all repos — Legends-RPG @ b72c351ad682a27b77da88eb13280572c60ae952

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, collision
  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.blockers = self.create_blockers()
 22        self.viewport = self.create_viewport()
 23        self.level_surface = self.create_level_surface()
 24        self.level_rect = self.level_surface.get_rect()
 25        self.player = Player()
 26        self.start_positions = self.set_sprite_positions()
 27        self.collision_handler = collision.CollisionHandler(self.player,
 28                                                            self.blockers)
 29
 30
 31    def create_town_sprite_sheet_dict(self):
 32        """Create a dictionary of sprite sheet tiles"""
 33        tile_dict = {}
 34        tileset1 = setup.GFX['tileset1']
 35        tileset2 = setup.GFX['tileset2']
 36        tileset3 = setup.GFX['tileset3']
 37        sword = setup.GFX['sword']
 38        shield = setup.GFX['shield']
 39        potion = setup.GFX['potion']
 40        gem = setup.GFX['gem']
 41
 42        tile_dict['pavement'] = self.get_tile(32, 48, tileset2)
 43        tile_dict['house wall'] = self.get_tile(64, 48, tileset2)
 44        tile_dict['house roof'] = self.get_tile(0, 144, tileset2)
 45        tile_dict['house door'] = self.get_tile(48, 64, tileset2)
 46        tile_dict['tree'] = self.get_tile(80, 48, tileset1, 16, 32)
 47        tile_dict['well'] = self.get_tile(96, 50, tileset1, 16, 32)
 48        tile_dict['moat'] = self.get_tile(16, 16, tileset2)
 49        tile_dict['fence'] = self.get_tile(48, 64, tileset1)
 50        tile_dict['grass'] = self.get_tile(0, 16, tileset1)
 51        tile_dict['sword'] = self.get_tile(0, 0, sword, 32, 32)
 52        tile_dict['shield'] = self.get_tile(0, 0, shield, 32, 32)
 53        tile_dict['potion'] = self.get_tile(0, 0, potion, 32, 32)
 54        tile_dict['gem'] = self.get_tile(0, 0, gem, 32, 32)
 55        tile_dict['castle bridge'] = self.get_tile(48, 27, tileset1, 16, 32 )
 56        tile_dict['flower1'] = self.get_tile(64, 64, tileset2)
 57        tile_dict['flower2'] = self.get_tile(80, 64, tileset2)
 58        tile_dict['horiz castle wall'] = self.get_tile(32, 0, tileset3, 48, 32)
 59        tile_dict['vert castle wall'] = self.get_tile(0, 16, tileset3)
 60        tile_dict['castle tower'] = self.get_tile(116, 16, tileset1, 48, 64)
 61        tile_dict['main castle roof'] = self.get_tile(0, 0, tileset1, 160, 16)
 62        tile_dict['left castle roof piece'] = self.get_tile(0, 0, tileset1, 48, 16)
 63        tile_dict['right castle roof piece'] = self.get_tile(112, 0, tileset1, 48, 16)
 64        tile_dict['castle side'] = self.get_tile(0, 72, tileset3)
 65        tile_dict['castle door'] = self.get_tile(32, 64, tileset2, 16, 16, 4)
 66
 67        return tile_dict
 68
 69
 70    def get_tile(self, x, y, tileset, width=16, height=16, scale=1):
 71        """Gets the surface and rect for a tile"""
 72        surface = self.get_image(self, x, y, width, height, tileset)
 73        surface = pg.transform.scale(surface, (width*scale, height*scale))
 74        rect = surface.get_rect()
 75
 76        tile_dict = {'surface': surface,
 77                     'rect': rect}
 78
 79        return tile_dict
 80
 81
 82    def create_town_map(self):
 83        """Blits the different layers of the map onto one surface"""
 84        map = self.create_background()
 85        map = self.create_map_layer1(map)
 86        map = self.create_map_layer2(map)
 87        map = self.scale_map(map)
 88        map = self.create_map_layer3(map)
 89
 90        return map
 91
 92
 93    def create_background(self):
 94        """Creates the background surface that the rest of
 95        the town map will be blitted on"""
 96        size = (25*16, 50*16)
 97        surface = pg.Surface(size)
 98        grass_tile = self.get_image(self, 0, 0, 16, 16, setup.GFX['tileset2'])
 99        grass_rect = grass_tile.get_rect()
100
101        for row in range(50):
102            for column in range(25):
103                grass_rect.y = row * 16
104                grass_rect.x = column * 16
105                surface.blit(grass_tile, grass_rect)
106
107        surface_rect = surface.get_rect()
108
109        background_dict = {'surface': surface,
110                           'rect': surface_rect}
