diff --git a/main.py b/main.py index ae78fe7..1f3ddd2 100644 --- a/main.py +++ b/main.py @@ -7,6 +7,8 @@ from map import * # from house import House from sprites import * from settings import * +from map_new import map_new +from map_new import map_utils import math class Game(): @@ -31,9 +33,15 @@ class Game(): self.wall_img = pg.image.load(path.join(img_folder, WALL_IMG)).convert_alpha() self.wall_img = pg.transform.scale(self.wall_img, (TILESIZE, TILESIZE)) + # self.new_map = map_new.getMap() + + def new(self): # initialize all variables and do all the setup for a new game + # sprite groups and map array + (self.roadTiles, self.wallTiles), self.mapArray = map_new.getTiles() + self.all_sprites = pg.sprite.Group() self.walls = pg.sprite.Group() @@ -43,11 +51,9 @@ class Game(): if tile_object.name == 'wall': Obstacle(self, tile_object.x, tile_object.y, tile_object.width, tile_object.height) - # self.screen.blit(self.map_img, (0,0)) - self.camera = Camera(self.map.width, self.map.height) + self.camera = Camera(MAP_WIDTH_PX, MAP_HEIGHT_PX) self.draw_debug = False - #self.screen.blit(self.map_img, self.camera.apply_rect(self.map_rect)) def run(self): # game loop - set self.playing = False to end the game @@ -74,23 +80,16 @@ class Game(): for y in range(0, HEIGHT, TILESIZE): pg.draw.line(self.screen, LIGHTGREY, (0, y), (WIDTH, y)) - - # def draw(self, drawable_object, pos): - # # pos => (x, y) - # # drawable object must have .image field inside class - # self.screen.blit(drawable_object.image, pos ) - def draw(self): pg.display.set_caption("{:.2f}".format(self.clock.get_fps())) - self.screen.blit(self.map_img, self.camera.apply_rect(self.map_rect)) + + map_new.renderTiles(self.roadTiles, self.screen, self.camera) + map_new.renderTiles(self.wallTiles, self.screen, self.camera, self.draw_debug) for sprite in self.all_sprites: self.screen.blit(sprite.image, self.camera.apply(sprite)) if self.draw_debug: pg.draw.rect(self.screen, CYAN, self.camera.apply_rect(sprite.hit_rect), 1) - if self.draw_debug: - for wall in self.walls: - pg.draw.rect(self.screen, CYAN, self.camera.apply_rect(wall.rect), 1) pg.display.flip() @@ -113,10 +112,6 @@ class Game(): def show_go_screen(self): pass - - # def reloadMap(self): - # #self.screen.fill(pygame.Color(self.BACKGROUND_COLOR)) - # self.screen.blit(self.map_img, (0,0)) # def main(): # game = WalleGame() diff --git a/map_new/map_new.py b/map_new/map_new.py new file mode 100644 index 0000000..6e0f886 --- /dev/null +++ b/map_new/map_new.py @@ -0,0 +1,16 @@ +from map_new import map_utils +from map_new import map_pattern +import pygame as pg +from settings import * + +def getTiles(): + array = map_utils.generateMap() + pattern = map_pattern.getPattern() + tiles = map_utils.getSprites(array, pattern) + return tiles, array + +def renderTiles(tiles, screen, camera, debug=False): + for tile in tiles: + screen.blit(tile.image, camera.apply_rect(tile.rect)) + if debug: + pg.draw.rect(screen, RED, camera.apply_rect(tile.rect), 1) diff --git a/map_new/map_pattern.py b/map_new/map_pattern.py new file mode 100644 index 0000000..fd38298 --- /dev/null +++ b/map_new/map_pattern.py @@ -0,0 +1,17 @@ +import os +import pygame as pg + +HERE_DIR = os.path.abspath(os.path.dirname(__file__)) +TEXTURES_DIR = HERE_DIR.rpartition(os.sep)[0]+"\\resources\\textures" + +ROAD_DIR = TEXTURES_DIR+"\\road\\" +BUILDING_DIR = TEXTURES_DIR+"\\buliding\\" + +def loadImg(path): + return pg.image.load(path) + +def getPattern(): + return { + 0: loadImg(ROAD_DIR+"GTA2_TILE_257.bmp"), + 1: loadImg(BUILDING_DIR+"GTA2_TILE_187.bmp"), + } \ No newline at end of file diff --git a/map_new/map_utils.py b/map_new/map_utils.py new file mode 100644 index 0000000..f5f1a1e --- /dev/null +++ b/map_new/map_utils.py @@ -0,0 +1,45 @@ +import random +import pygame as pg +from settings import * +from map_new.tile import Tile + +# tworzenie pustego arraya o podanych wymiarach +def getBlankMapArray(): + map = [[0 for x in range(0,MAP_WIDTH)] for y in range (0,MAP_HEIGHT)] + return map + +# generowanie obiektow na mapie +def generateMap(): + map = getBlankMapArray() + for i in range(0, 20): + x = random.randint(0, MAP_WIDTH-1) + y = random.randint(0, MAP_HEIGHT-1) + map[y][x] = 1 + return map + +# tworzenie grup sprite'ow +def getSprites(map, pattern): + roadTiles = pg.sprite.Group() + wallTiles = pg.sprite.Group() + + #objechanie tablicy i generowanie tile'a na danych kordach + for i in range(len(map)): + offsetY = i * TILE_SIZE_PX + for j in range(len(map[i])): + offsetX = j * TILE_SIZE_PX + tileId = map[i][j] + tile = Tile(pattern[tileId], offsetX, offsetY, TILE_SIZE_PX, TILE_SIZE_PX) + if tileId == 0: + roadTiles.add(tile) + else: + wallTiles.add(tile) + + return roadTiles, wallTiles + + + + + + + + diff --git a/map_new/tile.py b/map_new/tile.py new file mode 100644 index 0000000..a2467f2 --- /dev/null +++ b/map_new/tile.py @@ -0,0 +1,16 @@ +from re import X +import pygame as pg + +class Tile(pg.sprite.Sprite): + def __init__(self, img, x, y, width, height): + super().__init__() + + self.x = x + self.y = y + self.width = width + self.height = height + + self.image = pg.Surface([width, height]) + self.image.blit(img, (0,0)) + + self.rect = pg.Rect(x, y, width, height) diff --git a/settings.py b/settings.py index 3bdeee9..e5be6e6 100644 --- a/settings.py +++ b/settings.py @@ -5,6 +5,7 @@ vec = pg.math.Vector2 #colors LIGHTGREY = (100, 100, 100) CYAN = (0, 255, 255) +RED = (255, 0, 0) #game settings @@ -25,4 +26,12 @@ PLAYER_ROT_SPEED = 200 PLAYER_IMG = 'garbagetruck/trashmaster_v2.png' PLAYER_HIT_RECT = pg.Rect(0, 0, 50, 50) PLAYER_WIDTH = 64 -PLAYER_HEIGHT = 32 \ No newline at end of file +PLAYER_HEIGHT = 32 + +#map settings +MAP_WIDTH = 20 +MAP_HEIGHT = 20 + +TILE_SIZE_PX = 64 +MAP_WIDTH_PX = MAP_WIDTH * TILE_SIZE_PX +MAP_HEIGHT_PX = MAP_HEIGHT * TILE_SIZE_PX \ No newline at end of file diff --git a/sprites.py b/sprites.py index b1ee0bd..8cec298 100644 --- a/sprites.py +++ b/sprites.py @@ -64,9 +64,9 @@ class Player(pg.sprite.Sprite): self.rect.center = self.pos self.pos += self.vel * self.game.dt self.hit_rect.centerx = self.pos.x - collide_with_walls(self, self.game.walls, 'x') + collide_with_walls(self, self.game.wallTiles, 'x') self.hit_rect.centery = self.pos.y - collide_with_walls(self, self.game.walls, 'y') + collide_with_walls(self, self.game.wallTiles, 'y') self.rect.center = self.hit_rect.center class Dump(pg.sprite.Sprite):