initial sprites support, only terrain for now

This commit is contained in:
shiva404
2026-02-14 03:09:52 +03:00
parent d596101bd2
commit d6a106301e
10 changed files with 126 additions and 110 deletions

View File

@@ -1,9 +1,14 @@
from common import pygame, json, uuid, deepcopy, dataclass, field
from common import pygame, os, json, uuid, deepcopy, dataclass, field
import eb_objects
import eb_terrain
import eb_creatures
cell_classes = {"Ground": eb_terrain.Ground}
main_dir = os.path.dirname(os.path.abspath(__file__))
sprites_dir = os.path.join(main_dir, "res", "sprites")
#file_path = os.path.join(main_dir, "res", "sprites", "grass_small.png")
@dataclass
class Cell:
@@ -35,23 +40,33 @@ class Map:
final_cell = Cell(cell_classes[cell["type"]](**cell["cell"]["terrain_obj"]))
self.cells[line].append(deepcopy(final_cell))
def draw(self, screen):
def draw(self, screen, sprites, grid = True):
for l in range(len(self.cells)):
for i, cell in enumerate(self.cells[l]):
x = int((i * self.size + self.cam_x) * self.scale)
y = int((l * self.size + self.cam_y) * self.scale)
w = int(self.size * self.scale - self.cell_dist)
h = int(self.size * self.scale - self.cell_dist)
pygame.draw.rect(screen, self.color, pygame.Rect(x, y, w, h), self.bord)
if grid:
pygame.draw.rect(screen, self.color, pygame.Rect(x, y, w, h), self.bord)
sp = sprites[cell.terrain_obj.sprite].get_rect(center = (x + w/2, y + h/2))
screen.blit(sprites[cell.terrain_obj.sprite], sp)
class Engine:
def __init__(self, width, height, scale_size = 5, camera_pos = pygame.Vector2(0, 0)):
def __init__(self, width, height, sprites = {}):
self.width = width
self.height = height
self.scale_size = scale_size
self.sprites = sprites
pygame.init()
def load_sprites(self, folder_path = sprites_dir):
for filename in os.listdir(folder_path):
if filename.lower().endswith('.png'):
name = os.path.splitext(filename)[0]
self.sprites[name] = pygame.image.load(os.path.join(folder_path, filename)).convert_alpha()
def main_loop(self):
'''
#o = eb_terrain.Ground(1, 1, 1)
@@ -62,17 +77,18 @@ class Engine:
'''
easy_map = Map("def_map.json")
# pygame setup
pygame.init()
screen = pygame.display.set_mode((self.width, self.height))
clock = pygame.time.Clock()
running = True
dt = 0
unlock = True
camera_step = 10
scale_step = 0.1
player_pos = pygame.Vector2(screen.get_width() / 2, screen.get_height() / 2)
self.load_sprites()
#gr = pygame.image.load(file_path).convert_alpha()
while running:
# poll for events
@@ -84,30 +100,29 @@ class Engine:
# fill the screen with a color to wipe away anything from last frame
screen.fill("chartreuse4")
easy_map.draw(screen)
easy_map.draw(screen, self.sprites)
keys = pygame.key.get_pressed()
if keys[pygame.K_w]:
easy_map.cam_y -= camera_step
if keys[pygame.K_s]:
easy_map.cam_y += camera_step
if keys[pygame.K_a]:
easy_map.cam_x -= camera_step
if keys[pygame.K_d]:
easy_map.cam_x += camera_step
if keys[pygame.K_q]:
easy_map.scale += scale_step
if keys[pygame.K_e]:
easy_map.scale -= scale_step
if unlock:
keys = pygame.key.get_pressed()
if keys[pygame.K_w]:
easy_map.cam_y -= camera_step
if keys[pygame.K_s]:
easy_map.cam_y += camera_step
if keys[pygame.K_a]:
easy_map.cam_x -= camera_step
if keys[pygame.K_d]:
easy_map.cam_x += camera_step
if keys[pygame.K_q]:
easy_map.scale += scale_step
if keys[pygame.K_e]:
easy_map.scale -= scale_step
if keys[pygame.K_ESCAPE]:
running = False
# flip() the display to put your work on screen
#pygame.time.wait(20)
pygame.display.flip()
# limits FPS to 60
# dt is delta time in seconds since last frame, used for framerate-
# independent physics.
dt = clock.tick(60) / 1000
clock.tick(60)
pygame.quit()