Example #1
0
    def make_minimap(self, x, y):
        background = pygame.sprite.Sprite()

        background.image = pygame.Surface((42, 34))
        background.rect = (x, y, 42, 34)
        background.image.fill(game.BGCOLOR)
        self.popup_sprites.append(background)

        ts = tilemap.Tilemap(
            2, 20, 16,
            pygame.image.load(resource_path('assets/minitiles.png')))
        ts.load(
            resource_path('levels/%s_tiles.csv' %
                          LEVELS[self.selected_level][0]))
        ts.rect = (x + 1, y + 1, ts.rect[2], ts.rect[3])
        self.popup_sprites.append(ts)

        ts = tilemap.Tilemap(2,
                             20,
                             16,
                             pygame.image.load(
                                 resource_path('assets/miniobjects.png')),
                             use_zero=True)
        ts.load(
            resource_path('levels/%s_objects.csv' %
                          LEVELS[self.selected_level][0]))
        ts.rect = (x + 1, y + 1, ts.rect[2], ts.rect[3])
        self.popup_sprites.append(ts)
Example #2
0
def parse(tmx_file):
    tmx_file = bacon.get_resource_path(tmx_file)
    base_dir = os.path.dirname(tmx_file)

    tree = ET.parse(tmx_file)
    elem = tree.getroot()

    orientation = elem.get('orientation')
    cols = int(elem.get('width'))
    rows = int(elem.get('height'))
    tile_width = int(elem.get('tilewidth'))
    tile_height = int(elem.get('tileheight'))

    tm = tilemap.Tilemap(tile_width, tile_height, cols, rows)
    tm.tilesets = []
    layers = []
    object_layers = []

    for child in elem:
        if child.tag == 'tileset':
            tm.tilesets.append(parse_tileset(child, base_dir))
        elif child.tag == 'layer':
            parse_layer(tm, child, tm.tilesets)
        elif child.tag == 'objectgroup':
            parse_object_group(tm, child)

    return tm
Example #3
0
    def newGame(self, fn, root):
        """Start a new game"""

        #create the new save file
        self.savegame = save.Save(fn)

        #get the new game node from the game xml file
        newgameNode = data.getChild(root, "newgame")

        #create the map, loading connections since it's the active one
        self.map = tilemap.Tilemap(
            os.path.join(settings.path, "data",
                         data.getAttr(newgameNode, "map", data.D_STRING)))
        self.map.loadConnections()

        #create the player
        playerNode = data.getChild(root, "player")
        self.player = player.Player(
            playerNode, self.map,
            data.getAttr(newgameNode, "position", data.D_INT2LIST),
            data.getAttr(newgameNode, "level", data.D_INT))

        #if there's a new game script, run it
        script = data.getOptionalChild(newgameNode, "script")
        if script is not None:
            s = script_engine.Script(script)
            self.scriptEngine.run(s)
Example #4
0
    def openSave(self, fn, root):
        """
      Open a save file.

      fn - the path to the save file.
      root - the root <game> node.
      """

        #open the file for reading, load the save game, and close
        try:
            f = open(fn, "r")
            self.savegame = pickle.load(f)
            f.close()
        except pickle.PickleError:
            raise error.DittoInvalidResourceException("Ditto main", fn)
        except IOError:
            raise error.DittoIOException("Ditto main", fn)

        #create the current map and load its connections
        self.map = tilemap.Tilemap(self.savegame.currentMap)
        self.map.loadConnections()

        #create the player
        playerNode = data.getChild(root, "player")
        self.player = player.Player(playerNode, self.map,
                                    self.savegame.currentPosition,
                                    self.savegame.currentLevel)
        self.player.direction = self.savegame.currentDirection
        self.player.party = self.savegame.party
Example #5
0
    def load(self):
        gx, gy = game.RES[0] // game.TILESIZE, game.RES[1] // game.TILESIZE
        self.tilemap = tilemap.Tilemap(
            game.TILESIZE, gx, gy,
            pygame.image.load(
                resource_path("assets/tiles.png")).convert_alpha())
        self.background_group = pygame.sprite.Group()
        self.background_group.add(self.tilemap)
        self.game_group = pygame.sprite.LayeredUpdates()
        self.ui_group = pygame.sprite.Group()
        self.tutorial_group = pygame.sprite.Group()

