|
- import random
- from . import gbe
- import pygame
-
-
- class NodeOptions(gbe.nodes.Node2D):
- def __init__(self, name="Options", parent=None):
- try:
- gbe.nodes.Node2D.__init__(self, name, parent)
- except gbe.nodes.NodeError as e:
- raise e
- self._options = []
- self._oindex = 0
- self._color_select = (255,255,0)
- self._color_idle = (255,255,255)
-
- def add_option(self, font_src, size, text, event, params={}):
- nodeName = "OpText{}".format(len(self._options))
- nodeOption = gbe.nodes.NodeText(nodeName, self)
- nodeOption.font_src = font_src
- nodeOption.size = size
- nodeOption.text = text
- nodeOption.antialias = False
-
- if len(self._options) == 0:
- nodeOption.set_color(*self._color_select)
- else:
- nodeOption.set_color(*self._color_idle)
- li = len(self._options)-1
- lp = self._options[li][0].position
- ls = self._options[li][0].size
- nodeOption.position = (lp[0], lp[1] + ls + 1)
-
- self._options.append([nodeOption, event, params])
-
- def on_start(self):
- self.listen("KEYPRESSED", self.on_keypressed)
-
- def on_pause(self):
- self.unlisten("KEYPRESSED", self.on_keypressed)
-
- def on_keypressed(self, event, params):
- if params["key_name"] == "w":
- if self._oindex > 0:
- self._options[self._oindex][0].set_color(*self._color_idle)
- self._oindex -= 1
- self._options[self._oindex][0].set_color(*self._color_select)
-
- elif params["key_name"] == "s":
- if self._oindex < len(self._options) - 1:
- self._options[self._oindex][0].set_color(*self._color_idle)
- self._oindex += 1
- self._options[self._oindex][0].set_color(*self._color_select)
-
- elif params["key_name"] in ["enter", "return"]:
- if len(self._options) > 0:
- op = self._options[self._oindex]
- self.emit(op[1], op[2])
-
- elif params["key_name"] == "escape":
- self.emit("QUIT")
-
-
-
- class NodeGameMap(gbe.nodes.Node2D):
- def __init__(self, name="GameMap", parent=None):
- try:
- gbe.nodes.Node2D.__init__(self, name, parent)
- except gbe.nodes.NodeError as e:
- raise e
- self._renderMode = 0 # 0 = Top-down | 1 = Perspective
- self._layer = {}
- self._currentLayer = ""
- self._res = {
- "env_src":"",
- "env":None,
- "h_index":0,
- "g_index":0,
- "wall_src":"",
- "walls":None,
- "wall_index":-1,
- "door_index":-1
- }
- self._topdown = {
- "size":8, # Pixels square
- "wall_color":pygame.Color(255, 255, 255),
- "blocked_color":pygame.Color(255, 0, 0)
- }
- self._cellpos = [0,0]
- self._orientation = "n"
-
- @property
- def environment_source(self):
- return self._res["env_src"]
-
- @property
- def wall_source(self):
- return self._res["wall_src"]
-
- @property
- def layer_count(self):
- return len(self._layer)
-
- @property
- def current_layer(self):
- return self._currentLayer
-
- @property
- def current_layer_width(self):
- if self._currentLayer != "":
- return self._layer[self._currentLayer]["w"]
- return 0
-
- @property
- def current_layer_height(self):
- if self._currentLayer != "":
- return self._layer[self._currentLayer]["h"]
- return 0
-
- @property
- def layer_names(self):
- names = []
- for key in self._layer:
- names.append(names)
- return names
-
- @property
- def orientation(self):
- return self._orientation
-
- @property
- def cell_position(self):
- return (self._cellpos[0], self._cellpos[1])
-
-
- def load_map(self, src, user=True):
- rtype = "maps"
- if user == True:
- rtype = "user_maps"
- rm = self.resource
- m = None
- try:
- m = rm.load(rtype, src)
- m = m.data
- except Exception as e:
- print ("Failed to load '{}': {}".format(src, e))
-
- if "version" not in m:
- print("Invalid Map Data!")
- return
- if m["version"] != "0.0.1":
- print ("Invalid map version.")
