data/tilemap.py (view raw)
1__author__ = 'justinarmstrong'
2
3import os
4import pygame as pg
5from . import tools, setup
6from . components import person, portal
7from . import 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 house = setup.GFX['house']
20 houseoverworld = setup.GFX['houseoverworld']
21
22 tile_dict['pavement'] = get_tile(32, 48, tileset2)
23 tile_dict['house wall'] = get_tile(64, 48, tileset2)
24 tile_dict['house roof'] = get_tile(0, 144, tileset2)
25 tile_dict['house door'] = get_tile(48, 64, tileset2)
26 tile_dict['tree'] = get_tile(80, 48, tileset1, 16, 32)
27 tile_dict['well'] = get_tile(96, 50, tileset1, 16, 32)
28 tile_dict['moat'] = get_tile(16, 16, tileset2)
29 tile_dict['fence'] = get_tile(48, 64, tileset1)
30 tile_dict['grass'] = get_tile(0, 16, tileset1)
31 tile_dict['sword'] = get_tile(96, 0, shopsigns, 32, 32)
32 tile_dict['shield'] = get_tile(64, 0, shopsigns, 32, 32)
33 tile_dict['potion'] = get_tile(32, 0, shopsigns, 32, 32)
34 tile_dict['gem'] = get_tile(0, 0, shopsigns, 32, 32)
35 tile_dict['castle bridge'] = get_tile(48, 27, tileset1, 16, 32 )
36 tile_dict['flower1'] = get_tile(64, 64, tileset2)
37 tile_dict['flower2'] = get_tile(80, 64, tileset2)
38 tile_dict['horiz castle wall'] = get_tile(32, 0, tileset3, 48, 32)
39 tile_dict['left vert castle wall'] = get_tile(0, 16, tileset3)
40 tile_dict['right vert castle wall'] = get_tile(162, 16, tileset3)
41 tile_dict['castle tower'] = get_tile(116, 16, tileset1, 48, 64)
42 tile_dict['main castle roof'] = get_tile(0, 0, tileset1, 160, 16)
43 tile_dict['left castle roof piece'] = get_tile(0, 0, tileset1, 48, 16)
44 tile_dict['right castle roof piece'] = get_tile(112, 0, tileset1, 48, 16)
45 tile_dict['castle side'] = get_tile(0, 72, tileset3)
46 tile_dict['castle door'] = get_tile(0, 0, castle_door, 64, 96)
47 tile_dict['carpet topleft'] = get_tile(112, 112, tileset2)
48 tile_dict['carpet topright'] = get_tile(144, 112, tileset2)
49 tile_dict['carpet bottomleft'] = get_tile(112, 144, tileset2)
50 tile_dict['carpet bottomright'] = get_tile(144, 144, tileset2)
51 tile_dict['carpet bottom'] = get_tile(128, 144, tileset2)
52 tile_dict['carpet top'] = get_tile(128, 112, tileset2)
53 tile_dict['carpet left'] = get_tile(112, 128, tileset2)
54 tile_dict['carpet right'] = get_tile(144, 128, tileset2)
55 tile_dict['carpet center'] = get_tile(128, 128, tileset2)
56 tile_dict['castle window'] = get_tile(128, 59, tileset1)
57 tile_dict['marble floor'] = get_tile(80, 96, tileset3)
58 tile_dict['inn sign'] = get_tile(0, 96, medieval_signs, 32, 32)
59 tile_dict['banner1'] = get_tile(112, 38, tileset3, 16, 22)
60 tile_dict['banner2'] = get_tile(128, 38, tileset3, 16, 22)
61 tile_dict['banner3'] = get_tile(144, 38, tileset3, 16, 22)
62 tile_dict['black tile'] = make_black_surface_tile()
63 tile_dict['bed'] = get_tile(456, 206, house, 48, 82)
64 tile_dict['shelves'] = get_tile(352, 116, house, 160, 70)
65 tile_dict['chair'] = get_tile(323, 256, house, 32, 32)
66 tile_dict['table'] = get_tile(82, 161, tileset3, 46, 32)
67 tile_dict['fancy carpet'] = get_tile(112, 96, tileset3, 64, 64)
68 tile_dict['column'] = get_tile(64, 96, tileset3, 16, 48)
69 tile_dict['bottomwater1'] = get_tile(16, 32, tileset2)
70 tile_dict['bottomwater2'] = get_tile(32, 32, tileset2)
71 tile_dict['bottomwater3'] = get_tile(48, 32, tileset2)
72 tile_dict['topwater1'] = get_tile(16, 0, tileset2)
73 tile_dict['topwater2'] = get_tile(32, 0, tileset2)
74 tile_dict['topwater3'] = get_tile(48, 0, tileset2)
75 tile_dict['leftwater1'] = get_tile(80, 0, tileset2)
76 tile_dict['leftwater2'] = get_tile(80, 16, tileset2)
77 tile_dict['leftwater3'] = get_tile(0, 16, tileset2)
