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tilemap.py
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tilemap.py
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import pygame as pg
import pytmx
import settings as st
def collide_hit_rect(one, two):
""" -> bool """
return one.hit_rect.colliderect(two.rect)
class Map:
def __init__(self, filename):
self.data = []
with open(filename, 'rt') as f:
for line in f:
self.data.append(line.strip())
self.tilewidth = len(self.data[0])
self.tileheight = len(self.data)
self.width = self.tilewidth * st.TILESIZE
self.height = self.tileheight * st.TILESIZE
class TiledMap:
def __init__(self, filename):
tm = pytmx.load_pygame(filename, pixelalpha=True)
self.width = tm.width * tm.tilewidth
self.height = tm.height * tm.tileheight
self.tmxdata = tm
def render(self, surface):
ti = self.tmxdata.get_tile_image_by_gid
for layer in self.tmxdata.visible_layers:
if isinstance(layer, pytmx.TiledTileLayer):
for x, y, gid, in layer:
tile = ti(gid)
if tile:
surface.blit(tile, (x * self.tmxdata.tilewidth,
y * self.tmxdata.tileheight))
def make_map(self):
""" -> pg.Surface """
temp_surface = pg.Surface((self.width, self.height))
self.render(temp_surface)
return temp_surface
class Camera:
def __init__(self, width, height):
self.camera = pg.Rect(0, 0, width, height)
self.width = width
self.height = height
def apply(self, entity):
""" -> pg.Rect """
return entity.rect.move(self.camera.topleft)
def apply_rect(self, rect):
""" -> pg.Rect """
return rect.move(self.camera.topleft)
def update(self, target):
x = -target.rect.centerx + int(st.WIDTH / 2)
y = -target.rect.centery + int(st.HEIGHT / 2)
# limit scrolling to map size
x = min(0, x) # left
y = min(0, y) # top
x = max(-(self.width - st.WIDTH), x) # right
y = max(-(self.height - st.HEIGHT), y) # bottom
self.camera = pg.Rect(x, y, self.width, self.height)