def loadLevel(name): tramps = pygame.sprite.Group() monsters = pygame.sprite.Group() stars = pygame.sprite.Group() entities = pygame.sprite.Group() ground = [] world_map = tmxreader.TileMapParser().parse_decode(name) resources = helperspygame.ResourceLoaderPygame() resources.load(world_map) sprite_layers = helperspygame.get_layers_from_map(resources) monsters_layer_1 = sprite_layers[0] for monster in monsters_layer_1.objects: x = monster.x y = monster.y mn = Monster_1(x, y) monsters.add(mn) entities.add(monsters) monsters_layer_2 = sprite_layers[1] for monster in monsters_layer_2.objects: x = monster.x y = monster.y mn = Monster_2(x, y) monsters.add(mn) entities.add(monsters) monsters_layer_3 = sprite_layers[2] for monster in monsters_layer_3.objects: x = monster.x y = monster.y mn = Monster_3(x, y) monsters.add(mn) entities.add(monsters) stars_layer = sprite_layers[3] for star in stars_layer.objects: x = star.x y = star.y st = Star(x, y) stars.add(st) entities.add(stars) tramps_layer = sprite_layers[4] for tramp in tramps_layer.objects: x = tramp.x y = tramp.y tr = Trampoline(x, y) tramps.add(tr) entities.add(tramps) for i in range(200): gr = Ground(i * 32, 390) ground.append(gr) tp = Ground(i * 32, 0) ground.append(tp) entities.add(ground) colliders = (monsters, stars, tramps, ground) return sprite_layers, entities, colliders
def __init__(self, tile_map, track_name): self.level_over = False # Level sprites self.entities = pygame.sprite.Group() self.walls = pygame.sprite.Group() self.enemies = pygame.sprite.Group() self.hero = None # Miscellaneous self.track_name = track_name self.background = Surface( (WIN_WIDTH, WIN_HEIGHT)) # create a surface (image) self.background.fill( Color(BACKGROUND_COLOR)) # fill the surface with background color # Parse a tile map path = os.path.join(os.getcwd(), "images", "tiles") world_map = tmxreader.TileMapParser().parse_decode('%s/%s.tmx' % (path, tile_map)) resources = helperspygame.ResourceLoaderPygame() resources.load(world_map) self.sprite_layers = helperspygame.get_layers_from_map(resources) walls_layer = self.sprite_layers[1] goblins_layer = self.sprite_layers[2] hero_layer = self.sprite_layers[3] # Create walls for row in range(0, walls_layer.num_tiles_x): for col in range(0, walls_layer.num_tiles_y): if walls_layer.content2D[col][row] is not None: wall = Wall(row * BLOCK_SIZE, col * BLOCK_SIZE) self.walls.add(wall) # Create goblins for gob in goblins_layer.objects: if gob is not None: goblin = Goblin(self, gob.x, gob.y) self.enemies.add(goblin) # Create a hero hero = hero_layer.objects[0] self.hero = Viking(hero.x, hero.y, self) # Assemble entities list (game objects that need to be drawn every cycle) self.entities.add(self.enemies) self.entities.add(self.hero)
def load_level(self): world_map = tmxreader.TileMapParser().parse_decode( f'levels/{self.level_now}.tmx') resources = helperspygame.ResourceLoaderPygame() resources.load(world_map) self.sprite_layers = helperspygame.get_layers_from_map(resources) platforms_layer = self.sprite_layers[0] spike_layer = self.sprite_layers[1] for row in range(0, platforms_layer.num_tiles_x): for col in range(0, platforms_layer.num_tiles_y): if platforms_layer.content2D[col][row] is not None: p = platforms.Platform(row * 32, col * 32) self.platforms_group.add(p) if spike_layer.content2D[col][row] is not None: s = platforms.Spike(row * 32, col * 32) self.spikes.add(s) exit_layer = self.sprite_layers[3] for exit in exit_layer.objects: try: x = exit.x y = exit.y except: pass else: self.exit = platforms.Exit(x, y) self.all_objects.add(self.exit) player_layer = self.sprite_layers[2] for pl in player_layer.objects: try: self.start_x = pl.x self.start_y = pl.y - 64 except: pass else: self.player = player.Player(self.start_x, self.start_y) self.all_objects.add(self.player) self.total_x = platforms_layer.num_tiles_x * 32 self.total_y = platforms_layer.num_tiles_y * 32 self.camera = camera.Camera(self.camera_configure, self.total_x, self.total_y)