78 tile_dict['rightwater1'] = get_tile(144, 0, tileset2)
79 tile_dict['rightwater2'] = get_tile(144, 16, tileset2)
80 tile_dict['rightwater3'] = get_tile(64, 16, tileset2)
81 tile_dict['houseoverworld'] = get_tile(0, 0, houseoverworld, 128, 128)
82
83 return tile_dict
84
85def create_layer1_tile_code_dict():
86 """Creates a dictionary of codes to tiles for layer 1"""
87 tile_dict = {'1': 'pavement',
88 '2': 'house wall',
89 '3': 'house roof',
90 'T': 'tree',
91 'W': 'well',
92 'M': 'moat',
93 'G': 'grass',
94 'B': 'castle bridge',
95 'V': 'left vert castle wall',
96 'C': 'horiz castle wall',
97 'X': 'right vert castle wall',
98 'S': 'castle side',
99 'Q': 'carpet topleft',
100 'E': 'carpet topright',
101 'J': 'carpet top',
102 'R': 'carpet bottomleft',
103 'U': 'carpet bottomright',
104 'D': 'carpet bottom',
105 'P': 'carpet left',
106 'A': 'carpet right',
107 'F': 'carpet center',
108 'H': 'marble floor',
109 'K': 'black tile',
110 'L': 'topwater1',
111 'N': 'topwater2',
112 'Y': 'topwater3',
113 'Z': 'leftwater1',
114 '4': 'leftwater2',
115 '5': 'leftwater3',
116 '6': 'rightwater1',
117 '7': 'rightwater2',
118 '8': 'rightwater3',
119 '9': 'bottomwater1',
120 'a': 'bottomwater2',
121 'b': 'bottomwater3'
122 }
123
124 return tile_dict
125
126
127def get_tile(x, y, tileset, width=16, height=16, scale=1):
128 """Gets the surface and rect for a tile"""
129 surface = get_image(x, y, width, height, tileset)
130 surface = pg.transform.scale(surface, (int(width*scale), int(height*scale)))
131 rect = surface.get_rect()
132
133 tile_dict = {'surface': surface,
134 'rect': rect}
135
136 return tile_dict
137
138
139def make_black_surface_tile():
140 """Make a black surface"""
141 surface = pg.Surface((32, 32))
142 surface.fill(c.NEAR_BLACK_BLUE)
143 rect = surface.get_rect()
144 new_dict = {'surface': surface,
145 'rect': rect}
146
147 return new_dict
148
149
150def make_background(state_name, width, height):
151 """Creates the background surface that the rest of
152 the town map will be blitted on"""
153 size = (width*16, height*16)
154 surface = pg.Surface(size)
155 if state_name == c.TOWN or state_name == c.OVERWORLD:
156 tile = get_image(0, 0, 16, 16, setup.GFX['tileset2'])
157 else:
158 tile = pg.Surface((16, 16))
159 tile.fill(c.BLACK_BLUE)
160
161 rect = tile.get_rect()
162
163 for row in range(height):
164 for column in range(width):
165 rect.y = row * 16
166 rect.x = column * 16
167 surface.blit(tile, rect)
168
169 return surface
170
171
172def create_map_layer1(state, width, height):
173 """Creates the town from a tile map and creates a
174 surface on top of the background"""
175 map = make_background(state, width, height)
176
177 tile_map = open(os.path.join('data', 'states', state, 'layer1.txt'), 'r')
178
179 for row, line in enumerate(tile_map):
180 for column, letter in enumerate(line):
181 if letter not in layer1_tile_code_dict:
182 pass
183 else:
184 tile = tile_dict[layer1_tile_code_dict[letter]]
185 blit_tile_to_map(tile, row, column, map)
186
187 tile_map.close()
188
189 layer1_extra = create_map_layer2(state, width, height, 'layer1extra.txt')
190 map.blit(layer1_extra, (0,0))
191
192 map = scale_map(map)
193
194 return map
195
196
197def create_map_layer2(state, width, height, file_name='layer2.txt'):
198 """Creates doors and other items on top of the rest of the map"""
199 map = make_background(None, width, height)
200 map.set_colorkey(c.BLACK_BLUE)
201
202 tile_map = open(os.path.join('data', 'states', state, file_name), 'r')
203
204 for row, line in enumerate(tile_map):
205 for column, letter in enumerate(line):
206 if letter == 'D':
207 tile = tile_dict['house door']
208 blit_tile_to_map(tile, row, column, map)
