Exemple #1
0
class Game(State):
    def __init__(self,
                 mapname="level01.map",
                 folder="lvl",
                 test=False,
                 camp=False,
                 pacmode=False):
        State.__init__(self)
        self.mapname = mapname
        self.fps = 60
        self.folder = folder
        self.test = test
        self.lives = 3
        self.camp = camp
        self.start_paused = False
        if self.camp:
            self.lives = SAVE["cur"]["lives"]  #lives

        self.restart()

        #add keyboard events
        self.add_kbevent(KEYDOWN, K_ESCAPE, self.to_pause)

        if not pacmode:
            #movement
            self.add_kbevent(KEYDOWN, K_UP, self.cat_go, vel=(0, -1))
            self.add_kbevent(KEYDOWN, K_DOWN, self.cat_go, vel=(0, 1))
            self.add_kbevent(KEYDOWN, K_LEFT, self.cat_go, vel=(-1, 0))
            self.add_kbevent(KEYDOWN, K_RIGHT, self.cat_go, vel=(1, 0))

            #ghost selection
            self.add_kbevent(KEYDOWN, K_1, self.set_active, nr=0)
            self.add_kbevent(KEYDOWN, K_2, self.set_active, nr=1)
            self.add_kbevent(KEYDOWN, K_3, self.set_active, nr=2)
            self.add_kbevent(KEYDOWN, K_4, self.set_active, nr=3)
            self.add_kbevent(KEYDOWN, K_5, self.set_active, nr=4)

    def to_pause(self):
        if self.test:
            self.quit()
        else:
            self.pause()
            self.next = Pause(self.screen)
            self.quit()

    def main_start(self):
        pygame.mouse.set_visible(0)
        self.screen.blit(self.background, (0, 0))
        pygame.display.flip()
        self.started = True
        if not self.start_paused:
            self.start_pause()
        k = TMP["last_key"]
        if k and k in TMP["play_keys"]:
            ev = pygame.event.Event(KEYDOWN, {
                "key": TMP["last_key"],
                "mod": 0
            })
            pygame.event.post(ev)
        TMP["last_key"] = None

    def cat_go(self, vel):
        if self.active_cat < len(self.catlist) and \
            self.catlist[self.active_cat] is not None:
            self.ent_go(self.catlist[self.active_cat], vel)

    def ent_go(self, ent, vel):
        old_pos = ent.pos
        old_vel = ent.vel
        success = False

        ent.go(vel)
        ent.update()

        off_tile = (old_pos[0] - self.map_pos[0]) % 32 or \
            (old_pos[1] - self.map_pos[1]) % 32

        if off_tile or pygame.sprite.spritecollideany(ent, self.walls):
            ent.next_vel = vel
            ent.go((old_vel[0] / ent.speed, old_vel[1] / ent.speed))
        else:
            ent.next_vel = None
            ent.set_movedir(ent.vel2dir(vel))
            success = True
        ent.set_pos(old_pos)
        return success

    def update_other(self):
        #move cat into last requested dir if possible
        if not self.start_paused:
            self.start_pause()

        for c in self.cats:
            self.update_ent(c)

        for d in self.dogs:
            self.update_ent(d)

        #CATAWAY-mode
        if self.cataway_timer.update():
            self.cataway_timer.deactivate()
            for d in self.dogs:
                d.set_scary(0)
            for c in self.cats:
                c.set_scary(1)
            #TODO: Stop whatever else is going on when cataway mode is running

        if len(self.dogs.sprites()) == 0:
            self.show_win()
        if len(self.cats.sprites())==0 or \
            (len(self.catnip.sprites())==0  and \
            len(self.cataway.sprites())==0):
            self.show_lose()

    def show_lose(self, pacmode=False):
        if self.test or self.lost:
            self.quit()
            return

        if self.lives > 0:
            self.lives -= 1
            if self.camp:
                SAVE["cur"]["lives"] = self.lives
            self.restart()
        elif self.camp:
            self.lost = True
            self.next = GameOver(self.screen, lost=True)
            self.pause()
            self.quit()
        elif not self.camp:
            self.next = TryAgain(self.screen,
                                 self.mapname,
                                 self.folder,
                                 pacmode=pacmode)
            self.quit()

