Ejemplo n.º 1
0
    def __init__(self, map_file_name: Optional[str],
                 chosen_hero_id: Optional[str],
                 hero_start_level: Optional[int], start_money: Optional[int]):

        cmd_flags = CommandlineFlags(map_file_name, chosen_hero_id,
                                     hero_start_level, start_money)

        pygame.init()

        print("Available display modes: " + str(pygame.display.list_modes()))

        self.fullscreen = True
        self.pygame_screen = self.setup_screen()
        images_by_sprite = load_images_by_sprite(ENTITY_SPRITE_INITIALIZERS)
        images_by_ui_sprite = load_images_by_ui_sprite(UI_ICON_SPRITE_PATHS,
                                                       UI_ICON_SIZE)
        big_images_by_ui_sprite = load_images_by_ui_sprite(
            UI_ICON_SPRITE_PATHS, UI_ICON_BIG_SIZE)
        self.images_by_portrait_sprite = load_images_by_portrait_sprite(
            PORTRAIT_ICON_SPRITE_PATHS, PORTRAIT_ICON_SIZE)
        self.world_view = GameWorldView(self.pygame_screen, CAMERA_SIZE,
                                        SCREEN_SIZE, images_by_sprite)
        self.ui_view = GameUiView(self.pygame_screen, CAMERA_SIZE, SCREEN_SIZE,
                                  images_by_ui_sprite, big_images_by_ui_sprite,
                                  self.images_by_portrait_sprite,
                                  ABILITY_KEY_LABELS)
        self.save_file_handler = SaveFileHandler()
        init_sound_player()
        self.clock = pygame.time.Clock()

        self.scene: AbstractScene = StartingProgramScene(
            self.main_menu_scene, self.creating_world_scene,
            self.picking_hero_scene, cmd_flags, self.save_file_handler)
Ejemplo n.º 2
0
    def __init__(self, map_file_name: Optional[str]):
        self.map_file_path = MAP_DIR + (map_file_name or "map1.json")

        possible_grid_cell_sizes = [GRID_CELL_SIZE, GRID_CELL_SIZE * 2]
        grid_cell_size_index = 0

        self.grid_cell_size = possible_grid_cell_sizes[grid_cell_size_index]
        self.grid: Grid = None
        self.ui_view: MapEditorView = None
        self.game_state: GameState = None

        if Path(self.map_file_path).exists():
            print("Loading map '%s' from file." % self.map_file_path)
            map_data = load_map_from_json_file(self.map_file_path)
            player_position = map_data.player_position
            self._set_game_world(map_data.game_world, player_position)
            self.config = map_data.map_editor_config
            if map_data.grid_string:
                print("Initializing grid from existing map data.")
                self.grid = Grid.deserialize(map_data.grid_string)
            else:
                if not self.config.disable_smart_grid:
                    print(
                        "Grid missing from existing map data. Generating one from world state ..."
                    )
                    self.build_grid_from_game_state()
                else:
                    print(
                        "Grid disabled for this map. Using smart floor tiles will not work."
                    )
        else:
            print("Map file '%s' not found! New map is created." %
                  self.map_file_path)
            player_position = (0, 0)
            game_world = GameWorldState(
                player_entity=None,
                consumables_on_ground=[],
                items_on_ground=[],
                money_piles_on_ground=[],
                non_player_characters=[],
                walls=[],
                entire_world_area=Rect(-250, -250, 1500, 1000),
                decoration_entities=[],
                portals=[],
                chests=[],
                shrines=[],
                dungeon_entrances=[],
            )
            self._set_game_world(game_world, player_position)
            self.config = MapEditorConfig(disable_smart_grid=False)
            grid_size = (self.game_state.game_world.entire_world_area.w //
                         GRID_CELL_SIZE,
                         self.game_state.game_world.entire_world_area.h //
                         GRID_CELL_SIZE)
            self.grid = Grid.create_from_rects(grid_size, [])

        pygame.init()

        pygame_screen = pygame.display.set_mode(SCREEN_SIZE)
        images_by_sprite = load_images_by_sprite(ENTITY_SPRITE_INITIALIZERS)
        images_by_ui_sprite = load_images_by_ui_sprite(
            UI_ICON_SPRITE_PATHS, MAP_EDITOR_UI_ICON_SIZE)
        images_by_portrait_sprite = load_images_by_portrait_sprite(
            PORTRAIT_ICON_SPRITE_PATHS, PORTRAIT_ICON_SIZE)
        world_view = GameWorldView(pygame_screen, CAMERA_SIZE, SCREEN_SIZE,
                                   images_by_sprite)

