/
editor.py
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/
editor.py
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# Level editor for RIXS
import pygame
import pygwrap
import maps
import image
import rpgmenu
import os.path
import pickle
import player
import monster
import copy
import generator
import items
import usable
TERRAIN_NEXT = {0:1,1:2,2:3,3:0,4:5,5:6,6:7,7:8,8:9,9:10,10:11,11:12,12:4,15:16,16:17,17:18,50:51,51:52,52:53,53:50,54:55,55:56,56:54}
class MenuRedrawer( object ):
def __init__( self , caption , screen , backdrop = "bg_kde_fractalnebula.jpg", levelmap = None ):
self.caption = caption
self.backdrop = image.Image( backdrop )
self.counter = 0
self.levelmap = levelmap
self.rect = pygame.Rect( screen.get_width()/2 - 200 , screen.get_height()/2 - 220, 400, 64 )
def __call__( self , screen ):
if self.levelmap != None:
self.levelmap.render( screen , show_special = True )
else:
self.backdrop.tile( screen , ( self.counter * 5 , self.counter ) )
pygwrap.draw_border( screen , self.rect )
pygwrap.draw_text( screen , rpgmenu.MENUFONT , self.caption , self.rect , do_center = True )
self.counter += 5
def select_backdrop( levelmap , screen ):
# Select a backdrop from the ones on disk.
rpm = rpgmenu.Menu( screen , x=screen.get_width()/2 - 200 , y=screen.get_height()/2 - 130, w=400, h=300 )
rpm.add_files( "gfx/bg_*.*" )
myredraw = MenuRedrawer( "Select Backdrop Image" , screen )
rpm.predraw = myredraw
pathname = rpm.query()
if pathname:
dname,fname = os.path.split( pathname )
levelmap.backdrop = image.Image( fname )
def choose_terrain( levelmap , screen ):
# Instead of going back and forth, just pick a terrain from the sprite image.
keep_going = True
myrect = levelmap.sprite.bitmap.get_rect( center = ( screen.get_width() / 2 , screen.get_height() / 2 ) )
terrain = -1
while keep_going:
ev = pygwrap.wait_event()
if ev.type == pygwrap.TIMEREVENT:
levelmap.render( screen , show_special = True )
screen.blit( levelmap.sprite.bitmap , myrect )
pygame.display.flip()
elif ( ev.type == pygame.MOUSEBUTTONDOWN ) and myrect.collidepoint( ev.pos ):
x,y = ev.pos
x -= myrect.left
y -= myrect.top
terrain = x / levelmap.tile_size + ( y / levelmap.tile_size ) * 10
keep_going = False
elif ( ev.type == pygame.KEYDOWN ) and ( ev.key == pygame.K_ESCAPE ):
keep_going = False
return terrain
def select_monster( levelmap , screen , prompt = "Select a Monster" ):
# Bring up a menu to select a monster, then return its class.
rpm = rpgmenu.Menu( screen , x=screen.get_width()/2 - 200 , y=screen.get_height()/2 - 130, w=400, h=300 )
for m in monster.MANUAL:
rpm.add_item( m.NAME , m )
rpm.sort()
myredraw = MenuRedrawer( prompt , screen , levelmap = levelmap )
rpm.predraw = myredraw
return rpm.query()
def select_item( levelmap , screen , prompt = "Select an Item" ):
# Bring up a menu to select a monster, then return its class.
rpm = rpgmenu.Menu( screen , x=screen.get_width()/2 - 200 , y=screen.get_height()/2 - 130, w=400, h=300 )
for m in items.MANUAL:
rpm.add_item( m.NAME , m )
rpm.sort()
myredraw = MenuRedrawer( prompt , screen , levelmap = levelmap )
rpm.predraw = myredraw
return rpm.query()
def select_usable( levelmap , screen , prompt = "Select a Usable" ):
# Bring up a menu to select a monster, then return its class.
rpm = rpgmenu.Menu( screen , x=screen.get_width()/2 - 200 , y=screen.get_height()/2 - 130, w=400, h=300 )
for m in usable.MANUAL:
rpm.add_item( m.NAME , m )
rpm.sort()
myredraw = MenuRedrawer( prompt , screen , levelmap = levelmap )
rpm.predraw = myredraw
return rpm.query()
def select_number( levelmap , screen , a , b, c, prompt = "Select Number of Products" ):
# Select a number for whatever reason. a,b,c are the input for range.
rpm = rpgmenu.Menu( screen , x=screen.get_width()/2 - 200 , y=screen.get_height()/2 - 130, w=400, h=300 )
for t in range( a , b, c ):
rpm.add_item( str( t ) , t )
myredraw = MenuRedrawer( prompt , screen , levelmap = levelmap )
rpm.predraw = myredraw
return rpm.query()
def edit_map( levelmap , screen ):