209 elif letter == 'F':
210 tile = tile_dict['fence']
211 blit_tile_to_map(tile, row, column, map)
212 elif letter == '$':
213 tile = tile_dict['flower1']
214 blit_tile_to_map(tile, row, column, map)
215 elif letter == '*':
216 tile = tile_dict['flower2']
217 blit_tile_to_map(tile, row, column, map)
218 elif letter == 'T':
219 tile = tile_dict['castle tower']
220 blit_tile_to_map(tile, row, column, map)
221 elif letter == 'W':
222 tile = tile_dict['left vert castle wall']
223 blit_tile_to_map(tile, row, column, map)
224 elif letter == 'M':
225 tile = tile_dict['main castle roof']
226 blit_tile_to_map(tile, row, column, map)
227 elif letter == 'L':
228 tile = tile_dict['left castle roof piece']
229 blit_tile_to_map(tile, row, column, map)
230 elif letter == 'R':
231 tile = tile_dict['right castle roof piece']
232 blit_tile_to_map(tile, row, column, map)
233 elif letter == '#':
234 tile = tile_dict['tree']
235 blit_tile_to_map(tile, row, column, map)
236 elif letter == 'O':
237 tile = tile_dict['castle door']
238 blit_tile_to_map(tile, row, column, map)
239 elif letter == 'Q':
240 tile = tile_dict['castle window']
241 blit_tile_to_map(tile, row, column, map)
242 elif letter == 'A':
243 tile = tile_dict['banner1']
244 blit_tile_to_map(tile, row, column, map)
245 elif letter == 'B':
246 tile = tile_dict['banner2']
247 blit_tile_to_map(tile, row, column, map)
248 elif letter == 'C':
249 tile = tile_dict['banner3']
250 blit_tile_to_map(tile, row, column, map)
251 elif letter == 'E':
252 tile = tile_dict['bed']
253 blit_tile_to_map(tile, row, column, map)
254 elif letter == 'G':
255 tile = tile_dict['shelves']
256 blit_tile_to_map(tile, row, column, map)
257 elif letter == 'H':
258 tile = tile_dict['chair']
259 blit_tile_to_map(tile, row, column, map)
260 elif letter == 'I':
261 tile = tile_dict['table']
262 blit_tile_to_map(tile, row, column, map)
263 elif letter == 'J':
264 tile = tile_dict['fancy carpet']
265 blit_tile_to_map(tile, row, column, map)
266 elif letter == 'K':
267 tile = tile_dict['column']
268 blit_tile_to_map(tile, row, column, map)
269 elif letter == 'N':
270 tile = tile_dict['black tile']
271 blit_tile_to_map(tile, row, column, map)
272 elif letter == 'P':
273 tile = tile_dict['houseoverworld']
274 blit_tile_to_map(tile, row, column, map)
275
276 tile_map.close()
277
278 if file_name == 'layer2.txt':
279 map = pg.transform.scale2x(map)
280 map = create_map_layer3(map, state)
281
282 return map
283
284
285def scale_map(map):
286 """Double resolution of map to 32x32"""
287 map = pg.transform.scale2x(map)
288
289 return map
290
291
292def create_map_layer3(map, state):
293 """Layers for images that are already 32x32"""
294 tile_map = open(os.path.join('data', 'states', state, 'layer3.txt'), 'r')
295
296 for row, line in enumerate(tile_map):
297 for column, letter in enumerate(line):
298 if letter == 'W':
299 tile = tile_dict['sword']
300 blit_tile_to_map(tile, row, column, map, 32)
301 elif letter == 'A':
302 tile = tile_dict['shield']
303 blit_tile_to_map(tile, row, column, map, 32)
304 elif letter == 'P':
305 tile = tile_dict['potion']
306 blit_tile_to_map(tile, row, column, map, 32)
307 elif letter == 'M':
308 tile = tile_dict['gem']
309 blit_tile_to_map(tile, row, column, map, 32)
310 elif letter == 'I':
311 tile = tile_dict['inn sign']
312 blit_tile_to_map(tile, row, column, map, 32)
313 elif letter == 'B':
314 tile = tile_dict['chair']
315 blit_tile_to_map(tile, row, column, map, 32)
316
317
318 tile_map.close()
319
320 return map
321
322
323
324def blit_tile_to_map(tile, row, column, map, side_length=16):
325 """Places tile to map"""
326 tile['rect'].x = column * side_length
327 tile['rect'].y = row * side_length
