Example #1
0
    def create_object(self, obj_info, x, y):
        from game.components import Tile, TileObject
        from game.loaders import SpriteLoader
        from game.scripts import Npc, NpcType
        
        obj_type = obj_info['type']
        if obj_type == 'none':
            return None
        elif obj_type == 'npc':
            npc_info = obj_info['info']
            
            loader = SpriteLoader(npc_info['sprite'])
            spr, anim, groups = loader.load()

            return self.world.create_entity(
                ScriptComponent(Npc(NpcType[npc_info['type']], npc_info)),
                Tile({
                    'pos': [x, y]
                }),
                TileObject({'is_solid': True}),
                Transform({
                    'scale': Vector2(2, 2)
                }),
                spr,
                anim,
                groups
            )
Example #2
0
    def on_event(self, event):
        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_SPACE:
                if self.state == TextboxState.OPENING:
                    self.set_reading()
                elif self.state == TextboxState.READING:
                    self.text_index += 1
                    if self.text_index < self.text_max:
                        self.set_text(self.text[self.text_index][1:4])

                        if self.owner_entity != None:
                            self.world.delete_entity(self.owner_entity)
                            self.owner_entity = None
                        owner = self.text[self.text_index][0]
                        if owner != None:
                            self.owner_entity = self.world.create_entity(
                                Element({
                                    'name':
                                    self.element.name + "_owner",
                                    'pos':
                                    Vector2(self.element.pos.x + 8,
                                            self.element.pos.y)
                                }),
                                Sprite(
                                    self.font.render(owner, False, (0, 0, 0))),
                                Transform({'layer': 25}))
                            self.anim.current = 'named'
                        else:
                            self.anim.current = 'noname'
                    else:
                        self.set_closing()
Example #3
0
    def load_chunk(self, chunk_x, chunk_y):
        self.loaded_chunks.append((chunk_x, chunk_y))
        try:
            chunk_name = next(filter(lambda ch: ch['pos']==[chunk_x, chunk_y], self.world_info.info['chunks']))['name']
        except StopIteration:
            print("No chunk defined for chunk position ({}, {})".format(chunk_x, chunk_y))
            raise

        chunk_path = paths.get_chunk(self.world_info.name, chunk_name)
        chunk_json = open(chunk_path)
        chunk = json.load(chunk_json)
        chunk_json.close()

        self.loaded_entities[(chunk_x, chunk_y)] = []

        chunk_surface = pygame.Surface((int(constants.CHUNK_SIZE_PIXELS),
                                       int(constants.CHUNK_SIZE_PIXELS)))
        for layout in chunk['layouts']:
            for y in range(0, constants.CHUNK_SIZE):
                for x in range(0, constants.CHUNK_SIZE):
                    tile_id = layout[y][x]
                    tile_info = self.world_info.mappings[str(tile_id)]
                    if isinstance(tile_info[0], list):
                        weights = list(map(lambda x: x[2], tile_info))
                        tile_info = random.choices(tile_info, weights)[0]
                    
                    tileset_name = tile_info[0]
                    tile_name = tile_info[1]

                    tileset = self.tilesets[tileset_name]
                    tile_img_pos = tileset['info'][tile_name]
                    tile_size = tileset['info']['tile_size']

                    chunk_surface.blit(tileset['img'],
                                    (x * tile_size, y * tile_size),
                                    pygame.Rect(tile_img_pos[0],
                                                tile_img_pos[1],
                                                tile_size,
                                                tile_size))
        
        spr = Sprite(chunk_surface, pygame.Rect(0, 0, constants.CHUNK_SIZE_PIXELS * self.scale, constants.CHUNK_SIZE_PIXELS * self.scale))
        transform = Transform({
            'pos': Vector2(chunk_x * constants.CHUNK_SIZE_PIXELS * self.scale, chunk_y * constants.CHUNK_SIZE_PIXELS * self.scale),
            'scale': Vector2(self.scale, self.scale)
        })
        self.loaded_entities[(chunk_x, chunk_y)].append(self.world.create_entity(spr, transform))

        objects = chunk['objects']
        object_mappings = chunk['object_mappings']
        for y in range(0, constants.CHUNK_SIZE):
            for x in range(0, constants.CHUNK_SIZE):
                obj_id = objects[y][x]
                obj_info = object_mappings[str(obj_id)]

                obj_x = int(chunk_x * constants.CHUNK_SIZE + x)
                obj_y = int(chunk_y * constants.CHUNK_SIZE + y)