        self.tanks = []
        self.overlay = framesprite.FrameSprite("assets/gameoverlay.png", 240)
        self.ui_group.add(self.overlay)
        self.worker_queue = tilemap.Tilemap(
            12, 20, 1,
            pygame.image.load(
                resource_path("assets/workericon.png")).convert_alpha())
        self.worker_queue.rect = (2, 1, 240, 12)
        self.ui_group.add(self.worker_queue)

        self.animatedsprites = []

        self.road_grid = []
        self.object_grid = []
        self.factories = []
        self.cityhalls = []
        for row in range(gy):
            self.object_grid.append([])
            self.road_grid.append([])
            for col in range(gx):
                self.object_grid[-1].append(None)
                self.road_grid[-1].append(False)

        try:
            self.tilemap.load("levels/%s_tiles.csv" % self.level_file)
            self.load_objects("levels/%s_objects.csv" % self.level_file)
        except Exception as e:
            traceback.print_exc()
            self.tilemap.load("levels/empty_tiles.csv")
            self.load_objects("levels/empty_objects.csv")
            self.level_file = "empty"

        self.queued_workers = 0
        self.start_tile = None
Example #6
0
 def __init__(self):
     #Game control classes
     self.game_map = tilemap.Tilemap()
     tilemap.Tilemap.load_overworld(self.game_map)
     self.display_window = display.DisplayWindow()
     self.display_map = display.DisplayTilemap(self.display_window,
                                               self.game_map)
     ##Loading Colligo for user manipulation
     self.main_char = self.game_map.gameObjInstances[0]
     self.char_moving = [False, False, False, False]  #Up Down Left Right
Example #7
0
import player  # The player needs to move.
import menu
import story
import npc

sys.path.insert(0, 'src/objects/'
                )  # This line tells the importer where to look for the module.
import pokemon

# Globals.
__builtin__.g_game_stopped = False
__builtin__.g_current_scene = OUTSIDE

# Create & load the different scenes.
__builtin__.g_outside_tilemap = tilemap.Tilemap("outside.map", [0, 0], 0)
__builtin__.g_lab_tilemap = tilemap.Tilemap(
    "lab.map", [0, 0],
    pygame.image.load("resc/images/lab.png").convert())
__builtin__.g_player_house_down_tilemap = tilemap.Tilemap(
    "player_house_down.map", [0, 0],
    pygame.image.load("resc/images/player_house_down.png").convert())
__builtin__.g_player_house_up_tilemap = tilemap.Tilemap(
    "player_house_up.map", [0, 0],
    pygame.image.load("resc/images/player_house_up.png").convert())
__builtin__.g_route_tilemap = tilemap.Tilemap("route.map", [0, -64 * 64], 0)

# Create the player object.
__builtin__.g_player = player.Player(
    [240 * 4 / 2 - 8 * 4, 160 * 4 / 2 - 4 * 4])
Example #8
0
 def create_map(cls):
     cls.map = tilemap.Tilemap()
Example #9
0
# graphics
def load_images(manifest):
    images = {}
    for k, v in manifest.items():
        images[k] = (pygame.image.load(prefix + v)).convert_alpha()
    return images


images = load_images(manifest)

# INITIALIZATION & MAIN LOOP

# generate map
map = rl.map.make_map(MAP_WIDTH, MAP_HEIGHT, MAX_ROOMS, ROOM_MIN_SIZE,
                      ROOM_MAX_SIZE)
tilemap = tilemap.Tilemap(map, TILE_SIZE, images['world'], 127)

tile_wall = pygame.Rect(6 * TILE_SIZE, 0 * TILE_SIZE, TILE_SIZE, TILE_SIZE)
tile_floor = pygame.Rect(0 * TILE_SIZE, 0 * TILE_SIZE, TILE_SIZE, TILE_SIZE)

data = map['data']
for row in data:
    for tile in row:
        if tile.block_sight:
            tile.rect = tile_wall
        else:
            tile.rect = tile_floor

