all repos — Legends-RPG @ 0283cc01f0a6676c7ec039186b4b1338718b5f12

A fantasy mini-RPG built with Python and Pygame.

data/tilemap.py (view raw)

  1__author__ = 'justinarmstrong'
  2
  3import os
  4import pygame as pg
  5import tools, setup
  6from components import person, portal
  7import constants as c
  8
  9
 10def create_town_sprite_sheet_dict():
 11    """Create a dictionary of sprite sheet tiles"""
 12    tile_dict = {}
 13    tileset1 = setup.GFX['tileset1']
 14    tileset2 = setup.GFX['tileset2']
 15    tileset3 = setup.GFX['tileset3']
 16    shopsigns = setup.GFX['shopsigns']
 17    castle_door = setup.GFX['castledoor']
 18    medieval_signs = setup.GFX['medievalsigns']
 19
 20    tile_dict['pavement'] = get_tile(32, 48, tileset2)
 21    tile_dict['house wall'] = get_tile(64, 48, tileset2)
 22    tile_dict['house roof'] = get_tile(0, 144, tileset2)
 23    tile_dict['house door'] = get_tile(48, 64, tileset2)
 24    tile_dict['tree'] = get_tile(80, 48, tileset1, 16, 32)
 25    tile_dict['well'] = get_tile(96, 50, tileset1, 16, 32)
 26    tile_dict['moat'] = get_tile(16, 16, tileset2)
 27    tile_dict['fence'] = get_tile(48, 64, tileset1)
 28    tile_dict['grass'] = get_tile(0, 16, tileset1)
 29    tile_dict['sword'] = get_tile(96, 0, shopsigns, 32, 32)
 30    tile_dict['shield'] = get_tile(64, 0, shopsigns, 32, 32)
 31    tile_dict['potion'] = get_tile(32, 0, shopsigns, 32, 32)
 32    tile_dict['gem'] = get_tile(0, 0, shopsigns, 32, 32)
 33    tile_dict['castle bridge'] = get_tile(48, 27, tileset1, 16, 32 )
 34    tile_dict['flower1'] = get_tile(64, 64, tileset2)
 35    tile_dict['flower2'] = get_tile(80, 64, tileset2)
 36    tile_dict['horiz castle wall'] = get_tile(32, 0, tileset3, 48, 32)
 37    tile_dict['left vert castle wall'] = get_tile(0, 16, tileset3)
 38    tile_dict['right vert castle wall'] = get_tile(162, 16, tileset3)
 39    tile_dict['castle tower'] = get_tile(116, 16, tileset1, 48, 64)
 40    tile_dict['main castle roof'] = get_tile(0, 0, tileset1, 160, 16)
 41    tile_dict['left castle roof piece'] = get_tile(0, 0, tileset1, 48, 16)
 42    tile_dict['right castle roof piece'] = get_tile(112, 0, tileset1, 48, 16)
 43    tile_dict['castle side'] = get_tile(0, 72, tileset3)
 44    tile_dict['castle door'] = get_tile(0, 0, castle_door, 64, 96)
 45    tile_dict['carpet topleft'] = get_tile(112, 112, tileset2)
 46    tile_dict['carpet topright'] = get_tile(144, 112, tileset2)
 47    tile_dict['carpet bottomleft'] = get_tile(112, 144, tileset2)
 48    tile_dict['carpet bottomright'] = get_tile(144, 144, tileset2)
 49    tile_dict['carpet bottom'] = get_tile(128, 144, tileset2)
 50    tile_dict['carpet top'] = get_tile(128, 112, tileset2)
 51    tile_dict['carpet left'] = get_tile(112, 128, tileset2)
 52    tile_dict['carpet right'] = get_tile(144, 128, tileset2)
 53    tile_dict['carpet center'] = get_tile(128, 128, tileset2)
 54    tile_dict['castle window'] = get_tile(128, 59, tileset1)
 55    tile_dict['marble floor'] = get_tile(80, 96, tileset3)
 56    tile_dict['inn sign'] = get_tile(0, 96, medieval_signs, 32, 32)
 57    tile_dict['banner1'] = get_tile(112, 38, tileset3, 16, 22)
 58    tile_dict['banner2'] = get_tile(128, 38, tileset3, 16, 22)
 59    tile_dict['banner3'] = get_tile(144, 38, tileset3, 16, 22)
 60
 61    return tile_dict
 62
 63
 64def get_tile(x, y, tileset, width=16, height=16, scale=1):
 65    """Gets the surface and rect for a tile"""
 66    surface = get_image(x, y, width, height, tileset)
 67    surface = pg.transform.scale(surface, (int(width*scale), int(height*scale)))
 68    rect = surface.get_rect()
 69
 70    tile_dict = {'surface': surface,
 71                 'rect': rect}
 72
 73    return tile_dict
 74
 75
 76def make_level_map(state, width, height):
 77    """Blits the different layers of the map onto one surface"""
 78    map = make_background(state, width, height)
 79    map = create_map_layer1(map, state)