def demo_pygame(file_name): """ Example showing how to use the paralax scrolling feature. """ # parser the map (it is done here to initialize the # window the same size as the map if it is small enough) world_map = tmxreader.TileMapParser().parse_decode(file_name) # init pygame and set up a screen pygame.init() pygame.display.set_caption("tiledtmxloader - " + file_name + " - keys: arrows, 0-9") screen_width = min(1024, world_map.pixel_width) screen_height = min(768, world_map.pixel_height) screen = pygame.display.set_mode((screen_width, screen_height)) # load the images using pygame resources = helperspygame.ResourceLoaderPygame() resources.load(world_map) # prepare map rendering assert world_map.orientation == "orthogonal" # renderer renderer = helperspygame.RendererPygame() # create hero sprite # use floats for hero position hero_pos_x = screen_width hero_pos_y = screen_height hero = create_hero(hero_pos_x, hero_pos_y) # cam_offset is for scrolling cam_world_pos_x = hero.rect.centerx cam_world_pos_y = hero.rect.centery # set initial cam position and size renderer.set_camera_position_and_size(cam_world_pos_x, cam_world_pos_y, screen_width, screen_height) # retrieve the layers sprite_layers = helperspygame.get_layers_from_map(resources) # filter layers sprite_layers = [ layer for layer in sprite_layers if not layer.is_object_group ] # add the hero the the right layer, it can be changed using 0-9 keys layer = get_sprite_layer(1, sprite_layers, world_map.layers) if layer is not None: layer.add_sprite(hero) # layer add/remove hero keys num_keys = [pygame.K_0, pygame.K_1, pygame.K_2, pygame.K_3, pygame.K_4, \ pygame.K_5, pygame.K_6, pygame.K_7, pygame.K_8, pygame.K_9] # variables for the main loop clock = pygame.time.Clock() running = True speed = 0.075 * 10 # set up timer for fps printing pygame.time.set_timer(pygame.USEREVENT, 1000) # mainloop while running: dt = clock.tick() # event handling for event in pygame.event.get(): if event.type == pygame.QUIT: running = False elif event.type == pygame.USEREVENT: print("fps: ", clock.get_fps()) elif event.type == pygame.KEYDOWN: if event.key == pygame.K_ESCAPE: running = False elif event.key in num_keys: # find out which layer to manipulate idx = num_keys.index(event.key) # make sure this layer exists if idx < len(world_map.layers): layer = get_sprite_layer(idx, sprite_layers, world_map.layers) if layer is not None: if layer.contains_sprite(hero): layer.remove_sprite(hero) print("removed hero sprite from layer", idx) else: layer.add_sprite(hero) print("added hero sprite to layer", idx) else: print("no such layer or more than 10 layers: " + str(idx)) # find directions pressed = pygame.key.get_pressed() direction_x = pressed[pygame.K_RIGHT] - \ pressed[pygame.K_LEFT] direction_y = pressed[pygame.K_DOWN] - \ pressed[pygame.K_UP] # make sure the hero moves with same speed in all directions (diagonal!) dir_len = math.hypot(direction_x, direction_y) dir_len = dir_len if dir_len else 1.0 # update position hero_pos_x += speed * dt * direction_x / dir_len hero_pos_y += speed * dt * direction_y / dir_len hero.rect.midbottom = (hero_pos_x, hero_pos_y) # adjust camera according to the hero's position, follow him renderer.set_camera_position(hero.rect.centerx, hero.rect.centery) # clear screen, might be left out if every pixel is redrawn anyway screen.fill((255, 0, 255)) # render the map for sprite_layer in sprite_layers: if sprite_layer.is_object_group: # we dont draw the object group layers # you should filter them out if not needed continue else: renderer.render_layer(screen, sprite_layer) pygame.display.flip()
def loadLevel(name, game): global playerX, playerY # объявляем глобальные переменные, это координаты героя global total_level_height, total_level_width global sprite_layers # все слои карты world_map = tmxreader.TileMapParser().parse_decode( '%s/%s.tmx' % (FILE_DIR, name)) # загружаем карту resources = helperspygame.ResourceLoaderPygame( ) # инициируем преобразователь карты resources.load(world_map) # и преобразуем карту в понятный pygame формат sprite_layers = helperspygame.get_layers_from_map( resources) # получаем все слои карты # берем слои по порядку 0 - слой фона, 1- слой блоков, 2 - слой смертельных блоков # 3 - слой объектов монстров, 