all repos — Legends-RPG @ 7a6a78187d162fec0124e97223e27e5ce24245bd

A fantasy mini-RPG built with Python and Pygame.

data/states/town.py (view raw)

  1__author__ = 'justinarmstrong'
  2
  3import os
  4import pygame as pg
  5from .. import setup, tools
  6from .. import constants as c
  7from ..components.player import Player
  8
  9class Town(tools._State):
 10    def __init__(self):
 11        super(Town, self).__init__()
 12
 13
 14    def startup(self, current_time, persist):
 15        """Called when the State object is created"""
 16        self.persist = persist
 17        self.current_time = current_time
 18        self.get_image = setup.tools.get_image
 19        self.town_map_dict = self.create_town_sprite_sheet_dict()
 20        self.town_map = self.create_town_map()
 21        self.viewport = self.create_viewport()
 22        self.level_surface = self.create_level_surface()
 23        self.player = Player()
 24        self.start_positions = self.set_sprite_positions()
 25
 26
 27    def create_town_sprite_sheet_dict(self):
 28        """Create a dictionary of sprite sheet tiles"""
 29        dict = {}
 30        tileset2 = setup.GFX['tileset2']
 31
 32        dict['pavement'] = self.get_tile(32, 48, tileset2)
 33        dict['house wall'] = self.get_tile(64, 48, tileset2)
 34        dict['house roof'] = self.get_tile(0, 144, tileset2)
 35        dict['house door'] = self.get_tile(48, 64, tileset2)
 36
 37        return dict
 38
 39
 40    def get_tile(self, x, y, tileset):
 41        """Gets the surface and rect for a tile"""
 42        surface = self.get_image(self, x, y, 16, 16, tileset)
 43        rect = surface.get_rect()
 44
 45        dict = {'surface': surface,
 46                'rect': rect}
 47
 48        return dict
 49
 50
 51    def create_town_map(self):
 52        """Blits the different layers of the map onto one surface"""
 53        map = self.create_background()
 54        map = self.create_map_layer1(map)
 55        map = self.create_map_layer2(map)
 56        map = self.scale_map(map)
 57
 58        return map
 59
 60
 61    def create_background(self):
 62        """Creates the background surface that the rest of
 63        the town map will be blitted on"""
 64        size = (25*16, 50*16)
 65        surface = pg.Surface(size)
 66        grass_tile = self.get_image(self, 0, 0, 16, 16, setup.GFX['tileset2'])
 67        grass_rect = grass_tile.get_rect()
 68
 69        for row in range(50):
 70            for column in range(25):
 71                grass_rect.y = row * 16
 72                grass_rect.x = column * 16
 73                surface.blit(grass_tile, grass_rect)
 74
 75        surface_rect = surface.get_rect()
 76
 77        background_dict = {'surface': surface,
 78                           'rect': surface_rect}
 79
 80        return background_dict
 81
 82
 83    def create_map_layer1(self, map):
 84        """Creates the town from a tile map and creates a
 85        surface on top of the background"""
 86        tile_map = open(os.path.join('data', 'states', 'town_map.txt'), 'r')
 87
 88        for row, line in enumerate(tile_map):
 89            for column, letter in enumerate(line):
 90                if letter == '1':
 91                    tile = self.town_map_dict['pavement']
 92                    self.blit_tile_to_map(tile, row, column, map)
 93
 94                elif letter == '2':
 95                    tile = self.town_map_dict['house wall']
 96                    self.blit_tile_to_map(tile, row, column, map)
 97
 98                elif letter == '3':
 99                    tile = self.town_map_dict['house roof']
100                    self.blit_tile_to_map(tile, row, column, map)
101
102        tile_map.close()
103
104        return map
105
106
107    def create_map_layer2(self, map):
108        """Creates doors and other items on top of the rest of the map"""
109        tile_map = open(os.path.join('data', 'states', 'town_layer2.txt'), 'r')
110
111        for row, line in enumerate(tile_map):
112            for column, letter in enumerate(line):
113                if letter == 'D':
114                    tile = self.town_map_dict['house door']
115                    self.blit_tile_to_map(tile, row, column, map)
116
117        tile_map.close()
118
119        return map
120
121
122    def scale_map(self, map):
123        """Double resolution of map to 32x32"""
124        map['surface'] = pg.transform.scale2x(map['surface'])
125        map['rect'] = map['surface'].get_rect()
126
127        return map
128
129
130    def blit_tile_to_map(self, tile, row, column, map):
131        """Places tile to map"""
132        tile['rect'].x = column * 16
133        tile['rect'].y = row * 16
134
135        map['surface'].blit(tile['surface'], tile['rect'])
136
137
138    def create_viewport(self):
139        """Create the viewport to view the level through"""
140        return setup.SCREEN.get_rect(bottom=self.town_map['rect'].bottom)
141
142
143    def create_level_surface(self):
144        """Creates the surface all images are blitted to"""
145        width = self.town_map['rect'].width
146        height = self.town_map['rect'].height
147
148        return pg.Surface((width, height)).convert()
149
150
151    def set_sprite_positions(self):
152        """Set the start positions for all the sprites in the level"""
153        tile_map = open(os.path.join('data', 'states', 'sprite_start_pos.txt'), 'r')
154        dict = {}
155
156        for row, line in enumerate(tile_map):
157            for column, letter in enumerate(line):
158                if letter == 'P':
159                    dict['player'] = pg.Rect(column*32, row*32, 32, 32)
160
161        self.player.rect = dict['player']
162
163        return dict
164
165
166    def update(self, surface, keys, current_time):
167        """Updates state"""
168        self.keys = keys
169        self.current_time = current_time
170        self.player.update(keys, current_time)
171
172        self.draw_level(surface)
173
174
175    def draw_level(self, surface):
176        """Blits all images to screen"""
177        self.level_surface.blit(self.town_map['surface'], self.viewport, self.viewport)
178        self.level_surface.blit(self.player.image, self.player.rect)
179
180        surface.blit(self.level_surface, (0,0), self.viewport)
181
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