def create_dungeon_game_state(player_state: PlayerState, camera_size: Tuple[int, int], difficulty_level: int) -> GameState: dungeon = _generate_dungeon(difficulty_level) player_entity = create_hero_world_entity(player_state.hero_id, dungeon.player_position) game_world = GameWorldState( player_entity=player_entity, non_player_characters=dungeon.npcs, consumables_on_ground=[], items_on_ground=[], money_piles_on_ground=[], walls=dungeon.walls, entire_world_area=dungeon.world_area, decoration_entities=dungeon.decorations, portals=[], chests=[], shrines=[], dungeon_entrances=[], ) return GameState(game_world=game_world, camera_size=camera_size, player_state=player_state, is_dungeon=True, player_spawn_position=dungeon.player_position)
def player(): # The choice of hero shouldn't matter in the map editor, as we only store its position in the map file entity = create_hero_world_entity(HeroId.MAGE, (0, 0)) e = MapEditorWorldEntity( entity.sprite, (entity.pygame_collision_rect.w, entity.pygame_collision_rect.h)) e.is_player = True return e
def _set_game_world(self, game_world: GameWorldState, player_spawn_position: Tuple[int, int]): enabled_portals = { portal.portal_id: portal.world_entity.sprite for portal in game_world.portals if portal.is_enabled } player_state = create_player_state_as_initial(HERO_ID, enabled_portals) self.game_state = GameState(game_world, CAMERA_SIZE, player_state, False, player_spawn_position) self.game_state.game_world.player_entity = create_hero_world_entity( HERO_ID, player_spawn_position) self.game_state.center_camera_on_position(player_spawn_position) self.game_state.snap_camera_to_grid(self.grid_cell_size) if self.ui_view: # UI view may not have been created yet at this time self._notify_ui_of_new_wall_positions()
def deserialize(hero_id: HeroId, data) -> WorldEntity: return create_hero_world_entity(hero_id, data["position"])
def main(map_file_name: Optional[str]): map_file_path = MAP_DIR + (map_file_name or "map1.json") if Path(map_file_path).exists(): game_state = create_game_state_from_json_file(CAMERA_SIZE, map_file_path, HERO_ID) else: player_entity = create_hero_world_entity(HERO_ID, (0, 0)) player_state = create_player_state(HERO_ID) game_state = GameState(player_entity, [], [], [], [], [], CAMERA_SIZE, Rect(-250, -250, 500, 500), player_state, [], [], []) pygame.init() pygame_screen = pygame.display.set_mode(SCREEN_SIZE) images_by_sprite = load_images_by_sprite(ENTITY_SPRITE_INITIALIZERS) images_by_ui_sprite = load_images_by_ui_sprite(UI_ICON_SPRITE_PATHS, MAP_EDITOR_UI_ICON_SIZE) images_by_portrait_sprite = load_images_by_portrait_sprite( PORTRAIT_ICON_SPRITE_PATHS, PORTRAIT_ICON_SIZE) world_view = GameWorldView(pygame_screen, CAMERA_SIZE, SCREEN_SIZE, images_by_sprite) ui_view = MapEditorView(pygame_screen, CAMERA_SIZE, SCREEN_SIZE, images_by_sprite, images_by_ui_sprite, images_by_portrait_sprite) user_state = UserState.deleting_entities() is_mouse_button_down = False possible_grid_cell_sizes = [25, 50] grid_cell_size_index = 0 grid_cell_size = possible_grid_cell_sizes[grid_cell_size_index] camera_move_distance = 75 # must be a multiple of the grid size snapped_mouse_screen_position = (0, 0) snapped_mouse_world_position = (0, 0) exact_mouse_screen_position = (0, 0) is_snapped_mouse_within_world = True is_snapped_mouse_over_ui = False game_state.center_camera_on_player() game_state.camera_world_area.topleft = ( (game_state.camera_world_area.x // grid_cell_size) * grid_cell_size, (game_state.camera_world_area.y // grid_cell_size) * grid_cell_size) held_down_arrow_keys = set([]) clock = pygame.time.Clock() camera_pan_timer = PeriodicTimer(Millis(50)) shown_tab = EntityTab.ITEMS while True: for event in pygame.event.get(): if event.type == pygame.QUIT or (event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE): pygame.quit() sys.exit() if event.type == pygame.MOUSEMOTION: exact_mouse_screen_position: Tuple[int, int] = event.pos