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mapLoader.py
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mapLoader.py
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import os
import pygame, math
from pygame.surface import Surface
from Enemy import Enemy
from NPC import NPC
from Item import Item
from CuttableGrass import CuttableGrass
from pytmx.util_pygame import load_pygame
coinSprite = pygame.transform.scale(pygame.image.load(os.path.dirname(__file__) + "/assets/NinjaAdventure/Items/Treasure/GoldCoin.png"), (16, 16))
coinHeight = coinSprite.get_height()
fontPrice = pygame.font.Font(os.path.dirname(__file__) + "/assets/NinjaAdventure/HUD/Font/NormalFont.ttf", 32)
priceOffsetY = 32
priceOffsetX = 8
class Tile(pygame.sprite.Sprite):
def __init__(self, pos, size, surf, groups):
super().__init__(groups)
self.rect = pygame.Rect(pos, size)
self.image = pygame.transform.scale(surf, size)
class extendedGroup(pygame.sprite.Group):
def draw(self, surface: Surface, playerPos, p_zoom):
sprites = self.sprites()
surface_blit = surface.blit
windowSize = pygame.display.get_window_size()
zoom = round(p_zoom, 2)
if zoom == 1:
for spr in sprites:
if hasattr(spr, "trulyDead") and spr.trulyDead: continue
topleft = spr.rect.topleft
pos = (topleft[0] - playerPos[0] + windowSize[0] / 2, topleft[1] - playerPos[1] + windowSize[1] / 2)
if hasattr(spr, "price") and spr.price != -1:
surface_blit(coinSprite, (pos[0] + priceOffsetX, pos[1] + priceOffsetY))
surface_blit(fontPrice.render(str(spr.price), False, (0, 0, 0)), (pos[0] + priceOffsetX, pos[1] + priceOffsetY + coinHeight))
if -spr.rect.width < pos[0] < windowSize[0] and -spr.rect.height < pos[1] < windowSize[1]:
self.spritedict[spr] = surface_blit(spr.image, pos)
else:
scaledImgs = {}
for spr in sprites:
if hasattr(spr, "trulyDead") and spr.trulyDead: continue
topleft = spr.rect.topleft
pos = (math.floor((topleft[0] - playerPos[0]) * zoom + windowSize[0] / 2), math.floor((topleft[1] - playerPos[1]) * zoom + windowSize[1] / 2))
if hasattr(spr, "price") and spr.price != -1:
posCoin = (math.floor((topleft[0] - playerPos[0] + priceOffsetX) * zoom + windowSize[0] / 2), math.floor((topleft[1] - playerPos[1] + priceOffsetY) * zoom + windowSize[1] / 2))
surface_blit(pygame.transform.scale(coinSprite, (math.ceil(coinSprite.get_width() * zoom), math.ceil(coinHeight * zoom))), posCoin)
price = fontPrice.render(str(spr.price), False, (0, 0, 0))
posPrice = (math.floor((topleft[0] - playerPos[0] + priceOffsetX) * zoom + windowSize[0] / 2), math.floor((topleft[1] - playerPos[1] + priceOffsetY + coinHeight) * zoom + windowSize[1] / 2))
surface_blit(pygame.transform.scale(price, (math.ceil(price.get_width() * zoom), math.ceil(price.get_height() * zoom))), posPrice)
if -spr.rect.width < pos[0] < windowSize[0] and -spr.rect.height < pos[1] < windowSize[1]:
bytesStr = pygame.image.tobytes(spr.image, "RGB")
if bytesStr in scaledImgs:
self.spritedict[spr] = surface_blit(scaledImgs[bytesStr], pos)
else:
scaledImgs[bytesStr] = pygame.transform.scale(spr.image, (math.ceil(spr.image.get_width() * zoom), math.ceil(spr.image.get_width() * zoom)))
self.spritedict[spr] = surface_blit(scaledImgs[bytesStr], pos)
self.lostsprites = []
def changeMap(whichMap, sizeX, sizeY, mapTileSize):
data = load_pygame(whichMap)