- return
- if "count" not in m:
- print("Invalid Map Data!")
- return
- if not isinstance(m["count"], int):
- print("Invalid Map Data!")
- return
- if "layers" not in m:
- print ("Invalid Map Data!")
- return
- if len(m["layers"]) != m["count"]:
- print ("Map Layer count mismatch!")
- return
- if "player" not in m:
- print ("Invalid Map Data!")
- return
- # OK... these are weak tests, but we'll just accept it from here!
- self._layer = m["layers"]
- self._currentLayer = m["player"]["layer_name"]
- self._cellpos = m["player"]["pos"]
- self._orientation = m["player"]["orientation"]
-
- print("Map '{}' loaded!".format(src))
-
-
- def save_map(self, dst):
- rm = self.resource
- m = {
- "version":"0.0.1",
- "count":self.layer_count,
- "layers":self._layer,
- "player":{
- "layer_name":self._currentLayer,
- "pos":(self._cellpos[0], self._cellpos[1]),
- "orientation":self._orientation
- }
- }
- try:
- rm.save("user_maps", dst, m)
- except Exception as e:
- print("Failed to save '{}': {}".format(dst, e))
- return
- print ("Map '{}' saved.".format(dst))
-
-
- def set_resources(self, env_src, wall_src):
- res = self.resource
- if env_src != "" and env_src != self._res["env_src"]:
- if res.is_valid("json", env_src):
- if not res.has("json", env_src):
- res.store("json", env_src)
- e = res.get("json", env_src)
- if e is not None and e() is not None:
- self._res["env_src"] = env_src
- self._res["env"] = e
- # NOTE: Making a lot of assumptions to the structural validity of the data file.
- isrc1 = e().data["horizon"]["src"]
- isrc2 = e().data["ground"]["src"]
- if res.is_valid("graphic", isrc1) and res.is_valid("graphic", isrc2):
- if not res.has("graphic", isrc1):
- res.store("graphic", isrc1)
- if not res.has("graphic", isrc2):
- res.store("graphic", isrc2)
- if wall_src != "" and wall_src != self._res["wall_src"]:
- if res.is_valid("json", wall_src):
- if not res.has("json", wall_src):
- print("Storing resource {}".format(wall_src))
- res.store("json", wall_src)
- w = res.get("json", wall_src)
- if w is not None and w() is not None:
- self._res["wall_src"] = wall_src
- self._res["walls"] = w
- # NOTE: I'm making a lot of assumptions to the structural validity of the data file, but...
- imgsrc = w().data["src"]
- if res.is_valid("graphic", imgsrc):
- if not res.has("graphic", imgsrc):
- res.store("graphic", imgsrc)
- else:
- print("Failed to get JSON instance {}".format(wall_src))
- else:
- print("Invalid JSON {}".format(wall_src))
-
-
- def add_layer(self, name, w, h):
- if name == "" or name in self._layer:
- return
- self._layer[name] = {
- "w":w,
- "h":h,
- "cells":[]
- }
- for c in range(0, w*h):
- self._layer[name]["cells"].append({
- "h":0, # Horizon
- "g":0, # Ground
- "n":[-1, False, -1, None], # North Wall | [<graphic index, -1 = None>, <blocking>, <door index, -1 = None, 0 = closed, 1=open>, <door target>]
- "s":[-1, False, -1, None], # South Wall
- "e":[-1, False, -1, None], # East Wall
- "w":[-1, False, -1, None], # West Wall
- })
- if self._currentLayer == "":
- self._currentLayer = name
-
- def set_active_layer(self, name, x=0, y=0):
- if name == "" or not (name in self._layers):
- return
- layer = self._layers[name]
- if x >= 0 and x < layer["w"] and y >= 0 and y < layer["h"]:
- self._currentLayer = name
- self._cellpos = [x,y]
-
- def set_cell_env(self, x, y, ceiling=-1, ground=-1):
- if self._currentLayer == "":
- return
- layer = self._layer[self._currentLayer]
- if x >= 0 and x < layer["w"] and y >= 0 and y < layer["h"]:
- index = (y * layer["w"]) + x
- cell = layer["cells"]
- if ceiling >= 0:
- cell[index]["c"] = ceiling
- if ground >= 0:
- cell[index]["g"] = ground
-
- def fill_cell_env(self, x1, y1, x2, y2, ceiling=-1, ground=-1):
- if self._currentLayer == "":
- return
- for y in range(y1, y2+1):
- for x in range(x1, x2+1):
- self.set_cell_env(x, y, ceiling, ground)
-
- def set_cell_face(self, x, y, face, gi=-2, blocking=None):
- if self._currentLayer == "" or not (face == "n" or face == "s" or face == "w" or face == "e"):
- return
- layer = self._layer[self._currentLayer]
- if x >= 0 and x < layer["w"] and y >= 0 and y < layer["h"]:
- index = (y * layer["w"]) + x
- cell = layer["cells"]
- if gi <= -2:
- gi = self._res["wall_index"]
- if gi >= -1:
- cell[index][face][0] = gi
- if blocking is not None:
- cell[index][face][1] = (blocking == True)
- else:
- if gi == -1: # If gi = -1, there is no wall, so, by default, there is no blocking.