    def add_score(self, val):
        self.score = self.score - val
        self.upd = 1

    def show_win(self, pacmode=False, win=True):
        if self.test:
            self.quit()
            return

        if self.win_shown:
            self.quit()
            return

        self.win = True
        self.win_shown = True
        name = ""
        if self.camp:
            name = SAVE["cur"]["name"]
        self.pause()
        self.next = ShowWin(self.screen, self.mapname, self.score, self.custom,
                            name, pacmode, win)
        self.quit()

    def update_ai(self, ent):
        #dog-AI
        dir = None
        epos = (ent.pos[0] - self.map_pos[0], ent.pos[1] - self.map_pos[1])

        if epos[0] % 32 or epos[1] % 32:
            return

        cx = epos[0] / 32
        cy = epos[1] / 32

        vel = ent.ai.get_vel()
        if vel is None:
            vel = random.choice([(0, 1), (1, 0), (0, -1), (-1, 0)])
        self.ent_go(ent, vel)

    def update_ent(self, ent):
        epos = (ent.pos[0] - self.map_pos[0], ent.pos[1] - self.map_pos[1])
        if not epos[0] % 32 and not epos[1] % 32:
            cx = epos[0] / 32
            cy = epos[1] / 32
            ent.coord = (cx, cy)

        if ent.ai:
            self.update_ai(ent)

        if ent.next_vel:
            self.ent_go(ent, ent.next_vel)

    def set_active(self, nr=None):
        if nr is None:
            for i in xrange(len(self.catlist)):
                if self.catlist[i] is not None:
                    nr = i

        if nr is not None and nr < len(
                self.catlist) and self.catlist[nr] is not None:
            if self.catlist[self.active_cat] is not None:
                self.catlist[self.active_cat].deselect()
            self.active_cat = nr
            self.catlist[nr].select()

    def check_collisions(self):
        self.sprites.update()

        #check if cats or dogs collide with wall
        coll = pygame.sprite.groupcollide(self.sprites, self.walls, False,
                                          False)
        for s in coll.keys():
            x, y = s.pos
            n = s.speed
            v = s.vel

            if v[1] < 0:  #moving up
                s.set_pos((x, y + n))
            if v[1] > 0:  #moving down
                s.set_pos((x, y - n))
            if v[0] < 0:  #moving left
                s.set_pos((x + n, y))
            if v[0] > 0:  #moving right
                s.set_pos((x - n, y))

        #check if dogs collide with cats
        coll = pygame.sprite.groupcollide(self.dogs, self.cats, False, False)
        if self.cataway_timer.active:
            for k in coll.keys():  #in CATAWAY-mode dog kills cat
                cats = coll[k]
                for c in cats:
                    c.kill()
                    self.catlist[c.nr] = None
                    self.set_active()
        else:
            for dog in coll.keys():  #in NORMAL mode, cat kills dog
                if dog in self.doglist:
                    self.doglist.remove(dog)
                dog.kill()

        #check if dogs collide with catnip
        coll = pygame.sprite.groupcollide(self.dogs, self.catnip, False, True)
        if coll:
            self.add_score(len(coll) * CATNIP)
            for c in coll.values():
                for nip in c:
                    if nip.coord in self.map.pellets:
                        self.map.pellets.remove(nip.coord)

        #check if dogs collide with cataway
        coll = pygame.sprite.groupcollide(self.dogs, self.cataway, False, True)
        if coll:
            self.add_score(len(coll) * CATAWAY)
            self.cataway_timer.activate()

            for d in self.dogs:
                d.set_scary(1)

            for c in self.cats:
                c.set_scary(0)
            for c in coll.values():
                for nip in c:
                    if nip.coord in self.map.cataway:
                        self.map.cataway.remove(nip.coord)

    def update_screen(self):
        self.screen.blit(self.background, (0, 0))
        self.static_sprites.draw(self.screen)
        changed = self.sprites.draw(self.screen)

        if self.upd:
            self.upd = 0
            self.score_img.set_text(self.score)
            self.lives_img.draw(self.background)
            self.level_img.draw(self.background)
        self.score_img.draw(self.background)

        pygame.display.flip()

    def restart(self):
        mapname = self.mapname
        folder = self.folder
        test = self.test

        self.upd = 1
        self.fps = 50
        self.win = False
        self.lost = False
        self.win_shown = False
        self.started = False
        self.custom = not folder == "lvl"

        self.screen = pygame.display.get_surface()
        self.background = pygame.Surface(self.screen.get_size())
        pygame.mouse.set_visible(False)

        self.cataway_timer = utils.Timer(100)
        self.cataway_timer.deactivate()