        self.render_outlines = False

        self.ui_view = MapEditorView(
            pygame_screen, self.game_state.camera_world_area, SCREEN_SIZE,
            images_by_sprite, images_by_ui_sprite, images_by_portrait_sprite,
            self.game_state.game_world.entire_world_area,
            self.game_state.game_world.player_entity.get_center_position(),
            ENTITIES_BY_TYPE, self.grid_cell_size, self.map_file_path)
        self._notify_ui_of_new_wall_positions()

        camera_move_distance = 75  # must be a multiple of the grid size

        held_down_arrow_keys = set([])
        clock = pygame.time.Clock()
        camera_pan_timer = PeriodicTimer(Millis(50))

        while True:

            # HANDLE USER INPUT

            for event in pygame.event.get():
                if event.type == pygame.QUIT or (event.type == pygame.KEYDOWN
                                                 and event.key
                                                 == pygame.K_ESCAPE):
                    pygame.quit()
                    sys.exit()

                if event.type == pygame.MOUSEMOTION:
                    action = self.ui_view.handle_mouse_movement(event.pos)
                    if action:
                        self._handle_action(action, self.grid_cell_size)

                if event.type == pygame.KEYDOWN:
                    if event.key == pygame.K_s:
                        self.save()
                    elif event.key in [
                            pygame.K_RIGHT, pygame.K_DOWN, pygame.K_LEFT,
                            pygame.K_UP
                    ]:
                        held_down_arrow_keys.add(event.key)
                    elif event.key == pygame.K_PLUS:
                        grid_cell_size_index = (
                            grid_cell_size_index +
                            1) % len(possible_grid_cell_sizes)
                        grid_cell_size = possible_grid_cell_sizes[
                            grid_cell_size_index]
                        self.ui_view.grid_cell_size = grid_cell_size
                    else:
                        self.ui_view.handle_key_down(event.key)

                if event.type == pygame.KEYUP:
                    if event.key in held_down_arrow_keys:
                        held_down_arrow_keys.remove(event.key)

                if event.type == pygame.MOUSEBUTTONDOWN:
                    if event.button == PYGAME_MOUSE_LEFT_BUTTON:
                        action = self.ui_view.handle_mouse_left_click()
                    elif event.button == PYGAME_MOUSE_RIGHT_BUTTON:
                        action = self.ui_view.handle_mouse_right_click()
                    else:
                        action = None
                    if action:
                        self._handle_action(action, self.grid_cell_size)

                elif event.type == pygame.MOUSEBUTTONUP:
                    if event.button == PYGAME_MOUSE_LEFT_BUTTON:
                        action = self.ui_view.handle_mouse_left_release()
                    elif event.button == PYGAME_MOUSE_RIGHT_BUTTON:
                        action = self.ui_view.handle_mouse_right_release()
                    else:
                        action = None
                    if action:
                        self._handle_action(action, self.grid_cell_size)

            # HANDLE TIME

            clock.tick()
            time_passed = clock.get_time()

            if camera_pan_timer.update_and_check_if_ready(time_passed):
                if pygame.K_RIGHT in held_down_arrow_keys:
                    self.game_state.translate_camera_position(
                        (camera_move_distance, 0))
                if pygame.K_LEFT in held_down_arrow_keys:
                    self.game_state.translate_camera_position(
                        (-camera_move_distance, 0))
                if pygame.K_DOWN in held_down_arrow_keys:
                    self.game_state.translate_camera_position(
                        (0, camera_move_distance))
                if pygame.K_UP in held_down_arrow_keys:
                    self.game_state.translate_camera_position(
                        (0, -camera_move_distance))

            self.ui_view.camera_world_area = self.game_state.camera_world_area
            self.ui_view.world_area = self.game_state.game_world.entire_world_area

            # RENDER

            world_view.render_world(
                all_entities_to_render=self.game_state.
                get_all_entities_to_render(),
                decorations_to_render=self.game_state.
                get_decorations_to_render(),
                player_entity=self.game_state.game_world.player_entity,
                is_player_invisible=self.game_state.player_state.is_invisible,
                player_active_buffs=self.game_state.player_state.active_buffs,
                camera_world_area=self.game_state.camera_world_area,
                non_player_characters=self.game_state.game_world.
                non_player_characters,
                visual_effects=self.game_state.game_world.visual_effects,
                render_hit_and_collision_boxes=self.render_outlines,
                player_health=self.game_state.player_state.health_resource.
                value,
                player_max_health=self.game_state.player_state.health_resource.
                max_value,
                entire_world_area=self.game_state.game_world.entire_world_area,
                entity_action_text=None)