- cell[index][face][1] = False
- else: # Otherwise, blocking is assumed :)
- cell[index][face][1] = True
- elif blocking is not None:
- blocking = (blocking == True) # Forcing a boolean
- cell[index][face][1] = blocking
-
- def next_wall(self):
- if self._res["walls"] is not None:
- w = self._res["walls"]()
- if w is not None:
- windex = self._res["wall_index"] + 1
- if windex >= len(w.data["walls"]):
- windex = -1
- self._res["wall_index"] = windex
- print("Next Wall Index: {}".format(windex))
-
- def prev_wall(self):
- if self._res["walls"] is not None:
- w = self._res["walls"]()
- if w is not None:
- windex = self._res["wall_index"] - 1
- if windex < -1:
- windex = len(w.data["walls"]) - 1
- self._res["wall_index"] = windex
- print("Prev Wall Index: {}".format(windex))
-
- def turn_left(self):
- onum = self._d_s2n(self._orientation)
- onum -= 1
- if onum < 0:
- onum = 3
- self._orientation = self._d_n2s(onum)
-
- def turn_right(self):
- onum = self._d_s2n(self._orientation)
- onum += 1
- if onum > 3:
- onum = 0
- self._orientation = self._d_n2s(onum)
-
- def move_to(self, x, y):
- if x >= 0 and x < self.current_layer_width and y >= 0 and y < self.current_layer_height:
- self._cellpos = [x, y]
-
- def move_forward(self, ignore_passible=False):
- if ignore_passible or self.is_passible(self._cellpos[0], self._cellpos[1], self._orientation):
- x = self._cellpos[0]
- y = self._cellpos[1]
- if self._orientation == "n":
- y -= 1
- elif self._orientation == "e":
- x += 1
- elif self._orientation == "s":
- y += 1
- elif self._orientation == "w":
- x -= 1
- self.move_to(x, y)
- return True
- return False
-
- def move_backward(self, ignore_passible=False):
- orient = self._orientation
- if self._orientation == "n":
- self._orientation = "s"
- elif self._orientation == "s":
- self._orientation = "n"
- elif self._orientation == "e":
- self._orientation = "w"
- elif self._orientation == "w":
- self._orientation = "e"
- res = self.move_forward(ignore_passible)
- self._orientation = orient
- return res
-
- def is_passible(self, x, y, d):
- """
- Returns true if it's possible to move forward from the x, y map position in the direction given.