 80    map = create_map_layer2(map, state)
 81    map = scale_map(map)
 82    map = create_map_layer3(map, state)
 83
 84    return map
 85
 86
 87def make_background(state_name, width, height):
 88    """Creates the background surface that the rest of
 89    the town map will be blitted on"""
 90    size = (width*16, height*16)
 91    surface = pg.Surface(size)
 92    if state_name == c.TOWN:
 93        tile = get_image(0, 0, 16, 16, setup.GFX['tileset2'])
 94    else:
 95        tile = pg.Surface((16, 16))
 96        tile.fill(c.NEAR_BLACK)
 97
 98    rect = tile.get_rect()
 99
100    for row in range(50):
101        for column in range(25):
102            rect.y = row * 16
103            rect.x = column * 16
104            surface.blit(tile, rect)
105
106    surface_rect = surface.get_rect()
107
108    background_dict = {'surface': surface,
109                       'rect': surface_rect}
110
111    return background_dict
112
113
114def create_map_layer1(map, state):
115    """Creates the town from a tile map and creates a
116    surface on top of the background"""
117    tile_map = open(os.path.join('data', 'states', state, 'layer1.txt'), 'r')
118
119    for row, line in enumerate(tile_map):
120        for column, letter in enumerate(line):
121            if letter == '1':
122                tile = tile_dict['pavement']
123                blit_tile_to_map(tile, row, column, map)
124
125            elif letter == '2':
126                tile = tile_dict['house wall']
127                blit_tile_to_map(tile, row, column, map)
128
129            elif letter == '3':
130                tile = tile_dict['house roof']
131                blit_tile_to_map(tile, row, column, map)
132
133            elif letter == 'T':
134                tile = tile_dict['tree']
135                blit_tile_to_map(tile, row, column, map)
136
137            elif letter == 'W':
138                tile = tile_dict['well']
139                blit_tile_to_map(tile, row, column, map)
140
141            elif letter == 'M':
142                tile = tile_dict['moat']
143                blit_tile_to_map(tile, row, column, map)
144
145            elif letter == 'G':
146                tile = tile_dict['grass']
147                blit_tile_to_map(tile, row, column, map)
148
149            elif letter == 'B':
150                tile = tile_dict['castle bridge']
151                blit_tile_to_map(tile, row, column, map)
152
153            elif letter == 'C':
154                tile = tile_dict['horiz castle wall']
155                blit_tile_to_map(tile, row, column, map)
156
157            elif letter == 'V':
158                tile = tile_dict['left vert castle wall']
159                blit_tile_to_map(tile, row, column, map)
160
161            elif letter == 'X':
162                tile = tile_dict['right vert castle wall']
163                blit_tile_to_map(tile, row, column, map)
164
165            elif letter == 'S':
166                tile = tile_dict['castle side']
167                blit_tile_to_map(tile, row, column, map)
168
169            elif letter == 'Q':
170                tile = tile_dict['carpet topleft']
171                blit_tile_to_map(tile, row, column, map)
172
173            elif letter == 'E':
174                tile = tile_dict['carpet topright']
175                blit_tile_to_map(tile, row, column, map)
176
177            elif letter == 'J':
178                tile = tile_dict['carpet top']
179                blit_tile_to_map(tile, row, column, map)
180
181            elif letter == 'R':
182                tile = tile_dict['carpet bottomleft']
183                blit_tile_to_map(tile, row, column, map)
184
185            elif letter == 'U':
186                tile = tile_dict['carpet bottomright']
187                blit_tile_to_map(tile, row, column, map)
188
189            elif letter == 'D':
190                tile = tile_dict['carpet bottom']
191                blit_tile_to_map(tile, row, column, map)
