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tilemap.py
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import pygame as pg
from settings import *
import pytmx
def collide_hit_rect(one, two):
return one.hit_rect.colliderect(two.rect)
class Map:
def __init__(self,filename):
self.data = []
with open(filename,'rt') as f:
for line in f:
self.data.append(line.strip())
self.tilewidth = len(self.data[0])
self.tileheight = len(self.data)
self.width = self.tilewidth*TILESIZE
self.height = self.tileheight*TILESIZE
class TiledMap:
def __init__(self,filename):
tm = pytmx.load_pygame(filename, pixelalpha = True)
self.width = tm.width * tm.tilewidth
self.height = tm.height * tm.tileheight
self.tmxdata = tm
def render(self,surface):
ti = self.tmxdata.get_tile_image_by_gid
for layer in self.tmxdata.visible_layers:
if isinstance(layer, pytmx.TiledTileLayer):
for x,y, gid, in layer:
tile = ti(gid)
if tile:
surface.blit(tile,(x*self.tmxdata.tilewidth, y*self.tmxdata.tileheight))
def make_map(self):
temp_surface = pg.Surface((self.width,self.height))
self.render(temp_surface)
return temp_surface
class Camera:
def __init__(self,width,height):
self.camera = pg.Rect(0,0,width,height)
self.width = width
self.height = height
def apply(self,entity):
return entity.rect.move(self.camera.topleft)
def apply_rect(self,rect):
return rect.move(self.camera.topleft)
def update(self,target):
x = -target.rect.x + int(WIDTH/2)
y = -target.rect.y + int(HEIGHT/2)
#Limit scrolling to map size
x = min(0,x) #left
y = min(0,y) #top
x = max(-(self.width-WIDTH),x)
y = max(-(self.height-HEIGHT),y)
self.camera = pg.Rect(x,y,self.width,self.height)