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: terrain_obj: any #item_obj: any #creature_obj: any is_target: bool = False @dataclass class Map: name: str cells: dict = None color: str = "gray57" target_color: str = "gold" size: int = 150 bord: int = 5 scale: float = 1 cam_x: int = 0 cam_y: int = 0 cell_dist: int = 2 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, 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) 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, sprites = {}): self.width = width self.height = height 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) #c = eb_creatures.Unit(1, 1, 1) #print(isinstance(o, eb_objects.Object)) #print(isinstance(o, eb_objects.Terrain)) #print(isinstance(c, eb_objects.Terrain)) ''' easy_map = Map("def_map.json") # pygame setup screen = pygame.display.set_mode((self.width, self.height)) clock = pygame.time.Clock() running = True unlock = True camera_step = 10 scale_step = 0.1 self.load_sprites() #gr = pygame.image.load(file_path).convert_alpha() 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 screen.fill("chartreuse4") easy_map.draw(screen, self.sprites) 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.display.flip() # limits FPS to 60 clock.tick(60) pygame.quit()