# Edit this map in place.
edit_cursor = image.Image( "edit_cursors.png" , 32 , 32 )
curs_x = 0
curs_y = 0
terrain = -1
keep_going = True
while keep_going:
ev = pygwrap.wait_event()
if ev.type == pygwrap.TIMEREVENT:
levelmap.center_on( curs_x * levelmap.tile_size + 16 , curs_y * levelmap.tile_size + 16 )
levelmap.render( screen , show_special = True )
edit_cursor.render( screen , ( screen.get_width() / 2 - 16 , screen.get_height() / 2 - 16 ) , 0 )
pygwrap.draw_text( screen , pygwrap.SMALLFONT , str( curs_x ) + "," + str( curs_y ) + ' things:' + str( len( levelmap.contents ) ) , pygame.Rect( 8 , 42 , 256 , 32 ) )
if terrain > -1:
levelmap.sprite.render( screen , ( 8 , 8 ) , terrain )
edit_cursor.render( screen , ( 8 , 8 ) , 1 )
pygame.display.flip()
elif ev.type == pygame.KEYDOWN:
if ( ev.key == pygame.K_UP ) and ( curs_y > 0 ):
curs_y += -1
elif ( ev.key == pygame.K_DOWN ) and ( curs_y < ( levelmap.height - 1 ) ):
curs_y += 1
elif ( ev.key == pygame.K_LEFT ) and ( curs_x > 0 ):
curs_x += -1
elif ( ev.key == pygame.K_RIGHT ) and ( curs_x < ( levelmap.width - 1 ) ):
curs_x += 1
elif ev.key == pygame.K_LEFTBRACKET:
terrain += -1
if terrain < -1:
terrain = levelmap.sprite.num_frames() - 1
elif ev.key == pygame.K_RIGHTBRACKET:
terrain += 1
if terrain >= levelmap.sprite.num_frames():
terrain = -1
elif ev.key == pygame.K_SPACE:
levelmap.map[curs_x][curs_y] = terrain
if terrain in TERRAIN_NEXT:
terrain = TERRAIN_NEXT[ terrain ]
elif ev.unicode == u"_":
for x in range( 0 , levelmap.width ):
levelmap.map[x][curs_y] = terrain
if terrain in TERRAIN_NEXT:
terrain = TERRAIN_NEXT[ terrain ]
elif ev.key == pygame.K_DELETE:
# If there's a thing in this tile, delete it.
# If not, delete the map terrain.
deleted_thing = False
for t in levelmap.contents:
if ( t.x == curs_x * levelmap.tile_size ) and ( t.y == curs_y * levelmap.tile_size ):
levelmap.contents.remove( t )
deleted_thing = True
if not deleted_thing:
levelmap.map[curs_x][curs_y] = -1
elif ev.key == pygame.K_b:
select_backdrop( levelmap , screen )
elif ev.key == pygame.K_p:
levelmap.pc_start_x = curs_x
levelmap.pc_start_y = curs_y
elif ev.key == pygame.K_F1:
lm2 = copy.deepcopy( levelmap )
pc = player.Player()
lm2.enter( pc , screen )
elif ev.key == pygame.K_TAB:
terrain = choose_terrain( levelmap , screen )
elif ev.key == pygame.K_m:
monster = select_monster( levelmap , screen )
if monster:
levelmap.contents.append( monster( x = curs_x * levelmap.tile_size , y = curs_y * levelmap.tile_size ) )
elif ev.key == pygame.K_i:
item = select_item( levelmap , screen )
if item:
levelmap.contents.append( item( x = curs_x * levelmap.tile_size , y = curs_y * levelmap.tile_size ) )
elif ev.key == pygame.K_u:
item = select_usable( levelmap , screen )
if item:
levelmap.contents.append( item( x = curs_x * levelmap.tile_size , y = curs_y * levelmap.tile_size ) )
elif ev.key == pygame.K_g:
monster = select_monster( levelmap , screen , prompt = "Select Monster to Generate" )
n = select_number( levelmap , screen , 1, 11, 1, prompt = "How many at once?" )
freq = select_number( levelmap , screen , 30, 301 , 30, prompt = "How often to generate?" )
if monster and n:
levelmap.contents.append( generator.Generator(x = curs_x * levelmap.tile_size , y = curs_y * levelmap.tile_size, product=monster, number = n , frequency = freq ) )
elif ev.key == pygame.K_s:
if levelmap.fname == "":
levelmap.fname = "gorch.dat"
f = open( "level/" + levelmap.fname , "wb" )
pickle.dump( levelmap , f , -1 )
f.close()
elif ev.key == pygame.K_ESCAPE:
keep_going = False
elif ev.type == pygame.QUIT:
keep_going = False
def create_new_level( screen ):
rpm = rpgmenu.Menu( screen , x=screen.get_width()/2 - 200 , y=screen.get_height()/2 - 130, w=400, h=300 )
myredraw = MenuRedrawer( "Select Width" , screen )
for t in range( 20 , 305 , 10 ):
rpm.add_item( "Width: " + str( t ) , t )
rpm.predraw = myredraw
width = rpm.query()
if width:
rpm = rpgmenu.Menu( screen , x=screen.get_width()/2 - 200 , y=screen.get_height()/2 - 130, w=400, h=300 )
for t in range( 20 , 205 , 10 ):
rpm.add_item( "Height: " + str( t ) , t )
myredraw.caption = "Select Height"
rpm.predraw = myredraw
height = rpm.query()
if height:
the_level = maps.Map(width=width,height=height)
select_backdrop( the_level , screen )
myredraw.caption = "Enter Filename"
fname = pygwrap.input_string( screen, rpgmenu.MENUFONT, redrawer=myredraw, prompt="Enter Filename")
the_level.fname = fname
edit_map( the_level , screen )
def edit_existing_level( screen ):
rpm = rpgmenu.Menu( screen , x=screen.get_width()/2 - 200 , y=screen.get_height()/2 - 130, w=400, h=300 )
rpm.add_files( "level/*" )
myredraw = MenuRedrawer( "Select Backdrop Image" , screen )
rpm.predraw = myredraw
pathname = rpm.query()
if pathname:
dname,fname = os.path.split( pathname )
levelmap = maps.load( fname )
edit_map( levelmap , screen )