        #load map
        self.map = Map(mapname, edit=False, folder=folder)
        self.map_pos = utils.center(self.map.get_size(),
                                    self.screen.get_size())
        self.background.blit(self.map, self.map_pos)
        pygame.display.flip()

        #setup blocking spritegroup
        self.walls = pygame.sprite.Group()
        block = self.map.get_blocking()
        size = (32, 32)
        for b in block:
            pos = (b[0] * 32 + self.map_pos[0], b[1] * 32 + self.map_pos[1])
            s = pygame.sprite.Sprite()
            s.rect = pygame.Rect(pos, size)
            self.walls.add(s)

        #catnip pellets
        catnip = []
        self.catnip_rects = []
        for p in self.map.pellets:
            c = CatNip(p)
            c.set_pos(
                (p[0] * 32 + self.map_pos[0], p[1] * 32 + self.map_pos[1]))
            catnip.append(c)
            self.catnip_rects.append(c.rect)
        self.catnip = pygame.sprite.Group(catnip)

        #cataway
        cataway = []
        for c in self.map.cataway:
            x = CatAway(c)
            x.set_pos(
                (c[0] * 32 + self.map_pos[0], c[1] * 32 + self.map_pos[1]))
            cataway.append(x)
        self.cataway = pygame.sprite.Group(cataway)

        #catghosts
        cats = []
        for g in self.map.ghost_start:
            c = Cat(len(cats))
            c.set_pos(
                (g[0] * 32 + self.map_pos[0], g[1] * 32 + self.map_pos[1]))
            cats.append(c)
        self.catlist = cats
        self.cats = pygame.sprite.Group(cats)
        self.active_cat = 0
        self.set_active(0)

        #pacdogs
        dogs = []
        self.doglist = []
        for p in self.map.pac_start:
            d = PacDog()
            d.set_pos(
                (p[0] * 32 + self.map_pos[0], p[1] * 32 + self.map_pos[1]))
            d.ai.setup(self.map, self.catlist)
            self.doglist.append(d)
            dogs.append(d)
        self.dogs = pygame.sprite.Group(dogs)

        #player stats
        self.score = self.map.get_score()  #score
        self.score_img = Score(self.score)

        self.lives_img = StaticWidget((60, 32))
        self.lives_img.blit(GFX["ghost"], (0, 0))
        self.lives_img.blit(TextLine("x" + str(self.lives)), (32, 10))
        self.lives_img.set_pos((800 - self.lives_img.get_size()[0], 0))

        self.level_img = TextLine(self.mapname[:-4].upper())
        x = utils.center(self.level_img.get_size(), (800, 600))[0]
        self.level_img.set_pos((x, 2))

        #setup spritegroups
        self.sprites = pygame.sprite.RenderUpdates()
        self.sprites.add(self.cats)
        self.sprites.add(self.dogs)

        self.static_sprites = pygame.sprite.Group()
        self.static_sprites.add(self.catnip)
        self.static_sprites.add(self.cataway)

        self.start_paused = False

    def start_pause(self):
        self.start_paused = True
        self.update_screen()
        self.pause()
        self.next = StartPause(self.screen)
        self.quit()
class LevelSelection(State):
    def __init__(self, new=True):
        State.__init__(self)
        self.success = False
        self.new = new  #start tutorial before showing level selection!