192
193            elif letter == 'P':
194                tile = tile_dict['carpet left']
195                blit_tile_to_map(tile, row, column, map)
196
197            elif letter == 'A':
198                tile = tile_dict['carpet right']
199                blit_tile_to_map(tile, row, column, map)
200
201            elif letter == 'F':
202                tile = tile_dict['carpet center']
203                blit_tile_to_map(tile, row, column, map)
204
205            elif letter == 'H':
206                tile = tile_dict['marble floor']
207                blit_tile_to_map(tile, row, column, map)
208
209
210    tile_map.close()
211
212    return map
213
214
215def create_map_layer2(map, state):
216    """Creates doors and other items on top of the rest of the map"""
217    tile_map = open(os.path.join('data', 'states', state, 'layer2.txt'), 'r')
218
219    for row, line in enumerate(tile_map):
220        for column, letter in enumerate(line):
221            if letter == 'D':
222                tile = tile_dict['house door']
223                blit_tile_to_map(tile, row, column, map)
224            elif letter == 'F':
225                tile = tile_dict['fence']
226                blit_tile_to_map(tile, row, column, map)
227            elif letter == '$':
228                tile = tile_dict['flower1']
229                blit_tile_to_map(tile, row, column, map)
230            elif letter == '*':
231                tile = tile_dict['flower2']
232                blit_tile_to_map(tile, row, column, map)
233            elif letter == 'T':
234                tile = tile_dict['castle tower']
235                blit_tile_to_map(tile, row, column, map)
236            elif letter == 'W':
237                tile = tile_dict['left vert castle wall']
238                blit_tile_to_map(tile, row, column, map)
239            elif letter == 'M':
240                tile = tile_dict['main castle roof']
241                blit_tile_to_map(tile, row, column, map)
242            elif letter == 'L':
243                tile = tile_dict['left castle roof piece']
244                blit_tile_to_map(tile, row, column, map)
245            elif letter == 'R':
246                tile = tile_dict['right castle roof piece']
247                blit_tile_to_map(tile, row, column, map)
248            elif letter == '#':
249                tile = tile_dict['tree']
250                blit_tile_to_map(tile, row, column, map)
251            elif letter == 'O':
252                tile = tile_dict['castle door']
253                blit_tile_to_map(tile, row, column, map)
254            elif letter == 'Q':
255                tile = tile_dict['castle window']
256                blit_tile_to_map(tile, row, column, map)
257            elif letter == 'A':
258                tile = tile_dict['banner1']
259                blit_tile_to_map(tile, row, column, map)
260            elif letter == 'B':
261                tile = tile_dict['banner2']
262                blit_tile_to_map(tile, row, column, map)
263            elif letter == 'C':
264                tile = tile_dict['banner3']
265                blit_tile_to_map(tile, row, column, map)
266
267    tile_map.close()
268
269    return map
270
271
272def scale_map(map):
273    """Double resolution of map to 32x32"""
274    map['surface'] = pg.transform.scale2x(map['surface'])
275    map['rect'] = map['surface'].get_rect()
276
277    return map
278
279
280def create_map_layer3(map, state):
281    """Layers for images that are already 32x32"""
282    tile_map = open(os.path.join('data', 'states', state, 'layer3.txt'), 'r')
283
284    for row, line in enumerate(tile_map):
285        for column, letter in enumerate(line):
286            if letter == 'W':
287                tile = tile_dict['sword']
288                blit_tile_to_map(tile, row, column, map, 32)
289            elif letter == 'A':
290                tile = tile_dict['shield']
