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editor.py
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editor.py
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import pygame
import math
from block import Block
class Editor:
def __init__(self, screen, world, render, hero):
self.map_mode = MapEditorMode(world, render)
self.game_mode = GameEditorMode(screen, world, render, hero)
self.mode = self.map_mode
self.screen = screen
self.world = world
self.render = render
self.hero = hero
self.button_pressed = False
self.time = 0
def on_pressed(self, pressed):
if pressed[pygame.K_m]:
self.mode = self.map_mode
return False
elif pressed[pygame.K_p]:
self.mode = self.game_mode
return True
class EditorMode:
def __init__(self, name):
self.name = name
def before(self):
raise NotImplementedError()
def on_left_pressed(self):
raise NotImplementedError()
def on_left_released(self):
raise NotImplementedError()
class GameEditorMode(EditorMode):
def __init__(self, screen, world, render, hero):
super().__init__('game')
self.world = world
self.screen = screen
self.render = render
self.hero = hero
def before(self):
self.render.render_hero(self.screen)
self.hero.gravity()
def k_left(self):
if not self.hero.is_wall(-1):
self.hero.move(-1)
def k_right(self):
if not self.hero.is_wall(1):
self.hero.move(1)
def k_up(self):
self.hero.jump()
def k_down(self):
self.hero.chang_height(-1)
def on_left_pressed(self):
return None
def on_left_released(self):
return None
class MapEditorMode(EditorMode):
def __init__(self, world, render):
super().__init__('map')
self.world = world
self.renderer = render
self.dragging = False
self.drawing_line = False
self.on_the_edge = False
self.grid_on = False
self.pos1 = 0
self.pos2 = 0
self.checkpoint_pos = 0
self.radius = 10
self.color = (0, 0, 0)
def find_endpoint(self, posM):
def in_circle(pos):
return self.radius >= math.sqrt(
(posM[0] + self.renderer.x - pos[0]) ** 2 + (posM[1] + self.renderer.y - pos[1]) ** 2)
for (pos1, pos2) in self.world.surface_altitudes:
if in_circle(pos1):
return pos1[0] - self.renderer.x, pos1[1] - self.renderer.y
elif in_circle(pos2):
return pos2[0] - self.renderer.x, pos2[1] - self.renderer.y
return None
def check_grid(self):
pressed = pygame.key.get_pressed()
if pressed[pygame.K_g]:
self.grid_on = True
if pressed[pygame.K_m]:
self.grid_on = False
def before(self):
print("map editor")
mouse_pos = pygame.mouse.get_pos()
mouse_pos = (mouse_pos[0] + self.renderer.x, mouse_pos[1] + self.renderer.y)
print(mouse_pos)
def on_left_pressed(self):
mouse_pos_grid = self.renderer.pos_on_grid(pygame.mouse.get_pos())
mouse_pos = self.renderer.real_pos(pygame.mouse.get_pos())
self.world.append_block(Block(mouse_pos_grid[0], mouse_pos_grid[1]))
self.world.on_block(mouse_pos)
# self.check_grid()
#
# if self.grid_on:
# mouse_pos = self.renderer.pos_on_grid(pygame.mouse.get_pos())
# self.renderer.draw_rect(mouse_pos)
# self.world.append_rect(mouse_pos, self.renderer.width, self.renderer.hight)
# elif not self.on_the_edge:
# if not self.dragging:
# self.pos1 = pygame.mouse.get_pos()
# self.dragging = True
# self.drawing_line = True
# else:
# self.pos2 = pygame.mouse.get_pos()
# self.renderer.draw_line(self.pos1, self._calc_end_pos(), self.renderer.lineWidth, 0)
# elif not self.dragging:
# self.pos1 = self.checkpoint_pos
# self.dragging = True
# self.drawing_line = True
# elif self.dragging:
# self.pos2 = pygame.mouse.get_pos()
# self.renderer.draw_line(self.pos1, self._calc_end_pos(), self.renderer.lineWidth, 0)
def on_left_released(self):
# mouse_pos_grid = self.renderer.pos_on_grid(pygame.mouse.get_pos())
mouse_pos = self.renderer.real_pos(pygame.mouse.get_pos())
self.world.on_block(mouse_pos)
# print("waiting for command")
# if self.drawing_line:
# self.world.append_line(self.renderer.calculating_pos(self.pos1, self._calc_end_pos()))
# if not self.dragging:
# center = self.find_endpoint(pygame.mouse.get_pos())
# if center is not None:
# self.renderer.draw_circle(center, self.radius, self.color)
# self.on_the_edge = True
# self.checkpoint_pos = center
# else:
# self.on_the_edge = False
# else:
# if
# self.dragging = False
# self.drawing_line = False
def k_left(self):
self.renderer.horizontal_move(-1)
def k_right(self):
self.renderer.horizontal_move(1)
def k_up(self):
self.renderer.vertical_move(-1)
def k_down(self):
self.renderer.vertical_move(1)
def _calc_end_pos(self):
if abs(self.pos1[0] - self.pos2[0]) > abs(self.pos1[1] - self.pos2[1]):
return (self.pos2[0], self.pos1[1])
else:
return (self.pos1[0], self.pos2[1])