        self.signet_pos = {
            "wood": (83, 181),
            "day": (158, 75),
            "fire": (284, 34),
            "life": (410, 75),
            "earth": (485, 181),
            "night": (456, 307),
            "metal": (348, 368),
            "water": (220, 368),
            "death": (112, 307)
        }

        self.light_pos = {
            "wood": (239, 225),
            "day": (261, 173),
            "fire": (315, 155),
            "life": (369, 173),
            "earth": (391, 225),
            "night": (383, 271),
            "metal": (345, 307),
            "water": (285, 307),
            "death": (247, 271)
        }

        self.cur_blinking = None
        self.cur_blending = None
        self.cur_clan = None
        self.blink_timer = Timer(50)
        self.blink_count = 0
        self.blink_max = 10
        self.light = GLOBALS["ui_stuff"]["green_light"]

        r = pygame.Rect([281, 203, 78, 77])
        r.inflate(-10, -10)
        bigredbutton = ClickArea(r, self.bigred_pressed)
        self.widgets.append(bigredbutton)
        self.donotpress = pygame.Rect([267, 188, 106, 95])
        self.signets = GLOBALS["signets"]
        self.bg_image = GLOBALS["backgrounds"]["gameboard.png"].copy()
        self.ui_layer = pygame.Surface(GLOBALS["screen_size"])
        self.ui_layer.fill((255, 0, 255))
        self.ui_layer.set_colorkey((255, 0, 255))

        self.tooltip_layer = pygame.Surface(GLOBALS["screen_size"])
        self.tooltip_layer.fill((255, 0, 255))
        self.tooltip_layer.set_colorkey((255, 0, 255))
        self.tooltip = StaticWidget((80, 20))
        self.dnp_tooltip = GLOBALS["ui_stuff"]["donotpress"]

        #level selection buttons
        self.signet_buttons = []
        levels = GLOBALS["clan_levels"]
        for k in self.signet_pos.keys():
            if self.signets.has_key(k) and levels.has_key(k):
                btn = ImgButton(self.signets[k][0], self.start_level, \
                    clan=k, level=levels[k])
                btn.set_pos(self.signet_pos[k])
                btn.rect = pygame.Rect([self.signet_pos[k], btn.get_size()])
                btn.rect.inflate(-20, -20)
                btn.clan = k
                self.widgets.append(btn)
                self.signet_buttons.append(btn)

        #show savegame progress
        self.show_signet(player_data["unlocked"])

        #keyboard events
        self.add_kbevent(KEYDOWN, K_ESCAPE, self.quit)

        self.background.blit(self.bg_image, (0, 0))
        self.background.blit(self.tooltip_layer, (0, 0))
        self.background.blit(self.ui_layer, (0, 0))
        self.tooltip_layer.fill((255, 0, 255))

    def main_start(self):
        if pygame.mixer.music.get_busy():
            pygame.mixer.music.fadeout(300)

        pygame.mouse.set_visible(1)
        if self.new is True:
            self.new = "somewhere in between"
            self.cur_clan = None
            self.next = Level("tutorial.map", prev=self)
            self.pause()
            self.quit()
        elif self.new == "somewhere in between":
            self.new = False
            self.update_screen()
            self.next = ShowDialog("donotpress", self.screen)
            self.pause()
            self.quit()

    def start_level(self, clan, level):
        if clan in player_data[
                "unlocked"] or self.cur_blending or self.cur_blinking:
            #do not start finished maps and wait while blending new signet in
            return
        self.success = False
        self.cur_clan = clan
        self.next = Level(level, prev=self)
        self.pause()
        self.quit()

    def unpause(self):
        if self.success:
            if self.cur_clan:
                self.show_signet([self.cur_clan])
                player_data["unlocked"].append(self.cur_clan)  #track progress
            self.cur_clan = None
            self.autosave()  #save progress
        State.unpause(self)

    def autosave(self):
        try:
            save_object(player_data, "save.dat")
        except:
            print "Autosave failed. Uh.. guess you need to keep playing?"

    def show_signet(self, clans):
        #show recently gained signet(s)
        self.cur_blending = []
        self.cur_blinking = []
        for clan in clans:
            #signet
            signet = self.signets[clan][0]
            blend = StaticWidget(signet.get_size())
            blend.fill((255, 0, 255))
            blend.set_colorkey((255, 0, 255))
            blend.blit(signet, (0, 0))
            blend.set_pos(self.signet_pos[clan])
            blend.set_alpha(0)
            self.cur_blending.append(blend)