mapSprites, mapSpritesFront, enemiesGroup, walls, musicAreas, doorAreas, doorDestinations, NPCsGroup, itemsGroup, cuttableGrass, breakableRocks, treasureChests = loadMap(data, sizeX, sizeY, mapTileSize)
return mapSprites, mapSpritesFront, enemiesGroup, walls, musicAreas, doorAreas, doorDestinations, NPCsGroup, itemsGroup, cuttableGrass, breakableRocks, treasureChests
def loadMap(data, sizeX, sizeY, mapTileSize):
sprite_group = extendedGroup()
sprite_group_front = extendedGroup()
walls = []
breakableRocks = []
treasureChests = []
musicAreas = {}
doorAreas = {}
doorDestinations = {}
enemiesGroup = extendedGroup()
NPCsGroup = extendedGroup()
tilesets = {}
itemsGroup = extendedGroup()
cuttableGrass = extendedGroup()
k = pygame.math.Vector2(sizeX / mapTileSize.x, sizeY / mapTileSize.y)
for idx, layer in enumerate(data.visible_layers):
# print(layer.__dict__)
if hasattr(layer, "data"):
if layer.name == "ObjectsFront":
for x, y, surf in layer.tiles():
Tile((x * sizeX, y * sizeY), (sizeX, sizeY), surf, sprite_group_front)
elif layer.name == "Enemies":
for x, y, surf in layer.tiles():
gid = data.get_tile_gid(x, y, idx)
if not gid in tilesets:
tilesets[gid] = data.get_tileset_from_gid(gid)
Enemy((x * sizeX, y * sizeY), (sizeX, sizeY), tilesets[gid].name, False, enemiesGroup)
elif layer.name == "NPCs":
for x, y, surf in layer.tiles():
gid = data.get_tile_gid(x, y, idx)
if not gid in tilesets:
tilesets[gid] = data.get_tileset_from_gid(gid)
NPC((x * sizeX, y * sizeY), (sizeX, sizeY), tilesets[gid].name, NPCsGroup)
elif layer.name == "CuttableGrass":
for x, y, surf in layer.tiles():
# print((x * sizeX, y * sizeY))
CuttableGrass((x * sizeX, y * sizeY), (sizeX, sizeY), surf, cuttableGrass)
else:
for x, y, surf in layer.tiles():
# print(data.get_tile_gid(x, y, idx))
Tile((x * sizeX, y * sizeY), (sizeX, sizeY), surf, sprite_group)
elif layer.name == "Walls":
for obj in layer:
walls.append(pygame.Rect(obj.x * k.x, obj.y * k.y, obj.width * k.x, obj.height * k.y))
elif layer.name == "BreakableRocks":
for obj in layer:
breakableRocks.append({"rect": pygame.Rect(obj.x * k.x, obj.y * k.y, obj.width * k.x, obj.height * k.y), "resources": 0})
elif layer.name == "Chests":
for obj in layer:
treasureChests.append({"rect": pygame.Rect(obj.x * k.x, obj.y * k.y, obj.width * k.x, obj.height * k.y),
"little": "little" in obj.name, "open": False,
"loot": obj.type.split("_")})
elif layer.name == "Music":
for obj in layer:
if not obj.name in musicAreas:
musicAreas[obj.name] = []
musicAreas[obj.name].append(pygame.Rect(obj.x * k.x, obj.y * k.y, obj.width * k.x, obj.height * k.y))
elif layer.name == "Doors":
for obj in layer:
if not obj.name in doorAreas:
doorAreas[obj.name] = []
doorAreas[obj.name].append(pygame.Rect(obj.x * k.x, obj.y * k.y, obj.width * k.x, obj.height * k.y))
elif layer.name == "DoorDestinations":
for obj in layer:
doorDestinations[obj.name] = (obj.x * k.x, obj.y * k.y)
elif layer.name == "Items":
for obj in layer:
Item((obj.x * k.x, obj.y * k.y), obj.name, False, itemsGroup)
elif layer.name == "ItemsPurchase":
for obj in layer:
Item((obj.x * k.x, obj.y * k.y), obj.name, False, itemsGroup, price=int(obj.type))
return sprite_group, sprite_group_front, enemiesGroup, walls, musicAreas, doorAreas, doorDestinations, NPCsGroup, itemsGroup, cuttableGrass, breakableRocks, treasureChests