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level_editor.py
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level_editor.py
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import pygame
import pickle
from os import path
pygame.init()
clock = pygame.time.Clock()
fps = 60
#game window
tile_size = 50
cols = 20
margin = 100
screen_width = tile_size * cols
screen_height = (tile_size * cols) + margin
screen = pygame.display.set_mode((screen_width, screen_height))
pygame.display.set_caption('Level Editor')
#load images
sun_img = pygame.image.load('img/sun.png')
sun_img = pygame.transform.scale(sun_img, (tile_size, tile_size))
bg_img = pygame.image.load('img/sky.png')
bg_img = pygame.transform.scale(bg_img, (screen_width, screen_height - margin))
dirt_img = pygame.image.load('img/dirt.png')
grass_img = pygame.image.load('img/grass.png')
blob_img = pygame.image.load('img/blob.png')
platform_x_img = pygame.image.load('img/platform_x.png')
platform_y_img = pygame.image.load('img/platform_y.png')
lava_img = pygame.image.load('img/lava.png')
coin_img = pygame.image.load('img/coin.png')
exit_img = pygame.image.load('img/exit.png')
save_img = pygame.image.load('img/save_btn.png')
load_img = pygame.image.load('img/load_btn.png')
#define game variables
clicked = False
level = 1
#define colours
white = (255, 255, 255)
green = (144, 201, 120)
font = pygame.font.SysFont('Futura', 24)
#create empty tile list
world_data = []
for row in range(20):
r = [0] * 20
world_data.append(r)
#create boundary
for tile in range(0, 20):
world_data[19][tile] = 2
world_data[0][tile] = 1
world_data[tile][0] = 1
world_data[tile][19] = 1
#function for outputting text onto the screen
def draw_text(text, font, text_col, x, y):
img = font.render(text, True, text_col)
screen.blit(img, (x, y))
def draw_grid():
for c in range(21):
#vertical lines
pygame.draw.line(screen, white, (c * tile_size, 0), (c * tile_size, screen_height - margin))
#horizontal lines
pygame.draw.line(screen, white, (0, c * tile_size), (screen_width, c * tile_size))
def draw_world():
for row in range(20):
for col in range(20):
if world_data[row][col] > 0:
if world_data[row][col] == 1:
#dirt blocks
img = pygame.transform.scale(dirt_img, (tile_size, tile_size))
screen.blit(img, (col * tile_size, row * tile_size))
if world_data[row][col] == 2:
#grass blocks
img = pygame.transform.scale(grass_img, (tile_size, tile_size))
screen.blit(img, (col * tile_size, row * tile_size))
if world_data[row][col] == 3:
#enemy blocks
img = pygame.transform.scale(blob_img, (tile_size, int(tile_size * 0.75)))
screen.blit(img, (col * tile_size, row * tile_size + (tile_size * 0.25)))
if world_data[row][col] == 4:
#horizontally moving platform
img = pygame.transform.scale(platform_x_img, (tile_size, tile_size // 2))
screen.blit(img, (col * tile_size, row * tile_size))
if world_data[row][col] == 5:
#vertically moving platform
img = pygame.transform.scale(platform_y_img, (tile_size, tile_size // 2))
screen.blit(img, (col * tile_size, row * tile_size))
if world_data[row][col] == 6:
#lava
img = pygame.transform.scale(lava_img, (tile_size, tile_size // 2))
screen.blit(img, (col * tile_size, row * tile_size + (tile_size // 2)))
if world_data[row][col] == 7:
#coin
img = pygame.transform.scale(coin_img, (tile_size // 2, tile_size // 2))
screen.blit(img, (col * tile_size + (tile_size // 4), row * tile_size + (tile_size // 4)))
if world_data[row][col] == 8:
#exit
img = pygame.transform.scale(exit_img, (tile_size, int(tile_size * 1.5)))
screen.blit(img, (col * tile_size, row * tile_size - (tile_size // 2)))
class Button():
def __init__(self, x, y, image):
self.image = image
self.rect = self.image.get_rect()
self.rect.topleft = (x, y)
self.clicked = False
def draw(self):
action = False
#get mouse position
pos = pygame.mouse.get_pos()
#check mouseover and clicked conditions
if self.rect.collidepoint(pos):
if pygame.mouse.get_pressed()[0] == 1 and self.clicked == False:
action = True
self.clicked = True
if pygame.mouse.get_pressed()[0] == 0:
self.clicked = False
#draw button
screen.blit(self.image, (self.rect.x, self.rect.y))
return action
#create load and save buttons
save_button = Button(screen_width // 2 - 150, screen_height - 80, save_img)
load_button = Button(screen_width // 2 + 50, screen_height - 80, load_img)
#main game loop
run = True
while run:
clock.tick(fps)
#draw background
screen.fill(green)
screen.blit(bg_img, (0, 0))
screen.blit(sun_img, (tile_size * 2, tile_size * 2))
#load and save level
if save_button.draw():
#save level data
pickle_out = open(f'level{level}_data', 'wb')
pickle.dump(world_data, pickle_out)
pickle_out.close()
if load_button.draw():
#load in level data
if path.exists(f'level{level}_data'):
pickle_in = open(f'level{level}_data', 'rb')
world_data = pickle.load(pickle_in)
#show the grid and draw the level tiles
draw_grid()
draw_world()
#text showing current level
draw_text(f'Level: {level}', font, white, tile_size, screen_height - 60)
draw_text('Press UP or DOWN to change level', font, white, tile_size, screen_height - 40)
#event handler
for event in pygame.event.get():
#quit game
if event.type == pygame.QUIT:
run = False
#mouseclicks to change tiles
if event.type == pygame.MOUSEBUTTONDOWN and clicked == False:
clicked = True
pos = pygame.mouse.get_pos()
x = pos[0] // tile_size
y = pos[1] // tile_size
#check that the coordinates are within the tile area
if x < 20 and y < 20:
#update tile value
if pygame.mouse.get_pressed()[0] == 1:
world_data[y][x] += 1
if world_data[y][x] > 8:
world_data[y][x] = 0
elif pygame.mouse.get_pressed()[2] == 1:
world_data[y][x] -= 1
if world_data[y][x] < 0:
world_data[y][x] = 8
if event.type == pygame.MOUSEBUTTONUP:
clicked = False
#up and down key presses to change level number
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_UP:
level += 1
elif event.key == pygame.K_DOWN and level > 1:
level -= 1
#update game display window
pygame.display.update()
pygame.quit()