + camera.x, sprite.rect.y + camera.y))
for sprite in self.GUI2:
screen.blit(sprite.image, (sprite.rect.x + camera.x, sprite.rect.y + camera.y))
for sprite in self.GUI:
screen.blit(sprite.image, (sprite.rect.x, sprite.rect.y))
self.update_array()
# print("--- %s seconds ---" % (time.time() - start_time))
def save_level(self):
array = np.empty((192, 128, 4), int)
x = 0
y = 0
for row in self.array:
for tile in row:
array[x, y] = tile.layers
y += 1
y = 0
x += 1
np.save('level', array)
@staticmethod
def open_level(name):
start_time = time.time()
level_array = np.load(name)
array = np.array([[Tile(sprites=level_array[j, i]) for i in range(128)] for j in range(192)],
dtype=object)
print("--- %s seconds ---" % (time.time() - start_time))
return array
def update_array(self):
# start_time = time.time()
for tile in self.active_tile:
tile.update()
if tile.active <= 0:
tile.tile = None
self.active_tile.remove(tile)
# print("--- %s seconds ---" % (time.time() - start_time))
class Tile(object):
def __init__(self, sprites=()):
self.state = "Air"
self.active = 0
self.layers = [0, 0, 0, 0]
if len(sprites) == 0:
pass
elif len(sprites) == 4:
self.layers[3] = sprites[3]
self.layers[2] = sprites[2]
self.layers[1] = sprites[1]
self.layers[0] = sprites[0]
else:
raise Exception("Incorrect num of sprites")
self.block_chek()
self.tile = None
def update_tile(self, num_layer, num, sprite_sheet):
self.layers[num_layer] = num
self.block_chek()
self.update_sprite(sprite_sheet)
def get_tile(self, sprite_sheet):
if self.tile is None:
self.update_sprite(sprite_sheet)
return self.tile
def get_nums(self):
return self.layers
def block_chek(self):
if self.layers[2] != 0:
self.state = "block"
else:
self.state = "Air"
def update_sprite(self, sprite_sheet):
tile = pg.Surface((64, 64), pg.SRCALPHA)
if self.layers[3] != 0:
tile.blit(sprite_sheet.get_object(self.layers[3]), (0, 0))
if self.layers[2] != 0:
tile.blit(sprite_sheet.get_object(self.layers[2]), (0, 0))
if self.layers[1] != 0:
tile.blit(sprite_sheet.get_object(self.layers[1]), (0, 0))
if self.layers[0] != 0:
tile.blit(sprite_sheet.get_object(self.layers[0]), (0, 0))
self.tile = tile
def activate(self, array):
if self.active == 0:
self.active = 2
array.append(self)
else:
self.active = 2
def update(self):
self.active -= 1