Exemple #1
0
 def editLevel(self):
     '''Places objects on the level'''
     mousepos = pygame.mouse.get_pos()
     mousepos = alignToGrid((mousepos[0] - 195, mousepos[1]))
     objname = self.selbox.getValue()
     if objname != '':
         objimg = self.objdict[objname]
         self.objlist.append(placedObject(objname, gamefunc.imgLoad(objimg), \
                 mousepos, self.bgimage))
Exemple #2
0
 def __init__(self, app, objdict, selbox):
     self.app = app
     self.objdict = objdict
     self.selbox = selbox
     self.levelmap = gamefunc.imgLoad('levelmap.png')[0]
     self.image = self.levelmap.copy()
     self.bgimage = self.levelmap.copy()
     self.imagewidget = gui.Image(self.image, x=200, y=0)
     self.imagewidget.connect(CLICK, self.clickedOn)
     self.app.add(self.imagewidget)
     self.state = 'chooselevel'
     self.selbox.b1.connect(CLICK, self.saveLevel)
     self.selbox.b2.connect(CLICK, self.clearLevel)
     self.selbox.b3.connect(CLICK, self.toChooseLevel)
Exemple #3
0
def main():
    clock = pygame.time.Clock()
    objdict = dbload('objdict.db')
    imgcache = {'':'noimage'}
    window = pygame.display.set_mode((1224, 768))
    imgcache = imgCacheFill(objdict, imgcache)
    gui.init(myscreen = window)
    app = gui.App(width=1224, height=768)
    spritegroup = pygame.sprite.Group()
    cursor = mouseSprite(gamefunc.imgLoad('ball1.png'))
    spritegroup.add(cursor)
    objselbox = objSelectBox(app, objdict)
    leveleditor = levelEditingArea(app, objdict, objselbox)
    objimg = 'noimage'
    oldobjimg = 'noimage'
    running = True
    while running:
        clock.tick(50)
        events = pygame.event.get()
        for event in events:
            if event.type == QUIT:
                running = False
        
        try: 
            objimg = objdict[objselbox.getValue()]
        except:
            pass
        if leveleditor.state == 'editlevel':
            if objimg == oldobjimg:
                cursor.update()
            else:
                cursor.update(imgcache[objimg])
        else:
            cursor.update('noimage')
        oldobjimg = objimg
        app.run(events)
        leveleditor.imagewidget.dirty = True
        app.draw()
        spritegroup.clear(leveleditor.image, leveleditor.bgimage)
        spritegroup.draw(leveleditor.image)
        gui.update_display()
Exemple #4
0
 def openLevel(self, levelname):
     self.bgimage.fill((255,255,255))
     self.image.fill((255,255,255))
     self.objlist = []
     levelpath = os.path.join('levels', levelname)
     try: 
         levelfile = open(levelpath, 'r')
     except:
         return
     leveldata = pickle.load(levelfile)
     print "Loading: ", leveldata
     for objname, datalist in leveldata.iteritems():
         objimg = self.objdict[objname]
         objimgrect = gamefunc.imgLoad(objimg)
         for i in datalist:
             print "rect.topleft: ", i
             self.objlist.append(placedObject(objname, objimgrect,\
                     i[0], self.bgimage)) 
     pygame.display.get_surface().blit(self.bgimage, (195,0))
     self.image.blit(self.bgimage, (0,0))
     pygame.display.flip()
Exemple #5
0
def imgCacheFill(objdict, imgcache):
    for objname, imgname in objdict.iteritems():
        imgcache[imgname] = gamefunc.imgLoad(imgname)[0] 
    return imgcache