Exemple #1
0
    def load(self, fileName):
        self.tmxMap = tmxloader.load_pygame(fileName)

        num_tile_y = self.tmxMap.height
        num_tile_x = self.tmxMap.width
        tileWidth = self.tmxMap.tilewidth
        tileHeight = self.tmxMap.tileheight
        self.size = (num_tile_x*tileWidth, num_tile_y*tileHeight)
        #search for collision layer
        collisionLayerIndex = 2
        for layerIndex in xrange(len(self.tmxMap.layers)):
            if self.tmxMap.layers[layerIndex].name == "collision":
##                print("found")
                collisionLayerIndex = layerIndex
                break

        #generate position of every tile image in the world map and collidable rect
        for tile_y in range(num_tile_y):
            self.posList.append([])
            for tile_x in range(num_tile_x):
                self.posList[tile_y].append((tile_x*tileWidth,tile_y*tileHeight))
                #generate collidable rect
                if self.tmxMap.get_tile_image(tile_x, tile_y, collisionLayerIndex):
                    tempRect = pygame.Rect(tile_x*tileWidth, tile_y*tileHeight, self.tmxMap.tilewidth, self.tmxMap.tileheight)
                    oldbottom = tempRect.midbottom
                    tempRect = tempRect.inflate(-10, -10)
                    tempRect.midbottom = oldbottom
                    self.unwalkable.append(tempRect)
Exemple #2
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    def __init__(self, path, num):
        self.save_path = None
        self.map_path = None
        self.height = 0
        self.width = 0
        self.crates = []
        self.buttons = []
        self.gates = []
        self.bosses = []
        self.shooters = []
        self.enemies = []
        self.background = []
        self.foreground = []
        self.top = []

        # If path an num are provided, find the corresponding .json and .tmx
        # files and load them
        if path and num:
            self.save_path = '{0}{1}'.format(path, num)
            self.map_path = '{0}{1}'.format(MAPS_DIR, num)
            tmxdata = tmxloader.load_pygame('{0}.tmx'.format(self.map_path), pixelalpha=True)
            self.height = tmxdata.height
            self.width = tmxdata.width
            data = json.loads(open('{0}.json'.format(self.save_path)).read())

            self._initialize_entities(data)
            self._initialize_map(tmxdata)
Exemple #3
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    def __init__(self, path, size, **kwargs):
        import tmxloader
        import quadtree

        data = tmxloader.load_pygame(path, **kwargs)

        self.colorkey = kwargs.get("force_colorkey", False)

        self.default_image = generateDefaultImage((data.tilewidth,
                                                  data.tileheight))

        left, self.xoffset = divmod(size[0] / 2, data.tilewidth)
        top,  self.yoffset = divmod(size[1] / 2, data.tileheight)

        self.view = Rect(left,top, (size[0] / data.tilewidth), 
                        (size[1] / data.tileheight))

        self.oldX = self.xoffset + (left * data.tilewidth) 
        self.oldY = self.yoffset + (top  * data.tileheight)

        self.bufferWidth  = size[0] + data.tilewidth * 2
        self.bufferHeight = size[1] + data.tileheight * 2

        self.size = size

        self.blitPerUpdate = 4
        self.background_update = 1
        self.data = data
        self.queue = []

        self.buffer = Surface((self.bufferWidth, self.bufferHeight))

        if self.colorkey:
            self.buffer.fill(self.colorkey)

        # the layer quadtree is used to correctly draw tiles that are over
        # sprites
        rects = []
        p = product(range(self.view.width+2), range(self.view.height+2))
        for x, y in p:
            rect = Rect((x*self.data.tilewidth,y*self.data.tileheight),
                        (self.data.tilewidth, self.data.tileheight))
            rects.append(rect)

        self.layerQuadtree = quadtree.QuadTree(rects, 4)

        self.blank = True
Exemple #4
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    def load(self, fileName, name):
        self.name = name
        self.tmxMap = tmxloader.load_pygame(fileName)

        num_tile_y = self.tmxMap.height
        num_tile_x = self.tmxMap.width
        tileWidth = self.tmxMap.tilewidth
        tileHeight = self.tmxMap.tileheight
        self.size = (num_tile_x*tileWidth, num_tile_y*tileHeight)
        #search for collision layer
        collisionLayerIndex = 2
        for layerIndex in xrange(len(self.tmxMap.layers)):
            if self.tmxMap.layers[layerIndex].name == "collision":
##                print("found")
                collisionLayerIndex = layerIndex
                break
	firstgid = [tileset.firstgid for tileset in self.tmxMap.tilesets if tileset.name == "collision"][0]
        collisionMap = {
firstgid + 1:[pygame.Rect(0,0,tileWidth,tileHeight)], # full
firstgid + 2:[pygame.Rect(0,0,tileWidth/2,tileHeight/2)], # left-top
firstgid + 3:[pygame.Rect(tileWidth/2,0,tileWidth/2,tileHeight/2)], # right-top
firstgid + 4:[pygame.Rect(0,tileHeight/2,tileWidth/2,tileHeight/2)], # left-bottom
firstgid + 5:[pygame.Rect(tileWidth/2,tileHeight/2,tileWidth/2,tileHeight/2)], # right-bottom
firstgid + 6:[pygame.Rect(0,0,tileWidth,tileHeight/2)], # top
firstgid + 7:[pygame.Rect(0,tileHeight/2,tileWidth,tileHeight/2)], # bottom
firstgid + 8:[pygame.Rect(tileWidth/2,0,tileWidth/2,tileHeight)], # right
firstgid + 9:[pygame.Rect(0,0,tileWidth/2,tileHeight)], # left
firstgid + 10:[pygame.Rect(0,tileHeight/2,tileWidth/2,tileHeight/2),pygame.Rect(tileWidth/2,0,tileWidth/2,tileHeight)], # !left-top
firstgid + 11:[pygame.Rect(0,0,tileWidth/2,tileHeight),pygame.Rect(tileWidth/2,tileHeight/2,tileWidth/2,tileHeight/2)], # !right-top,
firstgid + 12:[pygame.Rect(0,0,tileWidth,tileHeight/2),pygame.Rect(tileWidth/2,tileHeight/2,tileWidth/2,tileHeight/2)], # !left-bottom
firstgid + 13:[pygame.Rect(0,0,tileWidth,tileHeight/2),pygame.Rect(0,tileHeight/2,tileWidth/2,tileHeight/2)], # !right-bottom
}
        #generate position of every tile image in the world map and collidable rect
        for tile_y in range(num_tile_y):
            self.posList.append([])
            for tile_x in range(num_tile_x):
                self.posList[tile_y].append((tile_x*tileWidth,tile_y*tileHeight))
                #generate collidable rect
		# no, full, left-top, right-top, left-bottom, right-bottom, top, bottom, right, left, !left-top, !right-top, !left-bottom, !right-bottm
                tileId = self.tmxMap.getTileGID(tile_x, tile_y, collisionLayerIndex)
                if tileId in collisionMap:
                    for rectTemplate in collisionMap[tileId]:
                        tempRect = rectTemplate.copy()
                        tempRect.left = tempRect.left + tile_x*tileWidth
                        tempRect.top = tempRect.top + tile_y*tileHeight
                        self.unwalkable.append(tempRect)
Exemple #5
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    def __init__(self, filename):
        self.filename = filename
        self.tiledmap = tmxloader.load_pygame(self.filename)

        super(TiledEnvironment, self).__init__()
 def __init__(self, filename):
     self.filename = filename
     self.tiledmap = tmxloader.load_pygame(self.filename)
 
     super(TiledEnvironment, self).__init__()