111
112        return background_dict
113
114
115    def create_map_layer1(self, map):
116        """Creates the town from a tile map and creates a
117        surface on top of the background"""
118        tile_map = open(os.path.join('data', 'states', 'town_map.txt'), 'r')
119
120        for row, line in enumerate(tile_map):
121            for column, letter in enumerate(line):
122                if letter == '1':
123                    tile = self.town_map_dict['pavement']
124                    self.blit_tile_to_map(tile, row, column, map)
125
126                elif letter == '2':
127                    tile = self.town_map_dict['house wall']
128                    self.blit_tile_to_map(tile, row, column, map)
129
130                elif letter == '3':
131                    tile = self.town_map_dict['house roof']
132                    self.blit_tile_to_map(tile, row, column, map)
133
134                elif letter == 'T':
135                    tile = self.town_map_dict['tree']
136                    self.blit_tile_to_map(tile, row, column, map)
137
138                elif letter == 'W':
139                    tile = self.town_map_dict['well']
140                    self.blit_tile_to_map(tile, row, column, map)
141
142                elif letter == 'M':
143                    tile = self.town_map_dict['moat']
144                    self.blit_tile_to_map(tile, row, column, map)
145
146                elif letter == 'G':
147                    tile = self.town_map_dict['grass']
148                    self.blit_tile_to_map(tile, row, column, map)
149
150                elif letter == 'B':
151                    tile = self.town_map_dict['castle bridge']
152                    self.blit_tile_to_map(tile, row, column, map)
153
154                elif letter == 'C':
155                    tile = self.town_map_dict['horiz castle wall']
156                    self.blit_tile_to_map(tile, row, column, map)
157
158                elif letter == 'V':
159                    tile = self.town_map_dict['vert castle wall']
160                    self.blit_tile_to_map(tile, row, column, map)
161
162                elif letter == 'S':
163                    tile = self.town_map_dict['castle side']
164                    self.blit_tile_to_map(tile, row, column, map)
165
166
167        tile_map.close()
168
169        return map
170
171
172    def create_map_layer2(self, map):
173        """Creates doors and other items on top of the rest of the map"""
174        tile_map = open(os.path.join('data', 'states', 'town_layer2.txt'), 'r')
175
176        for row, line in enumerate(tile_map):
177            for column, letter in enumerate(line):
178                if letter == 'D':
179                    tile = self.town_map_dict['house door']
180                    self.blit_tile_to_map(tile, row, column, map)
181                elif letter == 'F':
182                    tile = self.town_map_dict['fence']
183                    self.blit_tile_to_map(tile, row, column, map)
184                elif letter == '$':
185                    tile = self.town_map_dict['flower1']
186                    self.blit_tile_to_map(tile, row, column, map)
187                elif letter == '*':
188                    tile = self.town_map_dict['flower2']
189                    self.blit_tile_to_map(tile, row, column, map)
190                elif letter == 'T':
191                    tile = self.town_map_dict['castle tower']
192                    self.blit_tile_to_map(tile, row, column, map)
193                elif letter == 'W':
194                    tile = self.town_map_dict['vert castle wall']
195                    self.blit_tile_to_map(tile, row, column, map)
196                elif letter == 'M':
197                    tile = self.town_map_dict['main castle roof']
198                    self.blit_tile_to_map(tile, row, column, map)
199                elif letter == 'L':
200                    tile = self.town_map_dict['left castle roof piece']
201                    self.blit_tile_to_map(tile, row, column, map)
202                elif letter == 'R':
203                    tile = self.town_map_dict['right castle roof piece']
204                    self.blit_tile_to_map(tile, row, column, map)
205                elif letter == '#':
206                    tile = self.town_map_dict['tree']