            #green light
            img = self.light
            blink = StaticWidget(img.get_size())
            blink.fill((255, 0, 255))
            blink.set_colorkey((255, 0, 255))
            blink.blit(img, (0, 0))
            blink.set_pos(self.light_pos[clan])
            self.cur_blinking.append(blink)
            self.blink_timer.set_interval(3)

    def update_other(self):
        if self.cur_blending:
            #fancy alpha blending effect for new signet
            alpha = self.cur_blending[0].get_alpha() + 5

            if alpha > 100:  #stop blending
                for blend in self.cur_blending:
                    blend.set_alpha(None)
                    blend.draw(self.bg_image)
                self.cur_blending = None
            else:  #keep blending
                for blend in self.cur_blending:
                    blend.set_alpha(alpha)
                    blend.draw(self.bg_image)

        elif self.cur_blinking:
            if not self.blink_timer.update():
                return

            #fancy blinking light o/
            self.blink_count += 1
            b = self.blink_count

            #simulate irregular flickering
            if b == 1:
                self.blink_timer.set_interval(2)
            elif b == 3:
                self.blink_timer.set_interval(3)
            elif b == 6:
                self.blink_timer.set_interval(1)

            #to draw or not to draw...
            if self.blink_count % 2:
                for blink in self.cur_blinking:
                    blink.draw(self.ui_layer)
            else:
                self.ui_layer.fill((255, 0, 255))

            #ok, stop flickering.
            if self.blink_count > self.blink_max:
                for blink in self.cur_blinking:
                    blink.draw(self.bg_image)
                self.ui_layer.fill((255, 0, 255))
                self.blink_count = 0
                self.cur_blinking = None
        else:
            self.check_mouseover()

    def check_mouseover(self):
        #check if mouse hovers signet and show tooltip
        mpos = pygame.mouse.get_pos()
        for b in self.signet_buttons:
            if b.rect.collidepoint(mpos):
                self.tooltip.fill((255, 255, 255))
                self.tooltip.draw_border((0, 0, 0))
                self.tooltip.blit(GLOBALS["kanji"]["clan"], (10, 3))
                self.tooltip.blit(GLOBALS["kanji"][b.clan], (60, 4))
                pos = (mpos[0] + 10, mpos[1] + 20)
                x = (b.rect.centerx - self.tooltip.get_size()[0] / 2)
                y = b.rect.top
                pos = (x, y)
                self.tooltip_layer.blit(self.tooltip, pos)
                break

        dnp = self.donotpress
        if dnp.collidepoint(mpos):
            pos = (dnp.left - 60, dnp.top - 22)
            self.tooltip_layer.blit(self.dnp_tooltip, pos)

    def bigred_pressed(self):
        if self.cur_blending or self.cur_blinking:
            return

        if len(player_data["unlocked"]) < 9:
            self.next = ShowDialog("nothinghappened", self.screen)
            self.pause()
            self.quit()
        else:
            self.next = Outro()
            self.quit()

    def update_screen(self):
        self.background.blit(self.bg_image, (0, 0))
        self.background.blit(self.tooltip_layer, (0, 0))
        self.background.blit(self.ui_layer, (0, 0))
        self.tooltip_layer.fill((255, 0, 255))
        State.update_screen(self)
class Editor(State):
    def __init__(self):
        State.__init__(self)
        self.buttons = {}

        #tileset area
        self.tileset_area = StaticWidget((1020, 280))
        self.tileset_area.set_pos((2, 485))
        self.tileset_area.pos = (2, 485)
        ca = ClickArea(pygame.Rect([2, 485, 1024, 280]), self.choose_tiletype)
        self.widgets.append(ca)
        self.tileset_id = "ts_tileset"
        self.marked_type = None
        self.load_tileset()

        #set clan
        buttons = [
            "wood", "day", "fire", "life", "earth", "night", "metal", "water",
            "death"
        ]

        x, y = 900, 50
        for clan in buttons:
            btn = ImgButton(GLOBALS["signets"][clan][1], \
                self.set_clan, clan=clan)
            btn.set_pos((x, y))
            self.widgets.append(btn)
            self.buttons[clan] = btn
            btn.draw(self.background)
            y = y + btn.get_size()[1] + 5
        self.clan = "fire"

        #Camera
        self.camera = Camera(None)

        #load empty map
        self.filename = ""
        self.load_map(new=True)