# generate player
creatures_anim_sheet = sprite.AnimSheet(images['creatures'], 24, 24)
Example #10
0
    def tick(self):
        if self.waiting:  #if waiting
            if self.waitingFor is not None:  #if we're waiting for an object
                if not self.waitingFor.busy:  #if what we're waiting for is no longer busy
                    self.waiting = False  #stop waiting
                    self.waitingFor = None  #no longer waiting for anything
            else:  #else
                self.countdown -= 1  #decrease the countdown
                if self.countdown <= 0:  #if we've finished counting down
                    self.waiting = False  #stop waiting

        while (not self.waiting and self.running
               ):  #while we're not waiting and still have commands to process
            cmd = self.script.commands[
                self.currentCommand]  #get the current command
            if cmd[0] == CMD_LOCK:  #if it's LOCK
                print "LOCK"
                self.game.player.lock()  #lock the player
                if self.caller.__class__.__name__ == "NPC":  #if the script has a caller
                    self.caller.lock()  #lock it
            elif cmd[0] == CMD_UNLOCK:  #if it's UNLOCK
                print "UNLOCK"
                self.game.player.unlock()  #unlock the player
                if self.caller.__class__.__name__ == "NPC":  #if the script has a caller
                    self.caller.unlock()  #unlock it
            elif cmd[0] == CMD_FACEPLAYER:  #if it's FACEPLAYER
                print "FACEPLAYER"
                difference = self.game.player.position[
                    0] - self.caller.position[0], self.game.player.position[
                        1] - self.caller.position[
                            1]  #calculate offset between player and caller
                if difference == (0, -1):  #if player is above caller
                    self.caller.direction = sprite.DIR_UP  #face UP
                elif difference == (0, 1):  #if player is below caller
                    self.caller.direction = sprite.DIR_DOWN  #face DOWN
                elif difference == (-1, 0):  #if player is to left of caller
                    self.caller.direction = sprite.DIR_LEFT  #face LEFT
                elif difference == (1, 0):  #if player is to right of caller
                    self.caller.direction = sprite.DIR_RIGHT  #face RIGHT
            elif cmd[0] == CMD_WAIT:  #if it's WAIT
                print "WAIT"
                self.waiting = True  #we're waiting
                self.waitingFor = None  #not waiting for an object
                self.countdown = cmd[1]  #set countdown as needed
            elif cmd[0] == CMD_MOVEME:  #if it's MOVEME
                print "MOVEME"
                self.caller.walkUp(cmd[1], True)  #walk, force move
                self.waiting = True  #we're waiting
                self.waitingFor = self.caller  #waiting for caller
            elif cmd[0] == CMD_DIALOG:  #if it's DIALOG
                print "DIALOG"
                text = map(self.resolveString,
                           cmd[1])  #resolve the text strings for variables
                d = dialog.Dialog(text, self.font, self.game.screen,
                                  cmd[2])  #create the dialog
                self.game.foregroundObject = d  #set it as the game's active object
                self.waiting = True  #we're waiting
                self.waitingFor = d  #waiting for the dialog
            elif cmd[0] == CMD_SETVAR:
                print "SETVAR"
                if cmd[1][0] == "$":
                    self.variables[cmd[1][1:-1]] = cmd[2]
                elif cmd[1][0] == "*":
                    self.game.savegame.variables[cmd[1][1:-1]] = cmd[2]
            elif cmd[0] == CMD_GETVAR:
                print "GETVAR"
                self.result = self.variables[cmd[1]]
            elif cmd[0] == CMD_COMPARE:  #if it's COMPARE
                print "COMPARE"
                self.result = (self.resolveString(
                    cmd[1]) == self.resolveString(cmd[2])
                               )  #store whether the two are equal
            elif cmd[0] == CMD_GOTO:  #if it's GOTO
                print "GOTO"
                self.currentCommand = cmd[
                    1] - 1  #go to the line before the one required, which will then be advanced to the correct line
            elif cmd[0] == CMD_IFFALSEGOTO:  #if it's IFFALSEGOTO
                print "IFFALSEGOTO"
                if not self.result:  #if comparison result is False
                    self.currentCommand = cmd[
