import pygame import button import csv import pickle pygame.init() clock = pygame.time.Clock() FPS = 60 #game window SCREEN_WIDTH = 800 SCREEN_HEIGHT = 640 LOWER_MARGIN = 100 SIDE_MARGIN = 300 screen = pygame.display.set_mode((SCREEN_WIDTH + SIDE_MARGIN, SCREEN_HEIGHT + LOWER_MARGIN)) pygame.display.set_caption("Level Editor") #deinfe game varibles ROWS = 20 MAX_COLS = 20 TILE_SIZE = SCREEN_HEIGHT // ROWS TILE_TYPES = 8 level = 0 current_tile = 0 scroll_left = False scroll_right = False scroll = 0 scroll_speed = 1 #load images pine1_img = pygame.image.load("images/pine1.png").convert_alpha() pine2_img = pygame.image.load("images/pine2.png").convert_alpha() mountain_img = pygame.image.load("images/mountain.png").convert_alpha() sky_img = pygame.image.load("images/sky_cloud.png").convert_alpha() #store tiles in a list img_list = [] for x in range(TILE_TYPES): img = pygame.image.load(f"editor/{x}.png").convert_alpha() img = pygame.transform.scale(img, (TILE_SIZE, TILE_SIZE)) img_list.append(img) save_img = pygame.image.load("images/save_btn.png").convert_alpha() load_img = pygame.image.load("images/load_btn.png").convert_alpha() #define colours green = (144, 201, 120) white = (255, 255, 255) red = (200, 25, 25) #define font font = pygame.font.SysFont("Futura", 30) #create empty tile list world_data = [] for row in range(ROWS): r = [-1] * MAX_COLS world_data.append(r) #create ground for tile in range(0, MAX_COLS): world_data[ROWS - 1][tile] = 0 #function for outputting text onto the screen def draw_text(text, font, text_col, x, y): img = font.render(text, True, text_col) screen.blit(img, (x, y)) #create function for drawing background def draw_bg(): screen.fill(green) width = sky_img.get_width() for x in range(4): screen.blit(sky_img, ((x * width) -scroll * 0.5,0)) screen.blit(mountain_img, ((x * width) -scroll * 0.6, SCREEN_HEIGHT - mountain_img.get_height() - 300)) screen.blit(pine1_img, ((x * width) -scroll * 0.7, SCREEN_HEIGHT - pine1_img.get_height() - 150)) screen.blit(pine2_img, ((x * width) -scroll * 0.8, SCREEN_HEIGHT - pine2_img.get_height())) #draw grid def draw_grid(): #vertical lines for c in range(MAX_COLS + 1): pygame.draw.line(screen, white, (c * TILE_SIZE - scroll, 0), (c * TILE_SIZE - scroll, SCREEN_HEIGHT)) #horizontal lines for c in range(ROWS + 1): pygame.draw.line(screen, white, (0, c * TILE_SIZE), (SCREEN_WIDTH, c * TILE_SIZE)) #function for drawing world tiles def draw_world(): for y, row in enumerate(world_data): for x, tile in enumerate(row): if tile >= 0: screen.blit(img_list[tile], (x * TILE_SIZE - scroll, y * TILE_SIZE)) #create buttons save_button = button.Button(SCREEN_HEIGHT// 2 + 100, SCREEN_HEIGHT + LOWER_MARGIN - 50, save_img, 1) load_button = button.Button(SCREEN_HEIGHT// 2 + 300, SCREEN_HEIGHT + LOWER_MARGIN - 50, load_img, 1) #make a button list button_list = [] button_col = 0 button_row = 0 for i in range(len(img_list)): tile_button = button.Button(SCREEN_WIDTH + (75 * button_col) + 50, 75 * button_row + 50, img_list[i], 1) button_list.append(tile_button) button_col += 1 if button_col == 3: button_row += 1 button_col = 0 run = True while run: clock.tick(FPS) draw_bg() draw_grid() draw_world() draw_text(f"Level: {level}", font, white, 10, SCREEN_HEIGHT + LOWER_MARGIN - 90) draw_text("Press UP or DOWN to change level", font, white, 10, SCREEN_HEIGHT + LOWER_MARGIN - 60) #save and load data if save_button.draw(screen): #save level data pickle_out = open(f"level{level}_data", "wb") pickle.dump(world_data, pickle_out) pickle_out.close() #with open(f"level{level}_data.csv", "w", newline="") as csvfile: # writer = csv.writer(csvfile, delimiter = ",") # for row in world_data: # writer.writerow(row) if load_button.draw(screen): #load in level data #reset scroll back to start of level scroll = 0 world_data = [] picke_in = open(f"level{level}_data", "rb") world_data = pickle.load(picke_in) #with open(f"level{level}_data.csv", newline="") as csvfile: # reader = csv.reader (csvfile, delimiter = ",") # for x, row in enumerate(reader): # for y, tile in enumerate(row): # world_data[x][y] = int(tile) #draw tile panel and tiles pygame.draw.rect(screen, green, (SCREEN_WIDTH, 0, SIDE_MARGIN, SCREEN_HEIGHT)) #choose a tile button_count = 0 for button_count, i in enumerate(button_list): if i.draw(screen): current_tile = button_count #highlight selected tile pygame.draw.rect(screen, red, button_list[current_tile].rect, 3) #scroll the map if scroll_left == True and scroll > 0: scroll -= 5 * scroll_speed if scroll_right == True and scroll < (MAX_COLS * TILE_SIZE) - SCREEN_WIDTH: scroll += 5 * scroll_speed #add new tiles to screen #get mouse pos pos = pygame.mouse.get_pos() x = (pos[0] + scroll) // TILE_SIZE y = pos[1] // TILE_SIZE #check that cords are within tile area if pos[0] < SCREEN_WIDTH and pos[1] < SCREEN_HEIGHT: #update tile value if pygame.mouse.get_pressed()[0] == 1: if world_data[y][x] != current_tile: world_data[y][x] = current_tile if pygame.mouse.get_pressed()[2] == 1: world_data[y][x] = -1 for event in pygame.event.get(): if event.type == pygame.QUIT: run = False if event.type == pygame.KEYDOWN: if event.key == pygame.K_UP: level += 1 if event.key == pygame.K_DOWN and level > 0: level -= 1 if event.key == pygame.K_LEFT: scroll_left = True if event.key == pygame.K_RIGHT: scroll_right = True if event.key == pygame.K_LSHIFT: scroll_speed = 5 if event.type == pygame.KEYUP: if event.key == pygame.K_LEFT: scroll_left = False if event.key == pygame.K_RIGHT: scroll_right = False if event.key == pygame.K_LSHIFT: scroll_speed = 1 pygame.display.update() pygame.quit()