                self.loaded_objects[(obj_x, obj_y)] = self.create_object(obj_info, obj_x, obj_y)
Example #4
0
 def set_text(self, lines):
     for i in range(0, 3):
         if self.text_entity[i] != None:
             self.world.delete_entity(self.text_entity[i])
         self.text_entity[i] = self.world.create_entity(
             Element({
                 'name':
                 self.element.name + "_text" + str(i),
                 'pos':
                 Vector2(self.element.pos.x + 8,
                         self.element.pos.y + TEXT_SIZE * i + 48)
             }), Sprite(self.font.render(lines[i], False, (0, 0, 0))),
             Transform({'layer': 25}))
Example #5
0
    def update_text(self):
        from game.components import Sprite, Transform

        if self.text_entity != None:
            self.world.delete_entity(self.text_entity)
            self.text_entity = None

        self.last_text = self.text

        spr = self.font.render(self.text, False, (0, 0, 0))
        self.text_entity = self.world.create_entity(
            Element({
                'name': self.element.name + "_text",
                'pos': Vector2(self.element.pos.x, self.element.pos.y)
            }), Sprite(spr), Transform({'layer': 25}))
Example #6
0
    def set_text(self, text):
        from game.components import Sprite, Transform

        if self.text_entity != None:
            self.world.delete_entity(self.text_entity)
            self.text_entity = None

        spr = self.font.render(text, False, (255, 255, 255))
        self.text_entity = self.world.create_entity(
            Element({
                'name':
                self.element.name + '_text',
                'pos':
                Vector2(
                    self.element.pos.x + (self.element.size.x / 2) -
                    (spr.get_width() / 2), self.element.pos.y +
                    (self.element.size.y / 2) - (spr.get_height() / 2))
            }), Sprite(spr), Transform({'layer': 25}))
Example #7
0
    def create(self, name, entities, value, world):
        x = value['x']
        y = value['y']
        scale_x = value['scale_x']
        scale_y = value['scale_y']
        width = value['width']
        height = value['height']

        element = Element({
            'name': name,
            'size': Vector2(width, height),
            'pos': Vector2(x, y)
        })
        script_comp = None
        transform = Transform({
            'pos': Vector2(x, y),
            'scale': Vector2(scale_x, scale_y),
            'layer': 20
        })

        sprite_path = value['sprite']
        sprite_loader = SpriteLoader(sprite_path)
        spr, anim, anim_groups = sprite_loader.load()

        element_type = value['element']
        if element_type == 'button':
            script_comp = ScriptComponent(Button(value.get('text', "")))
            entities.append(
                world.create_entity(element, script_comp, transform, spr, anim,
                                    anim_groups))
        elif element_type == 'textbox':
            #TODO
            script_comp = ScriptComponent(Textbox())
            entites.append(
                world.create_entity(
                    element,
                    EventListener({
                        'events': [
                            "KEYDOWN", "KEYUP", "MOUSEBUTTONDOWN",
                            "MOUSEBUTTONUP", "MOUSEMOTION"
                        ]
                    }), script_comp, transform, spr, anim, anim_groups))
Example #8
0
    def set_reading(self):
        self.transform.scale.x = 1.0
        self.transform.scale.y = 1.0
        self.state = TextboxState.READING

        owner = self.text[self.text_index][0]
        if owner != None:
            self.owner_entity = self.world.create_entity(
                Element({
                    'name':
                    self.element.name + "_owner",
                    'pos':
                    Vector2(self.element.pos.x + 8, self.element.pos.y)
                }), Sprite(self.font.render(owner, False, (0, 0, 0))),
                Transform({'layer': 25}))
            self.anim.current = 'named'
        else:
            self.anim.current = 'noname'

        if self.text != None:
            self.set_text(self.text[self.text_index][1:4])
Example #9
0
from pygame.locals import *
from pygame.time import Clock

from game.Renderer import Renderer
from game import Shadow
from game.Geometry import Vec2
from game.components.Transform import *
from game.Mesh import *

renderer = Renderer()

triangle_vertices = [Vec2(0, 50), Vec2(-50, -30), Vec2(50, -30)]
quad_vertices = [Vec2(-20, -20), Vec2(20, -20), Vec2(20, 20), Vec2(-20, 20)]

Triangle1 = Mesh(triangle_vertices)
Triangle1.transform = Transform(translation=(400, 300))

meshes = [Triangle1]

mousePosition = (0, 0)


def initialize():
    global renderer
    pygame.init()

    pygame.display.set_caption("Shadow")
    pygame.mouse.set_visible(False)

    renderer = Renderer()
    renderer.init((800, 600))