            npc_positions = [
                npc.world_entity.get_position()
                for npc in self.game_state.game_world.non_player_characters
            ]

            named_portal_positions = {
                p.world_entity.get_position(): p.portal_id.name
                for p in self.game_state.game_world.portals
            }
            named_npc_positions = {
                npc.world_entity.get_position(): npc.npc_type.name
                for npc in self.game_state.game_world.non_player_characters
            }
            named_world_positions = {
                **named_portal_positions,
                **named_npc_positions
            }

            fps_string = str(int(clock.get_fps()))
            self.ui_view.render(
                num_enemies=len(
                    self.game_state.game_world.non_player_characters),
                num_walls=len(self.game_state.game_world.walls_state.walls),
                num_decorations=len(self.game_state.game_world.
                                    decorations_state.decoration_entities),
                npc_positions=npc_positions,
                player_position=self.game_state.game_world.player_entity.
                get_center_position(),
                grid=self.grid,
                named_world_positions=named_world_positions,
                fps_string=fps_string)

            pygame.display.flip()
Ejemplo n.º 3
0
def main(map_file_name: Optional[str]):
    map_file_path = MAP_DIR + (map_file_name or "map1.json")

    if Path(map_file_path).exists():
        game_state = create_game_state_from_json_file(CAMERA_SIZE,
                                                      map_file_path, HERO_ID)
    else:
        player_entity = create_hero_world_entity(HERO_ID, (0, 0))
        player_state = create_player_state(HERO_ID)
        game_state = GameState(player_entity, [], [], [], [], [], CAMERA_SIZE,
                               Rect(-250, -250, 500, 500), player_state, [],
                               [], [])

    pygame.init()

    pygame_screen = pygame.display.set_mode(SCREEN_SIZE)
    images_by_sprite = load_images_by_sprite(ENTITY_SPRITE_INITIALIZERS)
    images_by_ui_sprite = load_images_by_ui_sprite(UI_ICON_SPRITE_PATHS,
                                                   MAP_EDITOR_UI_ICON_SIZE)
    images_by_portrait_sprite = load_images_by_portrait_sprite(
        PORTRAIT_ICON_SPRITE_PATHS, PORTRAIT_ICON_SIZE)
    world_view = GameWorldView(pygame_screen, CAMERA_SIZE, SCREEN_SIZE,
                               images_by_sprite)
    ui_view = MapEditorView(pygame_screen, CAMERA_SIZE, SCREEN_SIZE,
                            images_by_sprite, images_by_ui_sprite,
                            images_by_portrait_sprite)

    user_state = UserState.deleting_entities()

    is_mouse_button_down = False

    possible_grid_cell_sizes = [25, 50]
    grid_cell_size_index = 0
    grid_cell_size = possible_grid_cell_sizes[grid_cell_size_index]

    camera_move_distance = 75  # must be a multiple of the grid size
    snapped_mouse_screen_position = (0, 0)
    snapped_mouse_world_position = (0, 0)
    exact_mouse_screen_position = (0, 0)
    is_snapped_mouse_within_world = True
    is_snapped_mouse_over_ui = False

    game_state.center_camera_on_player()
    game_state.camera_world_area.topleft = (
        (game_state.camera_world_area.x // grid_cell_size) * grid_cell_size,
        (game_state.camera_world_area.y // grid_cell_size) * grid_cell_size)

    held_down_arrow_keys = set([])
    clock = pygame.time.Clock()
    camera_pan_timer = PeriodicTimer(Millis(50))

    shown_tab = EntityTab.ITEMS

    while True:

        for event in pygame.event.get():
            if event.type == pygame.QUIT or (event.type == pygame.KEYDOWN
                                             and event.key == pygame.K_ESCAPE):
                pygame.quit()
                sys.exit()

            if event.type == pygame.MOUSEMOTION:
                exact_mouse_screen_position: Tuple[int, int] = event.pos
                ui_view.handle_mouse_movement(exact_mouse_screen_position)
                snapped_mouse_screen_position = (
                    (exact_mouse_screen_position[0] // grid_cell_size) *
                    grid_cell_size,
                    (exact_mouse_screen_position[1] // grid_cell_size) *
                    grid_cell_size)
                snapped_mouse_world_position = sum_of_vectors(
                    snapped_mouse_screen_position,
                    game_state.camera_world_area.topleft)
                is_snapped_mouse_within_world = game_state.is_position_within_game_world(
                    snapped_mouse_world_position)
                is_snapped_mouse_over_ui = ui_view.is_screen_position_within_ui(
                    snapped_mouse_screen_position)
                if is_mouse_button_down and is_snapped_mouse_within_world and not is_snapped_mouse_over_ui:
                    if user_state.placing_entity:
                        if user_state.placing_entity.wall_type:
                            _add_wall(game_state, snapped_mouse_world_position,
                                      user_state.placing_entity.wall_type)
                        elif user_state.placing_entity.decoration_sprite:
                            _add_decoration(
                                user_state.placing_entity.decoration_sprite,
                                game_state, snapped_mouse_world_position)
                    elif user_state.deleting_entities:
                        _delete_map_entities_from_position(
                            game_state, snapped_mouse_world_position)
                    else:
                        _delete_map_decorations_from_position(
                            game_state, snapped_mouse_world_position)

