from gamedata.objects.base import BaseObject from gamedata.objects.ingame.ennemies.robot import Robot from gamedata.objects.ingame.ennemies.crate import Crate from gamedata.objects.ingame.ennemies.balloon import Balloon from gamedata.objects.ingame.ennemies.spring import Spring from gamedata.objects.ingame.ennemies.waterchange import WaterChange from gamedata.objects.ingame.ennemies.trashbag import TrashBag from gamedata.objects.ingame.ennemies.squid import Squid from gamedata.objects.ingame.ennemies.shooter import Shooter from gamedata.objects.ingame.endflag import EndFlag from gamedata.objects.levels import Levels from gamedata.objects.ripple import Ripple class TilesetRenderer(BaseObject): def __init__(self,x,y,game,mapfoldername): super().__init__(x,y,game) self.tilew = 64 self.tileh = 64 self.depth = -2 self.level = game.levels_lib[mapfoldername] self.reinit(self.level) self.game.globals["totaltrashes"] = 0 self.game.globals["trashes"] = 0 self.game.globals["timer"] = 0 self.bgs = [game.sprite_lib["fallbackground.png"]] if len(self.level["backgrounds"]): self.bgs = self.level["backgrounds"] self.bgoffset = self.layers[0]["surface"].get_height()/2-self.game.globals["camerah"] # Prescale backgrounds self.sep = self.game.pygame.transform.scale(self.game.sprite_lib["backgroundseparator.png"],[self.game.globals["cameraw"],self.game.globals["camerah"]]) self.scaledbgs = [] wratio = self.game.globals["cameraw"]/self.bgs[0]["sprite"].get_width() hratio = self.game.globals["camerah"]/self.bgs[0]["sprite"].get_height() for bg in self.bgs: width, height = round(bg["sprite"].get_width()*wratio),round(bg["sprite"].get_height()*hratio) sprite = self.game.pygame.transform.scale(bg["sprite"],(width,height)) self.scaledbgs.append(sprite) def step(self): # Spawning ennemies while len(self.queue)>0: props = self.queue.pop() e = props[0](props[1],props[2],self.game,props[3],props[4]) self.game.gameloop.summon(e) def draw(self): lastoffset = 0 for i,bg in enumerate(self.scaledbgs): ratio = 1-(len(self.bgs)-i)/len(self.bgs) width = bg.get_width() height = bg.get_height() nbs = self.game.globals["cameraw"]/width lastoffset = self.rect[1]+(self.bgoffset-self.game.globals["cameray"])*ratio for i in range(round(max(nbs+0.5,2))): self.game.window.blit(bg,[(-self.game.globals["camerax"]*ratio)%width+(i-1)*width,lastoffset]) # Draw filler if self.level["filler"]: filleroffset = lastoffset+height self.game.window.blit(self.level["filler"],[0,filleroffset]) # Separator self.game.window.blit(self.sep,[0,0]) # Layers for layer in self.layers: self.game.window.blit(layer["surface"],(layer["offsets"][0]-self.game.globals["camerax"],layer["offsets"][1]-self.game.globals["cameray"])) def reinit(self,level): json = level["data"] name = level["name"] self.rects = [] self.semirects = [] self.spikes = [] self.layers = [] self.spawns = [] self.bgm = level["bgm"] if self.bgm: self.bgm.set_volume(self.game.globals["bgmvolume"]) self.bgm.play(-1) spawnlists = {"Spawns":self.spawns} ennemies = {"Robot":Robot,"Crate":Crate,"Balloon":Balloon,"Spring":Spring,"WaterChange":WaterChange,"Levels":Levels,"End":EndFlag,"TrashBag":TrashBag,"Ripple":Ripple,"Squid":Squid,"Shooter":Shooter} self.queue = [] # For spawning ennemies after beeing initialized if "layers" in json.keys() and type(json["layers"]).__name__=="list": solidlayer = False for layer in json["layers"]: #try: if True: if layer["name"] == "Solids" and "entities" in layer.keys() : # Je trouve les collisions solidlayer = layer elif layer["name"] == "Spawns" and "entities" in layer.keys() : # Je trouve les spawns for entity in layer["entities"]: x,y = entity["x"],entity["y"] w,h = layer["gridCellWidth"],layer["gridCellHeight"] if "width" in entity.keys(): w = entity["width"] if "height" in entity.keys(): h = entity["height"] spawnlists[entity["name"]].append(self.game.pygame.Rect((x,y,w,h))) elif layer["name"] == "Ennemies" and "entities" in layer.keys(): for entity in layer["entities"]: x,y = entity["x"],entity["y"] nodes = [] customvalues = {} if "nodes" in entity.keys(): nodes = entity["nodes"] if "values" in entity.keys(): customvalues = entity["values"] self.queue.append((ennemies[entity["name"]],x,y,nodes,customvalues)) else: # J'ajoute un layer de tiles tileset = level["tilesets"][layer["tileset"]] tilew,tileh = layer["gridCellWidth"],layer["gridCellHeight"] tileoffx,tileoffy = layer["offsetX"],layer["offsetY"] nbtilesx,nbtilesy = layer["gridCellsX"],layer["gridCellsY"] storedlayer = {"offsets":[tileoffx,tileoffy],"name":layer["name"]} surface = self.game.pygame.Surface((tilew*nbtilesx,tileh*nbtilesy),flags=self.game.pygame.SRCALPHA) for y in range(len(layer["dataCoords2D"])): for x in range(len(layer["dataCoords2D"][y])): coords = layer["dataCoords2D"][y][x] if len(coords)>1: areatocopy = [coords[0]*tilew,coords[1]*tileh,tilew,tileh] surface.blit(tileset,(x*tilew,y*tileh),area=areatocopy) storedlayer["surface"] = surface self.layers.append(storedlayer) #except: else: self.game.log("Erreur",name,"Les layers sont invalides") if solidlayer: # Je crée les collisions if "gridCellWidth" in solidlayer.keys() and "gridCellHeight" in solidlayer.keys(): self.solidtilew = solidlayer["gridCellWidth"] self.solidtileh = solidlayer["gridCellHeight"] else: self.solidtilew,self.solidtileh = 32,32 self.game.log("Erreur",name,"Pas de taille de tiles précisée, défaut à 32x32") for entity in solidlayer["entities"]: try: x,y = entity["x"],entity["y"] w,h = self.solidtilew,self.solidtileh if "width" in entity.keys(): w = entity["width"] if "height" in entity.keys(): h = entity["height"] lists = {"Solid":self.rects,"SemiSolid":self.semirects,"Spikes":self.spikes} lists[entity["name"]].append(self.game.pygame.Rect(x,y,w,h)) except: self.game.log("Erreur",name,entity,"Propriétés invalides") else: self.game.log("Erreur",name,"Il manque les collisions, Entity Layer nommé Solids") self.layers.sort(key=lambda x: x["name"]) self.layers.reverse() else: self.game.log("Erreur",name,"Pas de layers")