all repos — Legends-RPG @ 3bf8b0eba9dc6f70d6792f2a41121414df24a7ca

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