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274 lines
9.6 KiB
274 lines
9.6 KiB
""" |
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LEVEL EDITOR(prototype) |
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The file that allows to create and edit levels |
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THIS PROGRAM IS DEPRECATED, USE LVL_EDIT.PY TO EDIT LEVELS |
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""" |
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import pyxel |
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import json |
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import shutil |
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CELL_SIZE = 20 |
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GRID_X = 11 |
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GRID_Y = 6 |
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WIN_X = CELL_SIZE*GRID_X |
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WIN_Y = CELL_SIZE*GRID_Y |
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def clamp(n: int, a: int, b: int): |
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""" |
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:param n: The number to be clamped |
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:param a: The minimum limit |
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:param b: The maximum limit |
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:return: The clamped number |
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Returns the provided number n clamped between a and b |
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""" |
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if n < a: |
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return a |
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if n > b: |
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return b |
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return n |
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def get_file_content(lvl: int) -> list: |
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""" |
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:param lvl: (int) The id of the file to read |
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:return: (list) The level content of the file |
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Reads a level file content and returns its data |
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""" |
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file = open(f"lvl/{lvl}.json", "r", encoding="utf-8") |
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decoder = json.JSONDecoder() |
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content = decoder.decode(file.read()) |
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file.close() |
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return content |
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def can_load(lvl: int) -> bool: |
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""" |
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:param lvl: (int) The id of the file to check for |
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:return: Returns if the level file exists and can be loaded |
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""" |
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try: |
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file = get_file_content(lvl) |
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return len(file) == GRID_Y |
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except FileNotFoundError: |
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return False |
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class LevelManager: |
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def __init__(self): |
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self.level = 0 # the id of the currently loaded stage |
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self.cache = [] # the current stage state is stored there |
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|
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self.tileTypes = { # helps with tile identifiers |
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"empty": 0, |
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"wall": 1, |
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"player": 3, |
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"exit": 2, |
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"switch_blue": 4, |
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"s_wall_blue": 5 |
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} |
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def load(self, lvl: int): |
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""" |
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:param lvl: (int) the level id |
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Reloads the game using the specified level |
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""" |
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self.level = lvl |
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self.cache = get_file_content(lvl) |
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def save(self, lvl: int): |
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""" |
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:param lvl: (int) the level id |
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Saves the cache under the specified level id |
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""" |
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file = open(f"lvl/{lvl}.json", "w", encoding="utf-8") |
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encoder = json.JSONEncoder() |
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file.write(encoder.encode(self.cache)) |
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file.close() |
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def update_tile(self, position: tuple[int, int], val: int): |
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""" |
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:param position: (tuple) The position of the tile to modify |
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:param val: (int) The new value of the tile |
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Updates the specified tile from the cache to the specified value |
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""" |
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self.cache[position[1]][position[0]] = val |
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def get_tile(self, position: tuple[int, int]) -> int: |
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""" |
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:param position: (tuple) the position of the requested tile |
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:return: (int) the value of the tile |
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Fetches the current value of the specified tile or -1 if out of range |
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""" |
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if not self.is_in_range(position): |
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return -1 |
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return self.cache[position[1]][position[0]] |
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def is_in_range(self, position: tuple[int, int]) -> bool: |
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""" |
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:param position: (tuple) The position that will be checked |
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:return: (bool) indicates whether the said position is in map bounds |
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Checks if the given position is within the map range(a level should have been loaded first) |
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""" |
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if len(self.cache) == 0: |
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return False |
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if position[0] < 0 or position[1] < 0: |
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return False |
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if position[1] > GRID_Y-1: |
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return False |
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if position[0] > GRID_X-1: |
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return False |
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return True |
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def move_tile(self, tile_a, tile_b): |
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""" |
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:param tile_a: (tuple) The position of the tile to be moved |
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:param tile_b: (tuple) The position of the target tile |
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Moves the content of tile_a to tile_b(overwrites tile_b and sets tile_a to 0) |
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This is meant for player movement |
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""" |
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if tile_a != tile_b: |
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content = self.get_tile(tile_a) |
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self.update_tile(tile_b, content) |
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self.update_tile(tile_a, self.tileTypes['empty']) |
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def find_object(self, elt: int) -> tuple[int, int]: |
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""" |
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:param elt: (int) The type of element to find on the map(use self.tileTypes) |
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:return: (tuple) The position of the tile(or (-1, -1) if not found) |
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Finds the first instance of the provided element on the board, and returns its position |