            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_s:
                    save_file = map_file_path
                    save_game_state_to_json_file(game_state, save_file)
                    print("Saved state to " + save_file)
                elif event.key in [
                        pygame.K_RIGHT, pygame.K_DOWN, pygame.K_LEFT,
                        pygame.K_UP
                ]:
                    held_down_arrow_keys.add(event.key)
                elif event.key == pygame.K_q:
                    user_state = UserState.deleting_entities()
                elif event.key == pygame.K_z:
                    user_state = UserState.deleting_decorations()
                elif event.key == pygame.K_PLUS:
                    grid_cell_size_index = (grid_cell_size_index +
                                            1) % len(possible_grid_cell_sizes)
                    grid_cell_size = possible_grid_cell_sizes[
                        grid_cell_size_index]
                elif event.key == pygame.K_v:
                    shown_tab = EntityTab.ITEMS
                elif event.key == pygame.K_b:
                    shown_tab = EntityTab.NPCS
                elif event.key == pygame.K_n:
                    shown_tab = EntityTab.WALLS
                elif event.key == pygame.K_m:
                    shown_tab = EntityTab.MISC

            if event.type == pygame.KEYUP:
                if event.key in held_down_arrow_keys:
                    held_down_arrow_keys.remove(event.key)

            if event.type == pygame.MOUSEBUTTONDOWN:
                ui_view.handle_mouse_click()
                is_mouse_button_down = True
                if user_state.placing_entity:
                    entity_being_placed = user_state.placing_entity
                    if is_snapped_mouse_within_world and not is_snapped_mouse_over_ui:
                        if entity_being_placed.is_player:
                            game_state.player_entity.set_position(
                                snapped_mouse_world_position)
                        elif entity_being_placed.npc_type:
                            _add_npc(entity_being_placed.npc_type, game_state,
                                     snapped_mouse_world_position)
                        elif entity_being_placed.wall_type:
                            _add_wall(game_state, snapped_mouse_world_position,
                                      entity_being_placed.wall_type)
                        elif entity_being_placed.consumable_type:
                            _add_consumable(
                                entity_being_placed.consumable_type,
                                game_state, snapped_mouse_world_position)
                        elif entity_being_placed.item_type:
                            _add_item(entity_being_placed.item_type,
                                      game_state, snapped_mouse_world_position)
                        elif entity_being_placed.decoration_sprite:
                            _add_decoration(
                                entity_being_placed.decoration_sprite,
                                game_state, snapped_mouse_world_position)
                        elif entity_being_placed.money_amount:
                            _add_money(entity_being_placed.money_amount,
                                       game_state,
                                       snapped_mouse_world_position)
                        elif entity_being_placed.portal_id:
                            _add_portal(entity_being_placed.portal_id,
                                        game_state,
                                        snapped_mouse_world_position)
                        elif entity_being_placed.is_chest:
                            _add_chest(game_state,
                                       snapped_mouse_world_position)
                        else:
                            raise Exception("Unknown entity: " +
                                            str(entity_being_placed))
                elif user_state.deleting_entities:
                    _delete_map_entities_from_position(
                        game_state, snapped_mouse_world_position)
                else:
                    _delete_map_decorations_from_position(
                        game_state, snapped_mouse_world_position)

            if event.type == pygame.MOUSEBUTTONUP:
                is_mouse_button_down = False

        clock.tick()
        time_passed = clock.get_time()

        if camera_pan_timer.update_and_check_if_ready(time_passed):
            if pygame.K_RIGHT in held_down_arrow_keys:
                game_state.translate_camera_position((camera_move_distance, 0))
            if pygame.K_LEFT in held_down_arrow_keys:
                game_state.translate_camera_position(
                    (-camera_move_distance, 0))
            if pygame.K_DOWN in held_down_arrow_keys:
                game_state.translate_camera_position((0, camera_move_distance))
            if pygame.K_UP in held_down_arrow_keys:
                game_state.translate_camera_position(
                    (0, -camera_move_distance))