- """
- d = self._d_s2n(d)
- if self._currentLayer == "" or d < 0 or d >= 4:
- return False
- layer = self._layer[self._currentLayer]
- if x >= 0 and x < layer["w"] and y >= 0 and y < layer["h"]:
- index = (y * layer["w"]) + x
- d = self._d_n2s(d)
- return not layer["cells"][index][d][1]
- return False
-
-
- def toggle_render_mode(self):
- if self._renderMode == 0:
- self._renderMode = 1
- else:
- self._renderMode = 0
-
- def set_render_mode(self, mode):
- if mode <= 0:
- self._renderMode = 0
- else:
- self._renderMode = 1
-
- def get_render_mode(self):
- return self._renderMode
-
- def _d_n2s(self, d): # _(d)irection_(n)umber_to_(s)tring
- if d == 0:
- return "n"
- elif d == 1:
- return "e"
- elif d == 2:
- return "s"
- elif d == 3:
- return "w"
- return ""
-
- def _d_s2n(self, d):
- if d == "n":
- return 0
- elif d == "e":
- return 1
- elif d == "s":
- return 2
- elif d == "w":
- return 3
- return -1
-
- def _indexFromPos(self, x, y):
- if x >= 0 and x < self.current_layer_width and y >= 0 and y < self.current_layer_height:
- return (y * self.current_layer_width) + x
- return -1
-
- def _getCell(self, x, y):
- if x >=- 0 and x < self.current_layer_width and y >= 0 and y < self.current_layer_height:
- index = self._indexFromPos(x, y)
- return self._layer[self._currentLayer]["cells"][index]
- return None
-
- def _getOrientVec(self):
- if self._orientation == "n":
- return (0, -1)
- elif self._orientation == "s":
- return (0, 1)
- elif self._orientation == "e":
- return (1, 0)
- elif self._orientation == "w":
- return (-1, 0)
- return (0,0)
-
-
- def _RenderTopDown(self):
- cell_size = self._topdown["size"]
- size = self.resolution
- pos = self._cellpos
- lsize = (self.current_layer_width, self.current_layer_height)
- hcells = int(size[0] / cell_size)
- vcells = int(size[1] / cell_size)
- cx = pos[0] - int(hcells * 0.5)
- cy = pos[1] - int(vcells * 0.5)
- ry = -int(cell_size*0.5)
- for j in range(0, vcells+1):
- y = cy + j
- if y >= 0 and y < lsize[1]:
- rx = -int(cell_size*0.5)
- for i in range(0, hcells+1):
- x = cx + i
- if x >= 0 and x < lsize[0]:
- cell = self._getCell(x, y)
- if cell["n"][0] >= 0:
- self.draw_rect((rx, ry, cell_size, 2), self._topdown["wall_color"], 0, self._topdown["wall_color"])
- if cell["e"][0] >= 0:
- self.draw_rect((rx+(cell_size-2), ry, 2, cell_size), self._topdown["wall_color"], 0, self._topdown["wall_color"])
- if cell["s"][0] >= 0:
- self.draw_rect((rx, ry+(cell_size-2), cell_size, 2), self._topdown["wall_color"], 0, self._topdown["wall_color"])
- if cell["w"][0] >= 0:
- self.draw_rect((rx, ry, 2, cell_size), self._topdown["wall_color"], 0, self._topdown["wall_color"])
-
- if cell["n"][1] == True:
- self.draw_lines([(rx+1, ry+1), (rx+(cell_size-2), ry+1)], self._topdown["blocked_color"], 1)
- if cell["e"][1] == True:
- self.draw_lines([(rx+(cell_size-2), ry+1), (rx+(cell_size-2), ry+(cell_size-2))], self._topdown["blocked_color"], 1)
- if cell["s"][1] == True:
- self.draw_lines([(rx+1, ry+(cell_size-2)), (rx+(cell_size-2), ry+(cell_size-2))], self._topdown["blocked_color"], 1)
- if cell["w"][1] == True:
- self.draw_lines([(rx+1, ry+1), (rx+1, ry+(cell_size-2))], self._topdown["blocked_color"], 1)
- rx += cell_size
- ry += cell_size
-
-
-
- def _RenderPersFar(self, pos, size, o, orr, orl, wdat, wsurf):
- ovec = self._getOrientVec()
- fx = pos[0] + (ovec[0]*2)
- fy = pos[1] + (ovec[1]*2)
- fcell = self._getCell(fx, fy)
- if fcell == None:
- return # If we can't see the cell directly ahead, the other's won't be visible either!