        #map area
        self.map_area = StaticWidget((640, 480))
        self.map_area.set_pos((0, 0))
        self.map_area_rect = pygame.Rect([0, 0, 640, 480])
        self.widgets.append(ca)

        #grid overlay for map area
        w, h = self.map_area.get_size()
        self.grid = StaticWidget((w, h))
        self.grid.fill((255, 0, 255))
        self.grid.set_colorkey((255, 0, 255))
        self.grid.set_alpha(100)
        for row in xrange(h / tsize):
            for col in xrange(w / tsize):
                pygame.draw.line(self.grid, (255, 255, 255), (col * 32, 0),
                                 (col * 32, h))
                pygame.draw.line(self.grid, (255, 255, 255), (0, row * 32),
                                 (w, row * 32))
        self.grid.set_pos(self.map_area.get_pos())

        #buttons
        buttons = [(" NEW ", self.new_map), (" LOAD ", self.open_file),
                   (" SAVE AS ", self.save_file), (" SAVE ", self.save_map)]

        x, y = 650, 1
        for b in buttons:
            name, callback = b
            btn = ImgButton(TextLine(name), callback)
            btn.set_pos((x, y))
            btn.draw_border((255, 255, 255))
            self.widgets.append(btn)
            btn.draw(self.background)
            x = x + btn.get_size()[0] + 4

        #add objects
        buttons = [
            (" delete obj", "delete"),
            (" add start ", "start"),
            (" add exit ", "exit"),
            (" add enemy ", "enemy"),
            (" add dialog-trigger ", "dtrigger"),
        ]

        x, y = 650, 50
        for b in buttons:
            name, cmd = b
            btn = ImgButton(TextLine(name, fontsize=15), \
                self.select_add_object, cmd=cmd)
            btn.set_pos((x, y))
            self.widgets.append(btn)
            btn.draw(self.background)
            y = y + btn.get_size()[1] + 5
            self.buttons[cmd] = btn

        #TEST button :)
        btn = ImgButton(TextLine(" TEST ", fontsize=25), self.test)
        btn.set_pos((900, 420))
        btn.draw_border((255, 255, 255))
        self.widgets.append(btn)
        btn.draw(self.background)

        #keyboard events
        pygame.key.set_repeat(10, 20)

        #scroll map
        self.add_kbevent(KEYDOWN, K_UP, self.scroll_map, vy=-1)
        self.add_kbevent(KEYDOWN, K_DOWN, self.scroll_map, vy=1)
        self.add_kbevent(KEYDOWN, K_LEFT, self.scroll_map, vx=-1)
        self.add_kbevent(KEYDOWN, K_RIGHT, self.scroll_map, vx=1)

    def update_screen(self):
        #draw map
        self.lvl_layer.set_colorkey(None)
        self.lvl_layer.fill((255, 0, 255))
        self.lvl_layer.blit(self.lvl_img, (0, 0))
        self.lvl_layer.set_colorkey((255, 0, 255))
        self.map_area.fill((0, 0, 0))
        self.map_area.blit(self.lvl_layer, (0, 0),
                           area=[self.camera.pos, GLOBALS["screen_size"]])
        self.map_area.draw_border((255, 255, 255))

        #draw map area
        self.map_area.draw(self.background)
        self.grid.draw(self.background)

        State.update_screen(self)

    def test(self):
        self.save_map()
        if self.filename:
            self.pause()
            self.next = Level(self.filename, testing=True)
            self.quit()

    def set_clan(self, clan):
        #unmark previous selection
        self.buttons[self.clan].draw_border((0, 0, 0))
        self.buttons[self.clan].draw(self.background)
        #mark current selection
        self.clan = clan
        self.buttons[self.clan].draw_border((255, 255, 255))
        self.map["options"]["clan"] = self.clan
        self.buttons[self.clan].draw(self.background)

    def set_option(self, param):
        old_value = ""
        if self.map["options"].has_key(param):
            old_value = self.map["options"][param]

        entry = tkSimpleDialog.askstring(title="Set " + param,
                                         prompt="Enter " + param + ":",
                                         initialvalue=old_value)
        print param, ":", entry
        if entry is not None:
            self.map["options"][param] = entry

    def select_add_object(self, cmd):
        #dehighlight old button
        if self.buttons.has_key(self.marked_type):
            self.buttons[self.marked_type].draw_border((0, 0, 0))
            self.buttons[self.marked_type].draw(self.background)
        elif self.marked_type:
            self.mark_tile(None)  #deselect tile