        entities_to_render = game_state.get_all_entities_to_render()
        decorations_to_render = game_state.get_decorations_to_render()
        world_view.render_world(
            all_entities_to_render=entities_to_render,
            decorations_to_render=decorations_to_render,
            player_entity=game_state.player_entity,
            is_player_invisible=game_state.player_state.is_invisible,
            player_active_buffs=game_state.player_state.active_buffs,
            camera_world_area=game_state.camera_world_area,
            non_player_characters=game_state.non_player_characters,
            visual_effects=game_state.visual_effects,
            render_hit_and_collision_boxes=ui_view.
            checkbox_show_entity_outlines.checked,
            player_health=game_state.player_state.health_resource.value,
            player_max_health=game_state.player_state.health_resource.
            max_value,
            entire_world_area=game_state.entire_world_area,
            entity_action_text=None)

        camera_world_area = game_state.camera_world_area
        world_area = game_state.entire_world_area
        camera_rect_ratio = ((camera_world_area.x - world_area.x) /
                             world_area.w,
                             (camera_world_area.y - world_area.y) /
                             world_area.h, camera_world_area.w / world_area.w,
                             camera_world_area.h / world_area.h)

        npc_positions_ratio = [
            ((npc.world_entity.x - world_area.x) / world_area.w,
             (npc.world_entity.y - world_area.y) / world_area.h)
            for npc in game_state.non_player_characters
        ]
        wall_positions_ratio = [
            ((wall.world_entity.x - world_area.x) / world_area.w,
             (wall.world_entity.y - world_area.y) / world_area.h)
            for wall in game_state.walls_state.walls
        ]

        if shown_tab == EntityTab.ITEMS:
            shown_entities = ITEM_ENTITIES
        elif shown_tab == EntityTab.NPCS:
            shown_entities = NPC_ENTITIES
        elif shown_tab == EntityTab.WALLS:
            shown_entities = WALL_ENTITIES
        elif shown_tab == EntityTab.MISC:
            shown_entities = MISC_ENTITIES
        else:
            raise Exception("Unknown entity tab: " + str(shown_tab))

        ui_view.set_shown_tab(shown_tab)

        entity_icon_hovered_by_mouse = ui_view.render(
            entities=shown_entities,
            placing_entity=user_state.placing_entity,
            deleting_entities=user_state.deleting_entities,
            deleting_decorations=user_state.deleting_decorations,
            num_enemies=len(game_state.non_player_characters),
            num_walls=len(game_state.walls_state.walls),
            num_decorations=len(
                game_state.decorations_state.decoration_entities),
            grid_cell_size=grid_cell_size,
            mouse_screen_position=exact_mouse_screen_position,
            camera_rect_ratio=camera_rect_ratio,
            npc_positions_ratio=npc_positions_ratio,
            wall_positions_ratio=wall_positions_ratio)

        if is_mouse_button_down and entity_icon_hovered_by_mouse:
            user_state = UserState.placing_entity(entity_icon_hovered_by_mouse)

        if is_snapped_mouse_over_ui:
            pass
            # render nothing over UI
        elif not is_snapped_mouse_within_world:
            snapped_mouse_rect = Rect(snapped_mouse_screen_position[0],
                                      snapped_mouse_screen_position[1],
                                      grid_cell_size, grid_cell_size)
            ui_view.render_map_editor_mouse_rect((250, 50, 0),
                                                 snapped_mouse_rect)
        elif user_state.placing_entity:
            entity_being_placed = user_state.placing_entity
            ui_view.render_map_editor_world_entity_at_position(
                entity_being_placed.sprite, entity_being_placed.entity_size,
                snapped_mouse_screen_position)
        elif user_state.deleting_entities:
            snapped_mouse_rect = Rect(snapped_mouse_screen_position[0],
                                      snapped_mouse_screen_position[1],
                                      grid_cell_size, grid_cell_size)
            ui_view.render_map_editor_mouse_rect((250, 250, 0),
                                                 snapped_mouse_rect)
        elif user_state.deleting_decorations:
            snapped_mouse_rect = Rect(snapped_mouse_screen_position[0],
                                      snapped_mouse_screen_position[1],
                                      grid_cell_size, grid_cell_size)
            ui_view.render_map_editor_mouse_rect((0, 250, 250),
                                                 snapped_mouse_rect)
        else:
            raise Exception("Unhandled user_state: " + str(user_state))

        pygame.display.update()