-
- lcell = llcell = rcell = rrcell = None
- if ovec[0] == 0: # Facing North/South
- lcell = self._getCell(fx + ovec[1], fy)
- llcell = self._getCell(fx + (ovec[1]*2), fy)
- rcell = self._getCell(fx - ovec[1], fy)
- rrcell = self._getCell(fx - (ovec[1]*2), fy)
- else: # Facing East/West
- lcell = self._getCell(fx, fy - ovec[0])
- llcell = self._getCell(fx, fy - (ovec[0]*2))
- rcell = self._getCell(fx, fy + ovec[0])
- rrcell = self._getCell(fx, fy + (ovec[0]*2))
-
- hsw = int(size[0]*0.5)
- hsh = int(size[1]*0.5)
-
- # Rendering from edges to center
- if llcell is not None:
- if llcell[o][0] >= 0:
- rect = wdat["walls"][llcell[o][0]]["f_far"]
- hw = int(rect[2]*0.5)
- hh = int(rect[3]*0.5)
- self.draw_image(wsurf, (0, hsh-hh), (rect[0], rect[1], hw, rect[3]))
- if rrcell is not None:
- if rrcell[o][0] >= 0:
- rect = wdat["walls"][rrcell[o][0]]["f_far"]
- hw = int(rect[2]*0.5)
- hh = int(rect[3]*0.5)
- self.draw_image(wsurf, (size[0]-hw, hsh-hh), (rect[0]+hw, rect[1], hw, rect[3]))
- if lcell is not None:
- if lcell[o][0] >= 0:
- rect = wdat["walls"][lcell[o][0]]["f_far"]
- hw = int(rect[2]*0.5)
- hh = int(rect[3]*0.5)
- self.draw_image(wsurf, (hw, hsh-hh), (rect[0], rect[1], rect[2], rect[3]))
- if lcell[orl][0] >= 0:
- rect = wdat["walls"][lcell[orl][0]]["s_far"]
- lsurf = pygame.transform.flip(wsurf.subsurface(rect), True, False)
- hh = int(rect[3]*0.5)
- self.draw_image(lsurf, (0, hsh-hh))
- if rcell is not None:
- if rcell[o][0] >= 0:
- rect = wdat["walls"][rcell[o][0]]["f_far"]
- hw = int(rect[2]*0.5)
- hh = int(rect[3]*0.5)
- self.draw_image(wsurf, (size[0]-(rect[2]+hw), hsh-hh), (rect[0], rect[1], rect[2], rect[3]))
- if rcell[orr][0] >= 0:
- rect = wdat["walls"][rcell[orr][0]]["s_far"]
- hh = int(rect[3]*0.5)
- self.draw_image(wsurf, (size[0]-rect[2], hsh-hh), (rect[0], rect[1], rect[2], rect[3]))
-
- # Rendering the main cell!!
- frect = None # This will be used to place walls
- if fcell[o][0] >= 0:
- frect = wdat["walls"][fcell[o][0]]["f_far"]
- hw = int(frect[2]*0.5)
- hh = int(frect[3]*0.5)
- self.draw_image(wsurf, (hsw-hw, hsh-hh), (frect[0], frect[1], frect[2], frect[3]))
- if fcell[orl][0] >= 0:
- rect = wdat["walls"][fcell[orl][0]]["s_far"]
- if frect is None:
- # Kinda cheating in that it's known that all walls are the same size.
- frect = wdat["walls"][fcell[orl][0]]["f_far"]
- hw = int(frect[2]*0.5)
- lsurf = pygame.transform.flip(wsurf.subsurface(rect), True, False)
- self.draw_image(lsurf, (hsw-(hw+rect[2]), hsh-int(rect[3]*0.5)))
- if fcell[orr][0] >= 0:
- rect = wdat["walls"][fcell[orr][0]]["s_far"]
- if frect is None:
- frect = wdat["walls"][fcell[orr][0]]["f_far"]
- hw = int(frect[2]*0.5)
- self.draw_image(wsurf, (hsw+hw, hsh-int(rect[3]*0.5)), (rect[0], rect[1], rect[2], rect[3]))
-
-
- def _RenderPersMid(self, pos, size, o, orr, orl, wdat, wsurf):
- ovec = self._getOrientVec()
- fx = pos[0] + ovec[0]
- fy = pos[1] + ovec[1]
- fcell = self._getCell(fx, fy)
- if fcell == None:
- return # If we can't see the cell directly ahead, the other's won't be visible either!