ui_view.handle_mouse_movement(exact_mouse_screen_position) snapped_mouse_screen_position = ( (exact_mouse_screen_position[0] // grid_cell_size) * grid_cell_size, (exact_mouse_screen_position[1] // grid_cell_size) * grid_cell_size) snapped_mouse_world_position = sum_of_vectors( snapped_mouse_screen_position, game_state.camera_world_area.topleft) is_snapped_mouse_within_world = game_state.is_position_within_game_world( snapped_mouse_world_position) is_snapped_mouse_over_ui = ui_view.is_screen_position_within_ui( snapped_mouse_screen_position) if is_mouse_button_down and is_snapped_mouse_within_world and not is_snapped_mouse_over_ui: if user_state.placing_entity: if user_state.placing_entity.wall_type: _add_wall(game_state, snapped_mouse_world_position, user_state.placing_entity.wall_type) elif user_state.placing_entity.decoration_sprite: _add_decoration( user_state.placing_entity.decoration_sprite, game_state, snapped_mouse_world_position) elif user_state.deleting_entities: _delete_map_entities_from_position( game_state, snapped_mouse_world_position) else: _delete_map_decorations_from_position( game_state, snapped_mouse_world_position) if event.type == pygame.KEYDOWN: if event.key == pygame.K_s: save_file = map_file_path save_game_state_to_json_file(game_state, save_file) print("Saved state to " + save_file) elif event.key in [ pygame.K_RIGHT, pygame.K_DOWN, pygame.K_LEFT, pygame.K_UP ]: held_down_arrow_keys.add(event.key) elif event.key == pygame.K_q: user_state = UserState.deleting_entities() elif event.key == pygame.K_z: user_state = UserState.deleting_decorations() elif event.key == pygame.K_PLUS: grid_cell_size_index = (grid_cell_size_index + 1) % len(possible_grid_cell_sizes) grid_cell_size = possible_grid_cell_sizes[ grid_cell_size_index] elif event.key == pygame.K_v: shown_tab = EntityTab.ITEMS elif event.key == pygame.K_b: shown_tab = EntityTab.NPCS elif event.key == pygame.K_n: shown_tab = EntityTab.WALLS elif event.key == pygame.K_m: shown_tab = EntityTab.MISC if event.type == pygame.KEYUP: if event.key in held_down_arrow_keys: held_down_arrow_keys.remove(event.key) if event.type == pygame.MOUSEBUTTONDOWN: ui_view.handle_mouse_click() is_mouse_button_down = True if user_state.placing_entity: entity_being_placed = user_state.placing_entity if is_snapped_mouse_within_world and not is_snapped_mouse_over_ui: if entity_being_placed.is_player: game_state.player_entity.set_position( snapped_mouse_world_position) elif entity_being_placed.npc_type: _add_npc(entity_being_placed.npc_type, game_state, snapped_mouse_world_position) elif entity_being_placed.wall_type: _add_wall(game_state, snapped_mouse_world_position, entity_being_placed.wall_type) elif entity_being_placed.consumable_type: _add_consumable( entity_being_placed.consumable_type, game_state, snapped_mouse_world_position) elif entity_being_placed.item_type: _add_item(entity_being_placed.item_type, game_state, snapped_mouse_world_position) elif entity_being_placed.decoration_sprite: _add_decoration( entity_being_placed.decoration_sprite, game_state, snapped_mouse_world_position) elif entity_being_placed.money_amount: _add_money(entity_being_placed.money_amount, game_state, snapped_mouse_world_position) elif entity_being_placed.portal_id: _add_portal(entity_being_placed.portal_id, game_state, snapped_mouse_world_position) elif entity_being_placed.is_chest: _add_chest(game_state, snapped_mouse_world_position) else: raise Exception("Unknown entity: " + str(entity_being_placed)) elif user_state.deleting_entities: _delete_map_entities_from_position( game_state, snapped_mouse_world_position) else: _delete_map_decorations_from_position( game_state, snapped_mouse_world_position) if event.type == pygame.MOUSEBUTTONUP: is_mouse_button_down = False clock.tick() time_passed = clock.get_time() if camera_pan_timer.update_and_check_if_ready(time_passed): if pygame.K_RIGHT in held_down_arrow_keys: game_state.translate_camera_position((camera_move_distance, 