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#!/usr/bin/python
# -*- coding: utf-8 -*-
"""
There are 4 types of tiles:
1) Navigable materials (lowercase letter) like grass, dirt
2) Non-navigable materials (uppercase letter) like Water, Plant, Rock, Tree, trunK
3) Dangerous materials (numbers) like black cuy (2) and owl (1)
4) Goals (symbols) like apples (#), oranges ($)
"""
import sys
import random
import pygame
import glob
import os.path
from pygame import *
from pygame.locals import *
from constants import *
from resources import *
from tiledtmxloader import *
class Track():
def __init__(self):
self.numbers_image = {}
self.numbers_number = {}
self.touched = {}
self.load()
self.num_odd = 0
self.num_even = 0
def load(self, filename = "./tracks/track1.tmx"):
self.world_map = TileMapParser().parse_decode(filename)
self.world_map.load(ImageLoaderPygame())
assert self.world_map.orientation == "orthogonal"
def endOfTrack(self, offset = 0):
return (offset + 200 >= self.world_map.height * self.world_map.tileheight)
def draw(self, screen, offset = 0):
# cam_offset is for scrolling
cam_offset_x = 0
cam_offset_y = -offset
screen_width = screen_size[0]
screen_height = screen_size[1]
# draw the map
for layer in self.world_map.layers[:]:
if layer.visible:
idx = 0
# loop over all tiles
for ypos in xrange(0, layer.height):
for xpos in xrange(0, layer.width):
# add offset in number of tiles
x = (xpos + layer.x) * self.world_map.tilewidth
y = (ypos + layer.y) * self.world_map.tileheight
# get the gid at this position
img_idx = layer.content2D[xpos][ypos]
material = self.world_map.indexed_tiles_tileset[img_idx]
idx += 1
if img_idx:
# get the actual image and its offset
offx, offy, screen_img = self.world_map.indexed_tiles[img_idx]
# only draw the tiles that are relly visible (speed up)
if x >= cam_offset_x - 3 * self.world_map.tilewidth and x + cam_offset_x <= screen_width + self.world_map.tilewidth\
and y >= cam_offset_y - 3 * self.world_map.tileheight and y + cam_offset_y <= screen_height + 3 * self.world_map.tileheight:
"""
if screen_img.get_alpha():
screen_img = screen_img.convert_alpha()
else:
screen_img = screen_img.convert()
if layer.opacity > -1:
#print 'per surf alpha', layer.opacity
screen_img.set_alpha(None)
alpha_value = int(255. * float(layer.opacity))
screen_img.set_alpha(alpha_value)
screen_img = screen_img.convert_alpha()
"""
# draw image at right position using its offset
screen.blit(screen_img, (x + cam_offset_x + offx, y + cam_offset_y + offy + horizon_y))
if material == "goals":
surface = self.getTextSurface(xpos, ypos, img_idx)
screen.blit(surface, (x + cam_offset_x + offx + 10, y + cam_offset_y + offy + horizon_y + 10))
"""
# map objects
for obj_group in world_map.object_groups:
goffx = obj_group.x
goffy = obj_group.y
if goffx >= cam_offset_x - 3 * world_map.tilewidth and goffx + cam_offset_x <= screen_width + world_map.tilewidth \
and goffy >= cam_offset_y - 3 * world_map.tileheight and goffy + cam_offset_y <= screen_height + 3 * world_map.tileheight:
for map_obj in obj_group.objects:
size = (map_obj.width, map_obj.height)
if map_obj.image_source:
surf = pygame.image.load(map_obj.image_source)
surf = pygame.transform.scale(surf, size)
screen.blit(surf, (goffx + map_obj.x + cam_offset_x, goffy + map_obj.y + cam_offset_y))
else:
r = pygame.Rect((goffx + map_obj.x + cam_offset_x, goffy + map_obj.y + cam_offset_y), size)
pygame.draw.rect(screen, (255, 255, 0), r, 1)
"""
def getTextSurface(self, xtile, ytile, object):
if self.numbers_image.has_key( (xtile, ytile) ):
return self.numbers_image[(xtile, ytile)]
if (object % 2) == 1:
number = random.randint(0,49) * 2 + 1
self.num_odd = self.num_odd + 1
elif (object % 2) == 0:
number = random.randint(0,49) * 2
self.num_even = self.num_even + 1
afont = pygame.font.SysFont("droidsans", 44)
text = afont.render(str(number), 1, (255,255,255))
self.numbers_number[(xtile, ytile)] = number
self.numbers_image[(xtile, ytile)] = text
return text
def getTileNumberWC(self, x_wc, y_wc):
return [x_wc / tile_size[0], y_wc / tile_size[1]]
def getTileRectWC(self, x_wc, y_wc):
tile_rect = Rect()
tile_rect.top = y_wc / tile_size[1]
tile_rect.left = x_wc / tile_size[0]
tile_rect.width = tile_size[0]
tile_rect.height = tile_size[1]
def getTileType(self, tilex, tiley):
return self.lines[tiley][tilex]
def collidesWith(self, rect, justCheck = False):
""" check collision """
xtilemin, ytilemin = self.getTileNumberWC(rect.left, rect.top)
xtilemax, ytilemax = self.getTileNumberWC(rect.right, rect.bottom)
retmaterial = "navegable"
for layer in self.world_map.layers[:]:
for tiley in range(ytilemin, ytilemax + 1):
for tilex in range(xtilemin, xtilemax + 1):
if tilex < 0 :
tilex = 0
if tilex >= self.world_map.width :
tilex = self.world_map.width - 1
if tiley < 0 :
tiley = 0
if tiley >= self.world_map.height :
tiley = self.world_map.height - 1
img_idx = layer.content2D[tilex][tiley]
material = self.world_map.indexed_tiles_tileset[img_idx]
if self.isGoal(material):
if not self.touched.has_key ( (tilex, tiley) ):
if not justCheck:
self.touched[ (tilex,tiley) ] = True
return self.numbers_number[(tilex, tiley)]
if self.isDanger(material):
if not self.touched.has_key ( (tilex, tiley) ):
if not justCheck:
self.touched[ (tilex,tiley) ] = True
return material
if self.isNotNavigable(material):
retmaterial = material
return retmaterial
def isNavigable(self, tile):
return tile == "navegable"
def isNotNavigable(self, tile):
return tile == "nonavegable"
def isDanger(self, tile):
return tile == "enemies"
def isGoal(self, tile):
return tile == "goals"
def number_of_odd(self):
return self.num_odd
def number_of_even(self):
return self.num_even
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