Sprite scaling support and a little refactoring
This commit is contained in:
97
eb_engine.py
97
eb_engine.py
@@ -3,13 +3,16 @@ import eb_objects
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import eb_terrain
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import eb_creatures
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cell_classes = {"Ground": eb_terrain.Ground}
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main_dir = os.path.dirname(os.path.abspath(__file__))
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sprites_dir = os.path.join(main_dir, "res", "sprites")
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#file_path = os.path.join(main_dir, "res", "sprites", "grass_small.png")
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def scale_image(image, n):
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orig_size = image.get_size()
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new_size = (int(orig_size[0] * n), int(orig_size[1] * n))
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return pygame.transform.scale(image, new_size)
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@dataclass
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class Cell:
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terrain_obj: any
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@@ -19,16 +22,16 @@ class Cell:
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@dataclass
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class Map:
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name: str
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cells: dict = None
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color: str = "gray57"
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target_color: str = "gold"
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size: int = 150
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bord: int = 5
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scale: float = 1
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cam_x: int = 0
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cam_y: int = 0
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cell_dist: int = 2
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name: str
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cells: dict = field(default_factory = dict)
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color: str = "gray57"
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target_color: str = "gold"
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size: int = 150
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bord: int = 5
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scale: float = 1
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cam_x: int = 0
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cam_y: int = 0
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cell_dist: int = 2
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def __post_init__(self):
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self.cells = {}
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@@ -47,47 +50,42 @@ class Map:
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y = int((l * self.size + self.cam_y) * self.scale)
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w = int(self.size * self.scale - self.cell_dist)
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h = int(self.size * self.scale - self.cell_dist)
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#add if scale != prev_scale: no scale
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scaled = scale_image(sprites[cell.terrain_obj.sprite], self.scale)
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scaled_rect = scaled.get_rect(center = (x + w/2, y + h/2))
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screen.blit(scaled, scaled_rect)
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if grid:
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pygame.draw.rect(screen, self.color, pygame.Rect(x, y, w, h), self.bord)
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sp = sprites[cell.terrain_obj.sprite].get_rect(center = (x + w/2, y + h/2))
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screen.blit(sprites[cell.terrain_obj.sprite], sp)
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@dataclass
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class Engine:
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def __init__(self, width, height, sprites = {}):
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self.width = width
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self.height = height
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self.sprites = sprites
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sprites: dict = field(default_factory = dict)
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screen: pygame.Surface = ((1, 1))
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width: int = 1600
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height: int = 800
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camera_step: int = 10
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scale_step: float = 0.01
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def __post_init__(self):
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self.sprites = {}
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pygame.init()
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pygame.display.set_caption('Elvenbane')
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self.screen = pygame.display.set_mode((self.width, self.height))
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self.load_sprites()
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def load_sprites(self, folder_path = sprites_dir):
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for filename in os.listdir(folder_path):
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if filename.lower().endswith('.png'):
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name = os.path.splitext(filename)[0]
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self.sprites[name] = pygame.image.load(os.path.join(folder_path, filename)).convert_alpha()
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def main_loop(self):
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'''
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#o = eb_terrain.Ground(1, 1, 1)
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#c = eb_creatures.Unit(1, 1, 1)
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#print(isinstance(o, eb_objects.Object))
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#print(isinstance(o, eb_objects.Terrain))
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#print(isinstance(c, eb_objects.Terrain))
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'''
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easy_map = Map("def_map.json")
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# pygame setup
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screen = pygame.display.set_mode((self.width, self.height))
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clock = pygame.time.Clock()
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def main_loop(self):
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clock = pygame.time.Clock()
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running = True
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unlock = True
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camera_step = 10
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scale_step = 0.1
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self.load_sprites()
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easy_map = Map("def_map.json")
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#gr = pygame.image.load(file_path).convert_alpha()
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while running:
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@@ -98,24 +96,24 @@ class Engine:
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running = False
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# fill the screen with a color to wipe away anything from last frame
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screen.fill("chartreuse4")
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self.screen.fill("chartreuse4")
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easy_map.draw(screen, self.sprites)
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easy_map.draw(self.screen, self.sprites)
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if unlock:
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keys = pygame.key.get_pressed()
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if keys[pygame.K_w]:
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easy_map.cam_y -= camera_step
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easy_map.cam_y -= self.camera_step
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if keys[pygame.K_s]:
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easy_map.cam_y += camera_step
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easy_map.cam_y += self.camera_step
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if keys[pygame.K_a]:
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easy_map.cam_x -= camera_step
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easy_map.cam_x -= self.camera_step
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if keys[pygame.K_d]:
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easy_map.cam_x += camera_step
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easy_map.cam_x += self.camera_step
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if keys[pygame.K_q]:
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easy_map.scale += scale_step
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if keys[pygame.K_e]:
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easy_map.scale -= scale_step
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easy_map.scale += self.scale_step
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if keys[pygame.K_e] and easy_map.scale >= self.scale_step:
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easy_map.scale -= self.scale_step
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if keys[pygame.K_ESCAPE]:
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running = False
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@@ -124,5 +122,4 @@ class Engine:
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# limits FPS to 60
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clock.tick(60)
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pygame.quit()
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