-
- lcell = rcell = None
- if ovec[0] == 0: # Facing North/South
- lcell = self._getCell(fx + ovec[1], fy)
- rcell = self._getCell(fx - ovec[1], fy)
- else: # Facing East/West
- lcell = self._getCell(fx, fy - ovec[0])
- rcell = self._getCell(fx, fy + ovec[0])
-
- hsw = int(size[0]*0.5)
- hsh = int(size[1]*0.5)
-
- # Render from outside inwards!
- if lcell is not None:
- if lcell[o][0] >= 0:
- rect = wdat["walls"][lcell[o][0]]["f_mid"]
- hw = int(rect[2]*0.5)
- hh = int(rect[3]*0.5)
- self.draw_image(wsurf, (0, hsh-hh), (rect[0]+hw, rect[1], int(rect[2]*0.5), rect[3]))
- if rcell is not None:
- if rcell[o][0] >= 0:
- rect = wdat["walls"][rcell[o][0]]["f_mid"]
- hw = int(rect[2]*0.5)
- hh = int(rect[3]*0.5)
- self.draw_image(wsurf, (size[0]-hw, hsh-hh), (rect[0], rect[1], hw, rect[3]))
-
- # Rendering the main cell!!
- frect = None # This will be used to place walls
- if fcell[o][0] >= 0:
- frect = wdat["walls"][fcell[o][0]]["f_mid"]
- hw = int(frect[2]*0.5)
- hh = int(frect[3]*0.5)
- self.draw_image(wsurf, (hsw-hw, hsh-hh), (frect[0], frect[1], frect[2], frect[3]))
- if fcell[orl][0] >= 0:
- rect = wdat["walls"][fcell[orl][0]]["s_mid"]
- if frect is None:
- # Kinda cheating in that it's known that all walls are the same size.
- frect = wdat["walls"][fcell[orl][0]]["f_mid"]
- hw = int(frect[2]*0.5)
- lsurf = pygame.transform.flip(wsurf.subsurface(rect), True, False)
- self.draw_image(lsurf, (hsw-(hw+rect[2]), hsh-int(rect[3]*0.5)))
- if fcell[orr][0] >= 0:
- rect = wdat["walls"][fcell[orr][0]]["s_mid"]
- if frect is None:
- frect = wdat["walls"][fcell[orr][0]]["f_mid"]
- hw = int(frect[2]*0.5)
- self.draw_image(wsurf, (hsw+hw, hsh-int(rect[3]*0.5)), (rect[0], rect[1], rect[2], rect[3]))
-
-
- def _RenderPersClose(self, pos, size, o, orr, orl, cell, wdat, wsurf):
- fcell = self._getCell(pos[0], pos[1])
- hsw = int(size[0]*0.5)
- hsh = int(size[1]*0.5)
-
- ovec = self._getOrientVec()
- lcell = rcell = None
- if ovec[0] == 0: # Facing North/South
- lcell = self._getCell(pos[0] + ovec[1], pos[1])
- rcell = self._getCell(pos[0] - ovec[1], pos[1])
- else: # Facing East/West
- lcell = self._getCell(pos[0], pos[1] - ovec[0])
- rcell = self._getCell(pos[0], pos[1] + ovec[0])
-
- hsw = int(size[0]*0.5)
- hsh = int(size[1]*0.5)
-
- # Render from outside inwards!
- if lcell is not None:
- if lcell[o][0] >= 0:
- rect = wdat["walls"][lcell[o][0]]["f_close"]
- hw = int(rect[2]*0.5)
- hh = int(rect[3]*0.5)
- rw = hsw - hw
- self.draw_image(wsurf, (0, hsh-hh), (rect[0]+(rect[2]-rw), rect[1], rw, rect[3]))
- if rcell is not None:
- if rcell[o][0] >= 0:
- rect = wdat["walls"][rcell[o][0]]["f_close"]
- hw = int(rect[2]*0.5)
- hh = int(rect[3]*0.5)
- rw = hsw - hw
- self.draw_image(wsurf, (size[0]-rw, hsh-hh), (rect[0], rect[1], rw, rect[3]))
-
- # Rendering the main cell!!
