from gamedata.objects.base import BaseObject from math import sqrt import random # Tiles object, displaying and managing the play grid class Tiles(BaseObject): def __init__(self,x,y,game,nbcells=22,cellsize=32): super().__init__(x,y,game,nbcells*cellsize,nbcells*cellsize) self.nbcells = nbcells self.cellsize = cellsize self.saferadius = 2 self.grid = self.gengrid(game.sprite_lib["collisionmap.png"]) self.spawns = self.getspawnpoints(self.grid,saferadius=self.saferadius) self.debugcell = game.pygame.Surface([cellsize]*2) self.debugcell.fill([255]*3) self.debugcell.set_alpha(100) def gengrid(self,sprite): # Generating a list of lists based on an image width,height = sprite.get_size() grid = [] for y in range(height): line = [] for x in range(width): if sprite.get_at((x,y))!=(0,0,0,255): line.append(1) else: line.append(0) grid.append(line) return grid def getspawnpoints(self,grid,saferadius=2): spawns = [] for y in range(saferadius,len(grid)-saferadius): for x in range(saferadius,len(grid[y])-saferadius): canspawn = True for safey in range(-saferadius,saferadius+1): for safex in range(-saferadius,saferadius+1): if grid[y+safey][x+safex]==0: # If a pit is inside the radius, can't spawn here canspawn = False if canspawn: spawns.append([self.rect[0]+(x+0.5)*self.cellsize,self.rect[1]+(y+0.5)*self.cellsize]) return spawns def draw(self): # Drawing the ground self.game.window.blit(self.game.sprite_lib["ingame.png"],(0,0)) if self.game.globals["debug"]: # Drawing the grid for y in range(len(self.grid)): for x in range(len(self.grid[y])): if self.grid[y][x]==1: self.game.window.blit(self.debugcell,[self.rect[0]+x*self.cellsize,self.rect[1]+y*self.cellsize]) # Draw spawn points for point in self.spawns: self.game.pygame.draw.circle(self.game.window,[100,100,0],point,radius=3)