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""" |
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for y in range(GRID_Y): |
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for x in range(GRID_X): |
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if self.cache[y][x] == elt: |
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return x, y |
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return -1, -1 |
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def find_player(self): # finds the player in the stage grid and returns its coordinates |
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return self.find_object(self.tileTypes['player']) |
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def input_cmd(): |
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cmd_txt = input("cmd => ").split(" ") |
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if cmd_txt[0] == "load" and len(cmd_txt) > 1 and cmd_txt[1].isnumeric() and can_load(int(cmd_txt[1])): |
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print(f"Now editing level {cmd_txt[1]}") |
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runner.level.load(int(cmd_txt[1])) |
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elif cmd_txt[0] == "create" and len(cmd_txt) > 1 and cmd_txt[1].isnumeric(): |
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print(f"Now editing level {cmd_txt[1]}") |
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shutil.copyfile("lvl_template.json", f'lvl/{cmd_txt[1]}.json') |
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runner.level.load(int(cmd_txt[1])) |
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elif cmd_txt[0] == "save": |
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runner.level.save(runner.level.level) |
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print(f"Saved successfully") |
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else: |
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print("Invalid Command") |
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class Editor: |
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def __init__(self): |
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self.level = LevelManager() # An instance that manages level data and navigating |
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self.isInit = False # Safety attribute that prevents init from running twice |
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self.cursor = (0, 0) # Describes the mouse position(snapped to grid) |
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self.toolToggle = 0 |
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self.toolToggleRotation = [ |
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self.level.tileTypes['wall'], |
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self.level.tileTypes['exit'], |
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self.level.tileTypes['switch_blue'], |
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self.level.tileTypes['s_wall_blue'] |
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] |
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self.element_display = [ |
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"empty", |
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"wall", |
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"exit", |
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"player", |
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"blue switch", |
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"blue switch wall" |
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] |
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def on_click(self): # toggles the presence of an element at cursor position |
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tile = self.level.get_tile(self.cursor) |
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if tile != self.toolToggleRotation[self.toolToggle] and tile != self.level.tileTypes['player']: |
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self.level.update_tile(self.cursor, self.toolToggleRotation[self.toolToggle]) |
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elif tile != self.level.tileTypes['player']: |
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self.level.update_tile(self.cursor, self.level.tileTypes['empty']) |
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def move_player(self): # moves the player to the cursor(overwrites said tile) |
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if self.cursor[0] >= 0 and self.cursor[1] >= 0: |
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plr_pos = self.level.find_player() |
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self.level.move_tile(plr_pos, self.cursor) |
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def tool_rotation(self): # Changes the element that will be placed on click |
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next_index = self.toolToggle + 1 |
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if next_index >= len(self.toolToggleRotation): |
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self.toolToggle = 0 |
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else: |
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self.toolToggle = next_index |
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new_element = self.toolToggleRotation[self.toolToggle] |
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print(f"Now placing {self.element_display[new_element]}") |
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# manages controls and tools |
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def upd(self): |
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mx, my = pyxel.mouse_x, pyxel.mouse_y |
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self.cursor = (mx//CELL_SIZE, my//CELL_SIZE) |
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if pyxel.btnp(pyxel.MOUSE_BUTTON_LEFT): |
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self.on_click() |
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elif pyxel.btnp(pyxel.KEY_E): |
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self.move_player() |
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elif pyxel.btnp(pyxel.KEY_A): |
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self.tool_rotation() |
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elif pyxel.btnp(pyxel.KEY_C): |
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input_cmd() |
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# utility methods that draws the cursor to the mouse position |
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def draw_cursor(self): |
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x, y = self.cursor |
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center_x = x*CELL_SIZE+CELL_SIZE//2 |
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center_y = y*CELL_SIZE+CELL_SIZE//2 |
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pyxel.circb(center_x, center_y, 5, 4) |
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# self-explanatory, manages what's seen on screen |
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def display(self): |
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pyxel.cls(0) |
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for y in range(GRID_Y): |
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for x in range(GRID_X): |
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tile = self.level.get_tile((x, y)) |
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if tile == self.level.tileTypes['wall']: |
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pyxel.rect(x*CELL_SIZE, y*CELL_SIZE, CELL_SIZE, CELL_SIZE, 7) |
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elif tile == self.level.tileTypes['exit']: |
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pyxel.rect(x*CELL_SIZE, y*CELL_SIZE, CELL_SIZE, CELL_SIZE, 11) |
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elif tile == self.level.tileTypes['player']: |
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pyxel.circ(x*CELL_SIZE+CELL_SIZE//2, y*CELL_SIZE+CELL_SIZE//2, CELL_SIZE//2-1, 8) |
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elif tile == self.level.tileTypes['switch_blue']: |
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pyxel.circ(x*CELL_SIZE+CELL_SIZE//2, y*CELL_SIZE+CELL_SIZE//2, CELL_SIZE//3-1, 12) |
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elif tile == self.level.tileTypes['s_wall_blue']: |
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pyxel.rect(x * CELL_SIZE, y * CELL_SIZE, CELL_SIZE, CELL_SIZE, 12) |
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self.draw_cursor() |
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def init(self, lvl: int): # opens the editor window and loads the specified stage |
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if not self.isInit: |
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self.isInit = True |
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self.level.load(lvl) |
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pyxel.init(WIN_X, WIN_Y, title="ice_walker editor") |
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pyxel.mouse(True) |
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pyxel.run(self.upd, self.display) |
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def start_editor(): |
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runner.init(int(lvl_id)) |
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if __name__ == "__main__": |
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lvl_id = input("Please enter the id of the level to load: ") |
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if lvl_id.isnumeric(): |
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print(f"Now editing level {lvl_id}") |
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runner = Editor() |
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start_editor() |
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else: |
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print("Invalid level id provided, please rerun and try again")
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