291                blit_tile_to_map(tile, row, column, map, 32)
292            elif letter == 'P':
293                tile = tile_dict['potion']
294                blit_tile_to_map(tile, row, column, map, 32)
295            elif letter == 'M':
296                tile = tile_dict['gem']
297                blit_tile_to_map(tile, row, column, map, 32)
298            elif letter == 'I':
299                tile = tile_dict['inn sign']
300                blit_tile_to_map(tile, row, column, map, 32)
301
302    tile_map.close()
303
304    return map
305
306
307
308def blit_tile_to_map(tile, row, column, map, side_length=16):
309    """Places tile to map"""
310    tile['rect'].x = column * side_length
311    tile['rect'].y = row * side_length
312
313    map['surface'].blit(tile['surface'], tile['rect'])
314
315
316def create_blockers(state):
317    """Creates invisible rect objects that will prevent the player from
318    walking into trees, buildings and other solid objects"""
319    tile_map = open(os.path.join('data', 'states', state, 'blockers.txt'), 'r')
320    blockers = []
321
322    for row, line in enumerate(tile_map):
323        for column, letter in enumerate(line):
324            if letter == 'B':
325                blockers.append(pg.Rect(column*32, row*32, 32, 32))
326
327    tile_map.close()
328
329    return blockers
330
331
332def make_level_surface(map):
333    """Creates the surface all images are blitted to"""
334    width = map['rect'].width
335    height = map['rect'].height
336
337    return pg.Surface((width, height)).convert()
338
339
340def create_viewport(map):
341    """Create the viewport to view the level through"""
342    return setup.SCREEN.get_rect(bottom=map['rect'].bottom)
343
344
345def set_sprite_positions(player, level_sprites, state, game_data):
346    """Set the start positions for all the sprites in the level"""
347    start_pos_key = state + ' start pos'
348    x =  game_data[start_pos_key][0]*32
349    y = game_data[start_pos_key][1]*32
350    player.rect = pg.Rect(x, y, 32, 32)
351
352    tile_map = open(os.path.join('data', 'states', state, 'sprite_start_pos.txt'), 'r')
353
354    for row, line in enumerate(tile_map):
355        for column, letter in enumerate(line):
356            if letter == 'F':
357                fem_villager = person.FemaleVillager(column*32, row*32)
358                level_sprites.add(fem_villager)
359            elif letter == 'S':
360                soldier = person.Soldier(column*32, row*32)
361                level_sprites.add(soldier)
362            elif letter == 'A':
363                soldier = person.Soldier(column*32, row*32, 'right', 'resting')
364                level_sprites.add(soldier)
365            elif letter == 'B':
366                soldier = person.Soldier(column*32, row*32, 'left', 'resting')
367                level_sprites.add(soldier)
368            elif letter == 'C':
369                king = person.King(column*32, row*32, 'down', 'resting')
370                level_sprites.add(king)
371            elif letter == 'D':
372                well = person.Well(column*32, row*32)
373                level_sprites.add(well)
374
375    tile_map.close()
376
377
378def make_level_portals(state):
379    """Create portals to different levels on doors"""
380    tile_map = open(os.path.join('data', 'states', state, 'portals.txt'), 'r')
381    portal_group = pg.sprite.Group()
382
383    for row, line in enumerate(tile_map):
384        for column, letter in enumerate(line):
385            if letter == 'A':
386                portal_group.add(portal.Portal(column, row, c.CASTLE))
387            elif letter == 'B':
388                portal_group.add(portal.Portal(column, row, c.TOWN))
389            elif letter == 'C':
390                portal_group.add(portal.Portal(column, row, c.SHOP))
391
392    return portal_group
393
394
395
396get_image = tools.get_image
397tile_dict = create_town_sprite_sheet_dict()
398