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tilemap.py
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tilemap.py
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from pytmx.util_pygame import load_pygame
from settings import *
def tile_from_coords(i):
return int(round((i - TILESIZE / 2) / TILESIZE))
def tile_from_xcoords(i):
return int(round(i / TILESIZE))
def round_to_tilesize(i):
return TILESIZE * round((i - TILESIZE / 2) / TILESIZE)
def round_to_mtilesize(i):
return TILESIZE * (round((i) / TILESIZE) + 1 / 2)
def collide_hit_rect(one, two):
return one.hit_rect.colliderect(two.rect)
class TiledMap:
def __init__(self, filename):
tm = load_pygame(filename, pixelalpha=True)
self.width = tm.width * tm.tilewidth
self.height = tm.height * tm.tileheight
self.tmxdata = tm
self.map = [[0 for row in range(tm.height)] for col in range(tm.width)]
def render(self, surface, layers):
ti = self.tmxdata.get_tile_image_by_gid
for layer in layers:
for x, y, gid in self.tmxdata.get_layer_by_name(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), pg.SRCALPHA, 32).convert_alpha()
self.render(temp_surface, ["background"])
return temp_surface
def make_objects(self):
temp_surface = pg.Surface((self.width, self.height), pg.SRCALPHA, 32).convert_alpha()
self.render(temp_surface, ["foreground"])
return temp_surface
def change_node(self, x, y, state):
if (x < 0 or x > self.width or y < 0 or y > self.height):
return False
self.map[x][y] = state
def get_map(self):
return self.map
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.centerx + int(WIDTH / 2)
y = -target.rect.centery + int(HEIGHT / 2)
x = min(0, x)
y = min(0, y)
x = max(-(self.width - WIDTH), x)
y = max(-(self.height - HEIGHT), y)
self.camera = pg.Rect(x, y, self.width, self.height)