                        1] - 1  #goto to the line before the one required, which will then be advanced to the correct line
            elif cmd[0] == CMD_MOVEPLAYER:  #if it's MOVEPLAYER
                print "MOVEPLAYER"
                self.game.player.walk(cmd[1], True)  #move the player
                self.waiting = True  #we're waiting
                self.waitingFor = self.game.player  #we're waiting for the player
            elif cmd[0] == CMD_CHOICEDIALOG:  #if it's CHOICEDIALOG
                print "CHOICEDIALOG"
                text = map(self.resolveString,
                           cmd[1])  #resolve the text for variables
                d = dialog.ChoiceDialog(text, self.font, self.game.screen,
                                        self,
                                        cmd[2])  #create the choice dialog
                self.game.foregroundObject = d  #set it as the game's active object
                self.waiting = True  #we're waiting
                self.waitingFor = d  #waiting for the choice dialog
            elif cmd[0] == CMD_SHOWSPRITE:  #if it's SHOWSPRITE
                print "SHOWSPRITE"
                if self.caller is not None:  #if there's a caller
                    if self.caller.__class__.__name__ == "Tilemap":  #if it was a map
                        self.caller.getSpriteById(
                            cmd[1]).visible = True  #set the sprite visible
                    elif self.caller.__class__.__name__ == "NPC":  #if it was an NPC
                        self.caller.map.getSpriteById(
                            cmd[1]).visible = True  #set the sprite visible
                else:  #else
                    self.game.player.map.getSpriteById(
                        cmd[1]).visible = True  #set the sprite visible
            elif cmd[0] == CMD_HIDESPRITE:  #if it's HIDESPRITE
                print "HIDESPRITE"
                if self.caller is not None:  #if there's a caller
                    if self.caller.__class__.__name__ == "Tilemap":  #if it was a map
                        self.caller.getSpriteById(
                            cmd[1]).visible = False  #set the sprite invisible
                    elif self.caller.__class__.__name__ == "NPC":  #if it was an NPC
                        self.caller.map.getSpriteById(
                            cmd[1]).visible = False  #set the sprite invisible
                else:  #else
                    self.game.player.map.getSpriteById(
                        cmd[1]).visible = False  #set the sprite invisible
            elif cmd[0] == CMD_WARP:
                print "WARP"
                if False:
                    p = self.game.player
                    del (p.map.sprites["PLAYER"])
                    p.map = tilemap.Tilemap(cmd[1], self)
                    p.map.loadConnections()
                    p.position = cmd[2]
                    p.destination = cmd[2]
                    p.level = cmd[3]
                    p.map.sprites["PLAYER"] = p
                    sound.playMusic(p.map.music)
                else:
                    p = self.game.player
                    mMap = tilemap.Tilemap(cmd[1], self)
                    p.transferTo(mMap, cmd[2])
                    p.destination = p.getPositionInFront()
                    p.level = cmd[3]
            elif cmd[0] == CMD_FADEOUTANDIN:
                print "FADEOUTANDIN"
                self.game.foregroundObject = foreground_object.FadeOutAndIn(
                    self.game.screen, cmd[1])
            elif cmd[0] == CMD_GIVEPOKEMON:
                print "GIVEPOKEMON"
                poke = pokemon.Pokemon(cmd[1], cmd[2])
                self.game.player.party.add(poke)
            elif cmd[0] == CMD_SURF:
                print "SURF"
                self.game.player.surf()

            self.currentCommand += 1  #advance to next command
            if self.currentCommand >= len(
                    self.script.commands
            ):  #if we've reached the end of the script
                if len(self.queue) == 0:
                    self.running = False  #no longer running
                else:
                    print "Script from queue"
                    s, caller = self.queue.pop()
                    self.running = True  #running a script
                    self.script = s  #store the script
                    self.caller = caller  #store the caller of the script
                    self.currentCommand = 0  #reset command counter to start
                    self.waiting = False  #not yet waiting
                    self.waitingFor = None  #not waiting for anything
                break  #stop processing