0)) if pygame.K_LEFT in held_down_arrow_keys: game_state.translate_camera_position( (-camera_move_distance, 0)) if pygame.K_DOWN in held_down_arrow_keys: game_state.translate_camera_position((0, camera_move_distance)) if pygame.K_UP in held_down_arrow_keys: game_state.translate_camera_position( (0, -camera_move_distance)) entities_to_render = game_state.get_all_entities_to_render() decorations_to_render = game_state.get_decorations_to_render() world_view.render_world( all_entities_to_render=entities_to_render, decorations_to_render=decorations_to_render, player_entity=game_state.player_entity, is_player_invisible=game_state.player_state.is_invisible, player_active_buffs=game_state.player_state.active_buffs, camera_world_area=game_state.camera_world_area, non_player_characters=game_state.non_player_characters, visual_effects=game_state.visual_effects, render_hit_and_collision_boxes=ui_view. checkbox_show_entity_outlines.checked, player_health=game_state.player_state.health_resource.value, player_max_health=game_state.player_state.health_resource. max_value, entire_world_area=game_state.entire_world_area, entity_action_text=None) camera_world_area = game_state.camera_world_area world_area = game_state.entire_world_area camera_rect_ratio = ((camera_world_area.x - world_area.x) / world_area.w, (camera_world_area.y - world_area.y) / world_area.h, camera_world_area.w / world_area.w, camera_world_area.h / world_area.h) npc_positions_ratio = [ ((npc.world_entity.x - world_area.x) / world_area.w, (npc.world_entity.y - world_area.y) / world_area.h) for npc in game_state.non_player_characters ] wall_positions_ratio = [ ((wall.world_entity.x - world_area.x) / world_area.w, (wall.world_entity.y - world_area.y) / world_area.h) for wall in game_state.walls_state.walls ] if shown_tab == EntityTab.ITEMS: shown_entities = ITEM_ENTITIES elif shown_tab == EntityTab.NPCS: shown_entities = NPC_ENTITIES elif shown_tab == EntityTab.WALLS: shown_entities = WALL_ENTITIES elif shown_tab == EntityTab.MISC: shown_entities = MISC_ENTITIES else: raise Exception("Unknown entity tab: " + str(shown_tab)) ui_view.set_shown_tab(shown_tab) entity_icon_hovered_by_mouse = ui_view.render( entities=shown_entities, placing_entity=user_state.placing_entity, deleting_entities=user_state.deleting_entities, deleting_decorations=user_state.deleting_decorations, num_enemies=len(game_state.non_player_characters), num_walls=len(game_state.walls_state.walls), num_decorations=len( game_state.decorations_state.decoration_entities), grid_cell_size=grid_cell_size, mouse_screen_position=exact_mouse_screen_position, camera_rect_ratio=camera_rect_ratio, npc_positions_ratio=npc_positions_ratio, wall_positions_ratio=wall_positions_ratio) if is_mouse_button_down and entity_icon_hovered_by_mouse: user_state = UserState.placing_entity(entity_icon_hovered_by_mouse) if is_snapped_mouse_over_ui: pass # render nothing over UI elif not is_snapped_mouse_within_world: snapped_mouse_rect = Rect(snapped_mouse_screen_position[0], snapped_mouse_screen_position[1], grid_cell_size, grid_cell_size) ui_view.render_map_editor_mouse_rect((250, 50, 0), snapped_mouse_rect) elif user_state.placing_entity: entity_being_placed = user_state.placing_entity ui_view.render_map_editor_world_entity_at_position( entity_being_placed.sprite, entity_being_placed.entity_size, snapped_mouse_screen_position) elif user_state.deleting_entities: snapped_mouse_rect = Rect(snapped_mouse_screen_position[0], snapped_mouse_screen_position[1], grid_cell_size, grid_cell_size) ui_view.render_map_editor_mouse_rect((250, 250, 0), snapped_mouse_rect) elif user_state.deleting_decorations: snapped_mouse_rect = Rect(snapped_mouse_screen_position[0], snapped_mouse_screen_position[1], grid_cell_size, grid_cell_size) ui_view.render_map_editor_mouse_rect((0, 250, 250), snapped_mouse_rect) else: raise Exception("Unhandled user_state: " + str(user_state)) pygame.display.update()