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editor_objects.py
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editor_objects.py
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import pygame
from pygame.locals import *
from editor_constants import *
class GameObject(object):
def __init__(self, identification_number, image_file_path):
# store id and position pixel size
self.id = identification_number
# get floor image
im0 = pygame.image.load('./images/Puzzle_Game/Game/Floor_0.png')
colorkey = im0.get_at((0, 0))
im0.set_colorkey(colorkey, RLEACCEL)
self.floor_image = pygame.transform.scale(im0, GAME_POS_SIZE)
# get main image
self.game_image_file_path = image_file_path
im1 = pygame.image.load(self.game_image_file_path)
self.image1 = pygame.transform.scale(im1, GAME_POS_SIZE)
def draw_game_image(self, view, x, y):
# map_start is the pixel coordinates of where the game map starts
# x and y are the position coordinates of this Floor object
# draw floor first every time
view.surface.blit(self.floor_image, (GAME_MAP_START[0]+x*GAME_POS_SIZE[0], GAME_MAP_START[1]+y*GAME_POS_SIZE[1]))
# then draw other object over top
view.surface.blit(self.image1, (GAME_MAP_START[0]+x*GAME_POS_SIZE[0], GAME_MAP_START[1]+y*GAME_POS_SIZE[1]))
pygame.display.flip()
''' Types of Objects:
----------------------------------------------------
id Object
----------------------------------------------------
0 floor
1 character
2 wall
3 battery
4 door
5 key
6 fire extinguisher
7 fire
8 1 way arrow right
9 1 way arrow left
10 1 way arrow down
11 1 way arrow up
12 open door
13 player character standing on top of right arrow
14 player character standing on top of left arrow
15 player character standing on top of down arrow
16 player character standing on top of up arrow
17 player character standing in open door
----------------------------------------------------
Figured out how to display images overlayed on top of
each other from this source:
https://github.com/codingchili/py-race/blob/master/loader.py
'''
class Character(GameObject):
def __init__(self):
super(Character, self).__init__(1.0, './images/Puzzle_Game/Game/CharS_0.png')
class Floor(GameObject):
def __init__(self):
super(Floor, self).__init__(0.0, './images/Puzzle_Game/Game/Floor_0.png')
class Wall(GameObject):
def __init__(self):
super(Wall, self).__init__(2.0, './images/Puzzle_Game/Game/WallS_0.png')
class Fire(GameObject):
def __init__(self):
super(Fire, self).__init__(7.0, './images/Puzzle_Game/Game/FireS_0.png')
class Extinguisher(GameObject):
def __init__(self):
super(Extinguisher, self).__init__(6.0, './images/Puzzle_Game/Game/ExtinguishS_0.png')
class Battery(GameObject):
def __init__(self):
super(Battery, self).__init__(3.0, './images/Puzzle_Game/Game/BatteryS_0.png')
class Key(GameObject):
def __init__(self):
super(Key, self).__init__(5.0, './images/Puzzle_Game/Game/KeyS_0.png')
class Door(GameObject):
def __init__(self):
super(Door, self).__init__(4.0, './images/Puzzle_Game/Game/DoorS_0.png')
class OpenDoor(GameObject):
def __init__(self):
super(OpenDoor, self).__init__(12.0, './images/Puzzle_Game/Game/DoorOpenS_0.png')
class RightArrow(GameObject):
def __init__(self):
super(RightArrow, self).__init__(8.0, './images/Puzzle_Game/Game/ArrowRS_0.png')
class LeftArrow(GameObject):
def __init__(self):
super(LeftArrow, self).__init__(9.0, './images/Puzzle_Game/Game/ArrowLS_0.png')
class DownArrow(GameObject):
def __init__(self):
super(DownArrow, self).__init__(10.0, './images/Puzzle_Game/Game/ArrowDS_0.png')
class UpArrow(GameObject):
def __init__(self):
super(UpArrow, self).__init__(11.0, './images/Puzzle_Game/Game/ArrowUS_0.png')
class CharacterOnObject(GameObject):
def __init__(self, identification_number, image_file_path2):
super(CharacterOnObject, self).__init__(identification_number, './images/Puzzle_Game/Game/CharS_0.png')
self.game_image_file_path2 = image_file_path2
im2 = pygame.image.load(self.game_image_file_path2)
colorkey = im2.get_at((0, 0))
im2.set_colorkey(colorkey, RLEACCEL)
self.image2 = pygame.transform.scale(im2, GAME_POS_SIZE)
def draw_game_image(self, view, x, y):
# map_start is the pixel coordnates of where the game map starts
# x and y are the position coordinates of this Floor object
# draw floor first
view.surface.blit(self.floor_image, (GAME_MAP_START[0]+x*GAME_POS_SIZE[0], GAME_MAP_START[1]+y*GAME_POS_SIZE[1]))
# draw next object (Arrow or OpenDoor)
view.surface.blit(self.image2, (GAME_MAP_START[0]+x*GAME_POS_SIZE[0], GAME_MAP_START[1]+y*GAME_POS_SIZE[1]))
# draw character
view.surface.blit(self.image1, (GAME_MAP_START[0]+x*GAME_POS_SIZE[0], GAME_MAP_START[1]+y*GAME_POS_SIZE[1]))
pygame.display.flip()
class CharacterOnRightArrow(CharacterOnObject):
def __init__(self):
super(CharacterOnRightArrow, self).__init__(13.0, './images/Puzzle_Game/Game/ArrowRS_0.png')
class CharacterOnLeftArrow(CharacterOnObject):
def __init__(self):
super(CharacterOnLeftArrow, self).__init__(14.0, './images/Puzzle_Game/Game/ArrowLS_0.png')
class CharacterOnDownArrow(CharacterOnObject):
def __init__(self):
super(CharacterOnDownArrow, self).__init__(15.0, './images/Puzzle_Game/Game/ArrowDS_0.png')
class CharacterOnUpArrow(CharacterOnObject):
def __init__(self):
super(CharacterOnUpArrow, self).__init__(16.0, './images/Puzzle_Game/Game/ArrowUS_0.png')
class CharacterOnOpenDoor(CharacterOnObject):
def __init__(self):
super(CharacterOnOpenDoor, self).__init__(17.0, './images/Puzzle_Game/Game/DoorOpenS_0.png')