328
329 map.blit(tile['surface'], tile['rect'])
330
331
332def create_blockers(state):
333 """Creates invisible rect objects that will prevent the player from
334 walking into trees, buildings and other solid objects"""
335 tile_map = open(os.path.join('data', 'states', state, 'blockers.txt'), 'r')
336 blockers = []
337
338 for row, line in enumerate(tile_map):
339 for column, letter in enumerate(line):
340 if letter == 'B':
341 blockers.append(pg.Rect(column*32, row*32, 32, 32))
342
343 tile_map.close()
344
345 return blockers
346
347
348def make_level_surface(map):
349 """Creates the surface all images are blitted to"""
350 map_rect = map.get_rect()
351 size = map_rect.size
352
353
354 return pg.Surface(size).convert()
355
356
357def create_viewport(map):
358 """Create the viewport to view the level through"""
359 map_rect = map.get_rect()
360 return setup.SCREEN.get_rect(bottom=map_rect.bottom)
361
362
363def set_sprite_positions(player, level_sprites, state, game_data):
364 """Set the start positions for all the sprites in the level"""
365 start_pos_key = state + ' start pos'
366 x = game_data[start_pos_key][0]*32
367 y = game_data[start_pos_key][1]*32
368 player.rect = pg.Rect(x, y, 32, 32)
369
370 tile_map = open(os.path.join('data', 'states', state, 'sprite_start_pos.txt'), 'r')
371
372 for row, line in enumerate(tile_map):
373 for column, letter in enumerate(line):
374 if letter == 'F':
375 fem_villager = person.FemaleVillager(column*32, row*32)
376 level_sprites.add(fem_villager)
377 elif letter == 'S':
378 soldier = person.Soldier(column*32, row*32)
379 level_sprites.add(soldier)
380 elif letter == 'A':
381 soldier = person.Soldier(column*32, row*32, 'right', 'resting')
382 level_sprites.add(soldier)
383 elif letter == 'B':
384 soldier = person.Soldier(column*32, row*32, 'left', 'resting')
385 level_sprites.add(soldier)
386 elif letter == 'C':
387 king = person.King(column*32, row*32, 'down', 'resting')
388 level_sprites.add(king)
389 elif letter == 'D':
390 well = person.Well(column*32, row*32)
391 level_sprites.add(well)
392 elif letter == 'E':
393 fem_villager = person.FemaleVillager2(column*32, row*32)
394 level_sprites.add(fem_villager)
395 elif letter == 'G':
396 devil_villager = person.Devil(column*32, row*32)
397 level_sprites.add(devil_villager)
398 elif letter == 'H':
399 old_villager = person.OldMan(column*32, row*32)
400 level_sprites.add(old_villager)
401
402 tile_map.close()
403
404
405def make_level_portals(state):
406 """Create portals to different levels on doors"""
407 tile_map = open(os.path.join('data', 'states', state, 'portals.txt'), 'r')
408 portal_group = pg.sprite.Group()
409
410 for row, line in enumerate(tile_map):
411 for column, letter in enumerate(line):
412 if letter == 'A':
413 portal_group.add(portal.Portal(column, row, c.CASTLE))
414 elif letter == 'B':
415 portal_group.add(portal.Portal(column, row, c.TOWN))
416 elif letter == 'C':
417 portal_group.add(portal.Portal(column, row, c.INN))
418 elif letter == 'D':
419 portal_group.add(portal.Portal(column, row, c.MAGIC_SHOP))
420 elif letter == 'E':
421 portal_group.add(portal.Portal(column, row, c.POTION_SHOP))
422 elif letter == 'F':
423 portal_group.add(portal.Portal(column, row, c.WEAPON_SHOP))
424 elif letter == 'G':
425 portal_group.add(portal.Portal(column, row, c.ARMOR_SHOP))
426 elif letter == 'H':
427 portal_group.add(portal.Portal(column, row, c.HOUSE))
428 elif letter == 'J':
429 portal_group.add(portal.Portal(column, row, c.OVERWORLD))
430
431 return portal_group
432
433
434
435get_image = tools.get_image
436tile_dict = create_town_sprite_sheet_dict()
437layer1_tile_code_dict = create_layer1_tile_code_dict()
438