#Imports import pygame import button 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') #Name of window #Define game variables ROWS = 16 MAX_COLS = 150 TILE_SIZE = SCREEN_HEIGHT // ROWS TILE_TYPES = 21 current_tile = 0 scroll_left = False scroll_right = False scroll = 0 scroll_speed = 1 #Load images pine1_img = pygame.image.load('img/Background/pine1.png').convert_alpha() pine2_img = pygame.image.load('img/Background/pine2.png').convert_alpha() mountain_img = pygame.image.load('img/Background/mountain.png').convert_alpha() sky_img = pygame.image.load('img/Background/sky_cloud.png').convert_alpha() #store tiles in a list img_list = [] for x in range(TILE_TYPES): img = pygame.image.load(f'img/tile/{x}.png') img = pygame.transform.scale(img, (TILE_SIZE, TILE_SIZE)) img_list.append(img) #Define colours GREEN = (144, 201, 120) WHITE = (255, 255, 255) RED = (200, 25, 25) #Create empty tile list world_data = [] r = [-1] * MAX_COLS #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(MAX_COLS+1): pygame.draw.line(screen, WHITE, (0, c * TILE_SIZE), (SCREEN_WIDTH, c * TILE_SIZE)) #Create buttons #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 #Constant Loop run = True while run: #Frame rate clock.tick(FPS) draw_bg() draw_grid() #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 the 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: scroll += 5 * scroll_speed #Stopping infinite loop for event in pygame.event.get(): if event.type == pygame.QUIT: run = False #Keyboard Presses if event.type == pygame.KEYDOWN: if event.key == pygame.K_LEFT: scroll_left = True if event.key == pygame.K_RIGHT: scroll_right = True if event.key == pygame.K_RSHIFT: 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_RSHIFT: scroll_speed = 1 pygame.display.update() pygame.quit