from common import pygame, os, json, uuid, deepcopy, dataclass, field import eb_objects import eb_terrain_objects import eb_creature_objects cell_classes = {"Ground": eb_terrain_objects.Ground} main_dir = os.path.dirname(os.path.abspath(__file__)) sprites_dir = os.path.join(main_dir, "res", "sprites") def scale_image(image, n): orig_size = image.get_size() new_size = (int(orig_size[0] * n), int(orig_size[1] * n)) return pygame.transform.scale(image, new_size) @dataclass class Cell: terrain_obj: any #item_obj: any #creature_obj: any is_target: bool = False @dataclass class Map: name: str sprites: dict sprites_refresh: int = 60 cells: dict = field(default_factory = dict) color: str = "gray57" target_color: str = "gold" size: int = 150 bord: int = 3 scale: float = 1 cam_x: int = 0 cam_y: int = 0 cell_dist: int = 1 def __post_init__(self): self.cells = {} with open(self.name, 'r') as file: buff = json.load(file) for line in range(len(buff)): self.cells[line] = [] for cell in buff[str(line)]: final_cell = Cell(cell_classes[cell["type"]](**cell["cell"]["terrain_obj"])) self.cells[line].append(deepcopy(final_cell)) def draw(self, screen, current_frame, 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) # add if scale != prev_scale: no scale # current frame to decide, upgrade sprite or not sprite_state scaled = scale_image(self.sprites[cell.terrain_obj.sprite_name][cell.terrain_obj.sprite_state], self.scale) scaled_rect = scaled.get_rect(center = (x + w/2, y + h/2)) screen.blit(scaled, scaled_rect) if cell.terrain_obj.sprite_state == len(self.sprites[cell.terrain_obj.sprite_name]) - 1: if current_frame % self.sprites_refresh == 0: cell.terrain_obj.sprite_state = 0 elif current_frame % self.sprites_refresh == 0: cell.terrain_obj.sprite_state += 1 if grid: pygame.draw.rect(screen, self.color, pygame.Rect(x, y, w, h), self.bord) @dataclass class Engine: sprites: dict = field(default_factory = dict) screen: pygame.Surface = ((1, 1)) width: int = 1600 height: int = 800 camera_step: int = 10 scale_step: float = 0.01 def __post_init__(self): self.sprites = {} pygame.init() pygame.display.set_caption('Elvenbane') self.screen = pygame.display.set_mode((self.width, self.height)) self.load_sprites() print("The engine has started. Sprites were successfully loaded.\n") def load_sprites(self, folder_path = sprites_dir): self.sprites = {} files = [f for f in os.listdir(folder_path) if f.lower().endswith('.png')] groups = {} for f in files: name = os.path.splitext(f)[0] if '_' in name and name.rsplit('_', 1)[0].count('_') >= 1: prefix = name.rsplit('_', 1)[0] num = int(name.rsplit('_', 1)[1]) groups.setdefault(prefix, []).append((num, f)) for prefix, items in groups.items(): items.sort() self.sprites[prefix] = [ pygame.image.load(os.path.join(folder_path, f)).convert_alpha() for num, f in items ] def main_loop(self): easy_map = Map("def_map.json", self.sprites) #sp = eb_objects.Sprite(self.sprites, "elf_watching") #gr = pygame.image.load(file_path).convert_alpha() clock = pygame.time.Clock() running = True unlock = True current_frame = 0 max_fps = 60 while running: # poll for events # pygame.QUIT event means the user clicked X to close your window for event in pygame.event.get(): if event.type == pygame.QUIT: running = False # fill the screen with a color to wipe away anything from last frame self.screen.fill("chartreuse4") easy_map.draw(self.screen, current_frame + 1) if unlock: keys = pygame.key.get_pressed() if keys[pygame.K_w]: easy_map.cam_y += self.camera_step if keys[pygame.K_s]: easy_map.cam_y -= self.camera_step if keys[pygame.K_a]: easy_map.cam_x += self.camera_step if keys[pygame.K_d]: easy_map.cam_x -= self.camera_step if keys[pygame.K_q]: easy_map.scale += self.scale_step if keys[pygame.K_e] and easy_map.scale >= self.scale_step: easy_map.scale -= self.scale_step if keys[pygame.K_ESCAPE]: running = False #print(current_frame + 1) current_frame = (current_frame + 1) % max_fps # flip() the display to put your work on screen pygame.display.flip() # limits FPS to 60 clock.tick(max_fps) pygame.quit()