- frect = None # This will be used to place walls
- if fcell[o][0] >= 0:
- idx = fcell[o][0]
- frect = wdat["walls"][idx]["f_close"]
- hw = int(frect[2]*0.5)
- hh = int(frect[3]*0.5)
- self.draw_image(wsurf, (hsw-hw, hsh-hh), (frect[0], frect[1], frect[2], frect[3]))
- if fcell[orl][0] >= 0:
- idx = fcell[orl][0]
- rect = wdat["walls"][idx]["s_close"]
- if frect is None:
- # Kinda cheating in that it's known that all walls are the same size.
- frect = wdat["walls"][idx]["f_close"]
- hw = int(frect[2]*0.5)
- lsurf = pygame.transform.flip(wsurf.subsurface(rect), True, False)
- self.draw_image(lsurf, (hsw-(hw+rect[2]), hsh-int(rect[3]*0.5)))
- if fcell[orr][0] >= 0:
- idx = fcell[orr][0]
- rect = wdat["walls"][idx]["s_close"]
- if frect is None:
- frect = wdat["walls"][idx]["f_close"]
- hw = int(frect[2]*0.5)
- self.draw_image(wsurf, (hsw+hw, hsh-int(rect[3]*0.5)), (rect[0], rect[1], rect[2], rect[3]))
-
-
- def _RenderPerspective(self):
- # Getting ALL of the core resources
- rm = self.resource
- edat = self._res["env"]
- wdat = self._res["walls"]
- if edat is None or wdat is None or edat() is None or wdat() is None:
- return
- edat = edat().data
- wdat = wdat().data
- ehsurf = rm.get("graphic", edat["horizon"]["src"])
- egsurf = rm.get("graphic", edat["ground"]["src"])
- wsurf = rm.get("graphic", wdat["src"])
- if ehsurf is None or egsurf is None or wsurf is None:
- return
- if ehsurf() is None or egsurf() is None or wsurf() is None:
- return
-
- oshift = lambda d: d if d >= 0 and d < 4 else (0 if d > 3 else 3)
-
- px = self._cellpos[0]
- py = self._cellpos[1]
- orl = self._d_n2s(oshift(self._d_s2n(self._orientation) - 1))
- orr = self._d_n2s(oshift(self._d_s2n(self._orientation) + 1))
-
- cell = self._getCell(px, py)
-
- # First, output the ground and horizon
- # TODO Later, perhaps cut the horizon and ground to represent each possible cell instead of just the current one?
- self.draw_image(ehsurf(), (0,0), edat["horizon"]["defs"][cell["h"]]["rect"])
- self.draw_image(egsurf(), (0,32), edat["ground"]["defs"][cell["g"]]["rect"])
-
- # Rendering the rest
- size = self.resolution
- self._RenderPersFar((px, py), size, self._orientation, orr, orl, wdat, wsurf())
- self._RenderPersMid((px, py), size, self._orientation, orr, orl, wdat, wsurf())
- self._RenderPersClose((px, py), size, self._orientation, orr, orl, cell, wdat, wsurf())
-
-
- def on_render(self):
- if self._renderMode == 0:
- self._RenderTopDown()
- else:
- self._RenderPerspective()
-
-
-
- class NodeMapEditor(gbe.nodes.Node2D):
- def __init__(self, name="MapEditor", parent=None):
- try:
- gbe.nodes.Node2D.__init__(self, name, parent)
- except gbe.nodes.Node2D as e:
- raise e
- self._last_orientation = ""
- self._size = 0
- self._thickness = 1
- self._color = pygame.Color(255,255,255)
- self._points = None
- self._filename = None
- self._fileiomode = 0 # 0 = Save | 1 = Load
- self.pointer_size = 4
-
- self._fnnode = gbe.nodes.NodeText("FileText", self)
- self._fnnode.size = 4
- self._fnnode.font_src = "IttyBitty.ttf"
- self._fnnode.antialias = False
- self._fnnode.set_color(255,255,255)
- self._fnnode.set_background(0,0,0,128)
- self._fnnode.visible = False
-
- def _getPoints(self, size):
- p = self.parent
- o = p.orientation
- points = self._points[o]
-
- hw = int(size[0]*0.5)
- hh = int(size[1]*0.5)
- return (
- (points[0][0] + hw, points[0][1] + hh),
- (points[1][0] + hw, points[1][1] + hh),
- (points[2][0] + hw, points[2][1] + hh)
- )
-
- @property
- def pointer_size(self):
- return self._size
- @pointer_size.setter
- def pointer_size(self, size):
- if not isinstance(size, int):
- raise TypeError("Size expected to be an integer.")