207                    self.blit_tile_to_map(tile, row, column, map)
208                elif letter == 'O':
209                    tile = self.town_map_dict['castle door']
210                    self.blit_tile_to_map(tile, row, column, map)
211
212        tile_map.close()
213
214        return map
215
216
217    def scale_map(self, map):
218        """Double resolution of map to 32x32"""
219        map['surface'] = pg.transform.scale2x(map['surface'])
220        map['rect'] = map['surface'].get_rect()
221
222        return map
223
224
225    def create_map_layer3(self, map):
226        """Layers for images that are already 32x32"""
227        tile_map = open(os.path.join('data', 'states', 'town_layer3.txt'), 'r')
228
229        for row, line in enumerate(tile_map):
230            for column, letter in enumerate(line):
231                if letter == 'W':
232                    tile = self.town_map_dict['sword']
233                    self.blit_tile_to_map(tile, row, column, map, 32)
234                elif letter == 'A':
235                    tile = self.town_map_dict['shield']
236                    self.blit_tile_to_map(tile, row, column, map, 32)
237                elif letter == 'P':
238                    tile = self.town_map_dict['potion']
239                    self.blit_tile_to_map(tile, row, column, map, 32)
240                elif letter == 'M':
241                    tile = self.town_map_dict['gem']
242                    self.blit_tile_to_map(tile, row, column, map, 32)
243
244        tile_map.close()
245
246        return map
247
248
249
250    def blit_tile_to_map(self, tile, row, column, map, side_length=16):
251        """Places tile to map"""
252        tile['rect'].x = column * side_length
253        tile['rect'].y = row * side_length
254
255        map['surface'].blit(tile['surface'], tile['rect'])
256
257
258    def create_blockers(self):
259        """Creates invisible rect objects that will prevent the player from
260        walking into trees, buildings and other solid objects"""
261        tile_map = open(os.path.join('data', 'states', 'town_blocker_layer.txt'), 'r')
262        blocker_list = []
263
264        for row, line in enumerate(tile_map):
265            for column, letter in enumerate(line):
266                if letter == 'B':
267                    blocker_list.append(pg.Rect(column*32, row*32, 32, 32))
268
269        tile_map.close()
270
271        return blocker_list
272
273
274    def create_viewport(self):
275        """Create the viewport to view the level through"""
276        return setup.SCREEN.get_rect(bottom=self.town_map['rect'].bottom)
277
278
279    def create_level_surface(self):
280        """Creates the surface all images are blitted to"""
281        width = self.town_map['rect'].width
282        height = self.town_map['rect'].height
283
284        return pg.Surface((width, height)).convert()
285
286
287    def set_sprite_positions(self):
288        """Set the start positions for all the sprites in the level"""
289        tile_map = open(os.path.join('data', 'states', 'sprite_start_pos.txt'), 'r')
290        dict = {}
291
292        for row, line in enumerate(tile_map):
293            for column, letter in enumerate(line):
294                if letter == 'P':
295                    dict['player'] = pg.Rect(column*32, row*32, 32, 32)
296
297        self.player.rect = dict['player']
298
299        return dict
300
301
302    def update(self, surface, keys, current_time):
303        """Updates state"""
304        self.keys = keys
305        self.current_time = current_time
306        self.player.update(keys, current_time)
307        self.collision_handler.update()
308        self.update_viewport()
309
310        self.draw_level(surface)
311
312
313    def draw_level(self, surface):
314        """Blits all images to screen"""
315        self.level_surface.blit(self.town_map['surface'], self.viewport, self.viewport)
316        self.level_surface.blit(self.player.image, self.player.rect)
317
318        surface.blit(self.level_surface, (0,0), self.viewport)
319
320
321    def update_viewport(self):
322        """Viewport stays centered on character, unless at edge of map"""
323        self.viewport.center = self.player.rect.center
324        self.viewport.clamp_ip(self.level_rect)
325
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