        #highlight button
        self.buttons[cmd].draw_border((255, 255, 255))
        self.buttons[cmd].draw(self.background)
        self.marked_type = cmd

    def load_map(self, filename="", new=False):
        if not new:
            try:
                new_map = Map(filename)
            except:
                print "Could not load map"
                return
        else:
            new_map = Map()

        self.filename = filename
        pygame.display.set_caption(filename)
        self.map = new_map
        self.lvl_map = self.map["tilemap"]
        self.lvl_img, blocks = self.map.draw(editing=True)
        self.lvl_layer = pygame.Surface(self.lvl_img.get_size())
        self.camera.set_pos((0, tsize * 20))
        self.load_tileset(self.map["tset"])
        self.set_clan(self.map["options"]["clan"])

    def scroll_map(self, vx=0, vy=0):
        x, y = self.camera.pos
        self.camera.set_pos((x + vx * tsize, y + vy * tsize))

    def open_file(self):
        filename = tkFileDialog.askopenfilename(title="Open",
                                                initialfile=map_path)
        if filename:
            self.load_map(filename)

    def save_file(self):
        self.asksaveasfilename()
        if self.filename:
            self.save_map()

    def asksaveasfilename(self):
        filename = tkFileDialog.asksaveasfilename(title="Save as",
                                                  initialfile=map_path)
        if filename:
            self.filename = filename

    def save_map(self):
        if not self.filename:
            self.asksaveasfilename()
            if self.filename:
                self.map.save_map(path=self.filename)
        else:
            self.map.save_map(path=self.filename)

    def new_map(self):
        ok = tkMessageBox.askyesno(title="Just asking..",
                                   message="Really create a new map?")
        if ok:
            self.load_map(new=True)
            self.load_tileset()

    def choose_tiletype(self):
        x, y = pygame.mouse.get_pos()
        off_x, off_y = self.tileset_area.pos
        x, y = (x - off_x) / (tsize + 2), (y - off_y) / (tsize + 2)
        if GLOBALS[self.tileset_id].has_key((x, y)):
            self.mark_tile((x, y))

    def mark_tile(self, coord):
        def draw_tile_border(coord, color=(255, 255, 255)):
            x, y = coord[0] * (tsize + 2), coord[1] * (tsize + 2)
            r = pygame.Rect([x - 1, y - 1, tsize + 2, tsize + 2])
            pygame.draw.rect(self.tileset_area, color, r, 1)

        if self.marked_type:
            if GLOBALS[self.tileset_id].has_key(self.marked_type):
                draw_tile_border(self.marked_type, (0, 0, 0))
            elif self.buttons.has_key(self.marked_type):
                self.buttons[self.marked_type].draw_border((0, 0, 0))
                self.buttons[self.marked_type].draw(self.background)

        if coord:
            draw_tile_border(coord)
        self.marked_type = coord
        self.tileset_area.draw(self.background)

    def load_tileset(self, tset="tileset"):
        ts_id = "ts_" + tset
        if not GLOBALS.has_key(ts_id):
            ts_id = "ts_tileset"
        self.marked_type = None
        self.tileset_area.fill((0, 0, 0))
        self.tileset_id = ts_id
        tiles = GLOBALS[ts_id]
        keys = tiles.keys()
        keys.sort()
        for k in keys:
            x, y = k[0] * (tsize + 2), k[1] * (tsize + 2)
            self.tileset_area.blit(tiles[k], (x, y))
        self.tileset_area.draw(self.background)

    def check_collisions(self):
        #check if map was clicked -> put tiles on map
        mpos = pygame.mouse.get_pos()
        pressed = pygame.mouse.get_pressed()
        lbutton, rbutton = pressed[0], pressed[2]

        if not self.map_area_rect.collidepoint(mpos) or \
            (not rbutton and not (lbutton and self.marked_type)):
            return