- if size <= 0:
- raise ValueError("Size must be greater than zero.")
- if size != self._size:
- self._size = size
-
- # Now updating all of the pointer... ummm... points
- hs = max(1, int(size * 0.5))
- self._points = {
- "n": ((0,-hs),(hs,hs),(-hs,hs)),
- "s": ((0,hs),(hs,-hs),(-hs,-hs)),
- "e": ((-hs,hs),(hs,0),(-hs,-hs)),
- "w": ((hs,hs),(-hs,0),(hs,-hs))
- }
-
- def set_color(self, color):
- if isinstance(color, (tuple, list)):
- clen = len(color)
- if clen == 3 or clen == 4:
- iscolor = lambda v : isinstance(v, int) and v >= 0 and v < 256
- if iscolor(color[0]) and iscolor(color[1]) and iscolor(color[2]):
- if clen == 3:
- self._color = pygame.Color(color[0], color[1], color[2])
- elif clen == 4 and iscolor(color[3]):
- self._color = pygame.Color(color[0], color[1], color[2], color[3])
-
- def get_color(self):
- return (self._color.r, self._color.g, self._color.b, self._color.a)
-
- def on_start(self):
- self.listen("KEYPRESSED", self.on_keypressed)
-
- def on_pause(self):
- self.unlisten("KEYPRESSED", self.on_keypressed)
-
- def on_keypressed(self, event, data):
- p = self.parent
- if p is None or not isinstance(p, NodeGameMap):
- return
-
- if data["key_name"] == "escape":
- if self._filename is None:
- self.emit("SCENECHANGE", {"scene":"MAIN_MENU", "hold":False})
- else:
- self._filename = None
- self._fnnode.visible = False
- elif data["key_name"] in ["enter", "return"] and self._filename is not None:
- if len(self._filename) > 0:
- if self._fileiomode == 0:
- p.save_map(self._filename)
- else:
- p.load_map(self._filename)
- # Call SAVE on the game map.
- self._filename = None
- self._fnnode.visible = False
-
- if self._filename is None:
- if data["key_name"] == "tab":
- p.toggle_render_mode()
- elif data["key_name"] == "w":
- p.move_forward(True)
- elif data["key_name"] == "s":
- p.move_backward(True)
- elif data["key_name"] == "a":
- p.turn_left()
- elif data["key_name"] == "d":
- p.turn_right()
- elif data["key_name"] == "space":
- o = p.orientation
- cpos = p.cell_position
- p.set_cell_face(cpos[0], cpos[1], o)
- elif data["key_name"] == "e":
- p.next_wall()
- elif data["key_name"] == "q":
- p.prev_wall()
- elif data["key_name"] in ["o", "l"]:
- self._fileiomode = 0
- if data["key_name"] == "l":
- self._fileiomode = 1
- self._filename = ""
- self._fnnode.text = ""
- self._fnnode.visible = True
- elif len(data["key_name"]) == 1:
- self._filename = "{}{}".format(self._filename, data["key_name"])
- self._fnnode.text = self._filename
-
- def on_render(self):
- size = self.resolution
- self.draw_lines(self._getPoints(size), self._color, self._thickness, True)
-
-
-
-
- class NodeMapWalker(gbe.nodes.Node):
- def __init__(self, name="MapWalker", parent=None):
- try:
- gbe.nodes.Node.__init__(self, name, parent)
- except NodeError as e:
- raise e
- self._delta = 0
-
- def on_update(self, dt):
- p = self.parent
- if p is None or not isinstance(p, NodeGameMap):
- return
- #print("PING")
- self._delta += dt
- if self._delta > 1000:
- self._delta %= 1000
- if not p.move_forward():
- r = random.randint(0,1)
- if r == 0:
- p.turn_left()
- elif r == 1:
- p.turn_right()
-
-
-
-
-
-
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