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())
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()