4 - слой объектов телепортов platforms_layer = sprite_layers[1] dieBlocks_layer = sprite_layers[2] for row in range( 0, platforms_layer.num_tiles_x): # перебираем все координаты тайлов for col in range(0, platforms_layer.num_tiles_y): if platforms_layer.content2D[col][row] is not None: pf = Platform(row * PLATFORM_WIDTH, col * PLATFORM_WIDTH ) # как и прежде создаем объкты класса Platform game.entities.add(pf) game.platforms.append(pf) if dieBlocks_layer.content2D[col][row] is not None: bd = BlockDie(row * PLATFORM_WIDTH, col * PLATFORM_WIDTH) game.dieskeletgroup.add(bd) game.entities.add(bd) game.platforms.append(bd) teleports_layer = sprite_layers[4] for teleport in teleports_layer.objects: try: # если произойдет ошибка на слое телепортов goX = int(teleport.properties["goX"]) * PLATFORM_WIDTH + 35 goY = int(teleport.properties["goY"]) * PLATFORM_HEIGHT x = teleport.x y = teleport.y - PLATFORM_HEIGHT tp = BlockTeleport(x, y, goX, goY) game.entities.add(tp) game.platforms.append(tp) game.teleport.add(tp) except: # то игра не вылетает, а просто выводит сообщение о неудаче print(u"Ошибка на слое телепортов") monsters_layer = sprite_layers[3] for monster in monsters_layer.objects: try: x = monster.x y = monster.y if monster.name == "Player": playerX = x playerY = y - PLATFORM_HEIGHT elif monster.name == "Princess": cp = Cup(x, y - 10) game.cupgroup.add(cp) game.entities.add(cp) game.platforms.append(cp) else: up = int(monster.properties["up"]) maxUp = int(monster.properties["maxUp"]) left = int(monster.properties["left"]) maxLeft = int(monster.properties["maxLeft"]) mn = Monster(x, y - PLATFORM_HEIGHT, left, up, maxLeft, maxUp) game.monsters.add(mn) except: print(u"Ошибка на слое монстров") total_level_width = platforms_layer.num_tiles_x * PLATFORM_WIDTH # Высчитываем фактическую ширину уровня total_level_height = platforms_layer.num_tiles_y * PLATFORM_HEIGHT # высоту
def loadLevel(name): world_map = tmxreader.TileMapParser().parse_decode( '%s/%s.tmx' % (FILE_DIR, name)) # загружаем карту resources = helperspygame.ResourceLoaderPygame( ) # инициируем преобразователь карты resources.load(world_map) # и преобразуем карту в понятный pygame формат sprite_layers = helperspygame.get_layers_from_map( resources) # получаем все слои карты # берем слои по порядку # 0 - слой фона, # 1 - слой блоков, # 2 - слой смертельных блоков # 3 - слой объектов монстров, # 4 - слой объектов телепортов platforms_layer = sprite_layers[1] dieBlocks_layer = sprite_layers[2] for row in range( 0, platforms_layer.num_tiles_x): # перебираем все координаты тайлов for col in range(0, platforms_layer.num_tiles_y): if platforms_layer.content2D[col][row]: pf = Platform(row * PLATFORM_WIDTH, col * PLATFORM_WIDTH ) # как и прежде создаем объкты класса Platform platforms.append(pf) if dieBlocks_layer.content2D[col][row]: bd = BlockDie(row * PLATFORM_WIDTH, col * PLATFORM_WIDTH) platforms.append(bd) teleports_layer = sprite_layers[4] for teleport in teleports_layer.objects: goX = int(teleport.properties["goX"]) * PLATFORM_WIDTH goY = int(teleport.properties["goY"]) * PLATFORM_HEIGHT x = teleport.x y = teleport.y - PLATFORM_HEIGHT tp = BlockTeleport(x, y, goX, goY) entities.add(tp) platforms.append(tp) animatedEntities.add(tp) playerX = 65 playerY = 65 monsters_layer = sprite_layers[3] for monster in monsters_layer.objects: x = monster.x y = monster.y if monster.name == "Player": playerX = x playerY = y - PLATFORM_HEIGHT elif monster.name == "Princess": pr = Princess(x, y - PLATFORM_HEIGHT) platforms.append(pr) entities.add(pr) animatedEntities.add(pr) else: up = int(monster.properties["up"]) maxUp = int(monster.properties["maxUp"]) left = int(monster.properties["left"]) maxLeft = int(monster.properties["maxLeft"]) mn = Monster(x, y - PLATFORM_HEIGHT, left, up, maxLeft, maxUp) entities.add(mn) platforms.append(mn) monsters.add(mn) total_level_width = platforms_layer.num_tiles_x * PLATFORM_WIDTH # Высчитываем фактическую ширину уровня total_level_height = platforms_layer.num_tiles_y * PLATFORM_HEIGHT # высоту return playerX, playerY, total_level_height, total_level_width, sprite_layers