        #calculate map coordinates
        off_x, off_y = self.camera.pos
        x, y = (mpos[0] + off_x) / tsize, (mpos[1] + off_y) / tsize

        #set tile info
        if rbutton and self.lvl_map.has_key((x, y)):
            self.lvl_map.pop((x, y))
        elif lbutton and GLOBALS[self.tileset_id].has_key(self.marked_type):
            #place tile
            self.lvl_map[x, y] = self.marked_type
        elif lbutton and self.buttons.has_key(self.marked_type):
            #place object
            if self.marked_type == "delete" and self.map["objects"].has_key(
                (x, y)):
                self.map["objects"].pop((x, y))
            else:
                params = None
                t = self.marked_type
                if t == "dtrigger":
                    params = tkSimpleDialog.askstring(
                        title="Set dialog id",
                        prompt="Enter dialog ID:",
                    )
                    if params is None:  #didn't want to add that trigger anyway
                        return
                    if not dialog.has_key(params):
                        print "Warning: Dialog id not found... just for your information. ^^"
                self.map["objects"][x, y] = (self.marked_type, params)

                if params:
                    self.mark_tile(None)

        self.lvl_img, blocks = self.map.draw(editing=True)
        self.lvl_layer = pygame.Surface(self.lvl_img.get_size())
Exemple #4
0
class SaveMenu(BgState):
    def __init__(self, img, map, mapname="", folder="custom"):
        BgState.__init__(self, img)
        self.map = map
        self.folder = folder
        pygame.mouse.set_visible(1)

        #background image + "save as"
        self.menu = StaticWidget((250, 100))
        self.menu.fill((0, 0, 0))
        txt = TextLine("Save as:", fontsize=15)
        self.menu.blit(txt, (10, 10))
        w, h = self.menu.get_size()
        pygame.draw.lines(self.menu, (0, 0, 255), True,
                          ((0, 0), (w - 4, 0), (w - 4, h - 4), (0, h - 4)), 4)
        x, y = utils.center((w, h), (800, 600))
        self.menu.set_pos((x, y))

        #text entry + ".map"
        self.entry = TextEntry(text=mapname[:-4])
        self.entry.set_pos((x + 10, y + 30))
        txt = TextLine(".map", fontsize=20)
        self.menu.blit(txt, (self.entry.get_size()[0] + 15, 30))

        #save/cancel buttons
        msg_pos = self.menu.get_pos()
        size = self.menu.get_size()
        btn = FixedTextButton((100, 24), "Cancel", callback=self.quit)
        btn.set_pos((msg_pos[0], msg_pos[1] + size[1] + 4))
        btn.draw_border()
        self.add_button("cancel", btn)
        btn.draw(self.background)

        btn = FixedTextButton((100, 24), "Save", callback=self.submit)
        btn.set_pos((msg_pos[0] + size[0] - 100, msg_pos[1] + size[1] + 4))
        btn.draw_border()
        self.add_button("save", btn)
        btn.draw(self.background)

        self.redraw()

        self.quit_timer = utils.Timer(20)
        self.quit_timer.deactivate()

        self.add_kbevent(KEYDOWN, K_ESCAPE, callback=self.quit)
        self.add_textentry_events(self.entry)

    def redraw(self):
        self.menu.draw(self.background)
        for b in self.buttons.keys():
            self.buttons[b].draw(self.background)
        self.entry.draw(self.background)
        self.upd = 1

    def update_other(self):
        if self.quit_timer.active:
            if self.quit_timer.update():
                self.quit()
        elif self.entry.update():
            self.redraw()

    def submit(self):
        if self.quit_timer.active:
            return

        filename = self.entry.text + ".map"
        if not self.map.save(filename, self.folder):
            txt = "Ok, map saved."
            self.next = Editor(filename, folder=self.folder)
        else:
            txt = "ERROR: Could not save map."

        size = self.menu.get_size()
        msg = pygame.Surface((size[0] - 2, size[1] - 2))
        msg.fill((0, 0, 0))
        txt = TextLine(txt)
        msg.blit(txt, utils.center(txt.get_size(), msg.get_size()))
        self.menu.blit(msg, (1, 1))
        self.menu.draw(self.background)
        self.upd = 1

        self.quit_timer.activate()