Web   ·   Wiki   ·   Activities   ·   Blog   ·   Lists   ·   Chat   ·   Meeting   ·   Bugs   ·   Git   ·   Translate   ·   Archive   ·   People   ·   Donate
summaryrefslogtreecommitdiffstats
path: root/MAFH2/Map.py
blob: 2cecf66132b4c92c7a46f94b0b5c825963baf32d (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
import pygame
import math

from constants import (
    NORTH, EAST, WEST, SOUTH,UNLOCKED_DOOR, LOCKED_DOOR, PUZZLE_DOOR,
    LOCKED_PUZZLE_DOOR, ENTRANCE_DOOR, EXIT_DOOR
)
from fortuneengine.GameEngineElement import GameEngineElement
from fortuneengine.DrawableObject import DrawableObject
from fortuneengine.DynamicDrawableObject import DynamicDrawableObject
from fortuneengine.Scene import Scene

from gettext import gettext as _

class Map(GameEngineElement):
    def __init__(self, dgn):
        GameEngineElement.__init__(self, has_draw=True, has_event=True)

        self.draw_macro_set = False #A boolean value to determine whether the large map should draw
        self.sizeX=dgn.sizeX #A variable that represents the number of rooms wide the dungeon is
        self.sizeY=dgn.sizeY #A variable that represents the number of rooms tall the dungeon is
        self.rectSizeX=38 #A variable representing the X size of a given room on the mini map
        self.rectSizeY=38 #A variable representing the Y size of a given room on the mini map
        self.rects={} #A dictionary of rectangles that represent the rooms on the map
        self.fullRooms={} #A dictionary representing nothing?
        self.totalSurface=pygame.Surface((self.sizeX*40,self.sizeY*40)) #A rect representing the size of the map as a whole

        #A Two dimensional For Loop that goes through all of the positions on the map.
        for y in range(self.sizeY):
            for x in range(self.sizeX):
                curRect=pygame.Rect(x*40,y*40,self.rectSizeX,self.rectSizeX) #Creating a rectangle for the current position on the map.
                self.rects[(x,y)]=curRect #Adds the rectangle associated with the current position to the dictionary using the position on the map as the key.
                #Each 'if' tests whether there is a door in a given direction at the current position.
                #If there is a door in the given direction, it fills the square associated with themeans that the position has a room and fills it accordingly.
                if dgn.rooms.get((x,y)).get_door('N') != '0':
                    self.fullRooms[(x,y)]=True
                    self.totalSurface.fill((255,255,255),curRect,0)

                elif dgn.rooms.get((x,y)).get_door('S') != '0':
                    self.fullRooms[(x,y)]=True
                    self.totalSurface.fill((255,255,255),curRect,0)

                elif dgn.rooms.get((x,y)).get_door('E') != '0':
                    self.fullRooms[(x,y)]=True
                    self.totalSurface.fill((255,255,255),curRect,0)

                elif dgn.rooms.get((x,y)).get_door('W') != '0':
                    self.fullRooms[(x,y)]=True
                    self.totalSurface.fill((255,255,255),curRect,0)

        self.add_to_engine() #Adds itself and all callbacks to the engine
        
        self.myDrawableObject = DrawableObject([pygame.Surface((0,0))], '')
        self.game_engine.get_scene().addObject(self.myDrawableObject)

    def event_handler(self, event):
        if event.type == pygame.KEYDOWN:
            newKey=pygame.key.name(event.key)

            if newKey=='m' or newKey=='[7]':
                self.draw_macro_set = not self.draw_macro_set
                return True

        #Disable other events if macro-map set
        if self.draw_macro_set:
            return True

    def draw(self):
        profile = self.game_engine.get_object('profile') #Creates a copy of the profile object
        x, y = profile.position #Grabs the position of the player from the profiler
        playerFacing = profile.playerFacing #Grabs the direction the player is facing from the profiler

        mapView=pygame.transform.chop(self.totalSurface,(0,0,0,0))
        mapView.fill((255,0,0),( x * 40, y * 40,38,38))

        angle = 0

        if playerFacing==NORTH:
            angle=0
            mapView=pygame.transform.rotate(mapView,angle)
            angle=90
        elif playerFacing==SOUTH:
            angle=180
            mapView=pygame.transform.rotate(mapView,angle)
            angle=270
        elif playerFacing==EAST:
            angle=90
            mapView=pygame.transform.rotate(mapView,angle)
            angle=0
        elif playerFacing==WEST:
            angle=270
            mapView=pygame.transform.rotate(mapView,angle)
            angle=180

        sideDifference=self.sizeX-self.sizeY #Getting the difference between the height and width of the dungeon
        angle=angle*(math.pi/180) #Getting the angle the dungeon is rotated to
        curSect=pygame.Rect(0,0,200,200) #Creating the rectangle for the mini-map
        #Sets the position of the mini-map rectangle
        curSect.top+=((x*40-81)*math.cos(angle))-((y*40-81)*math.sin(angle))
        curSect.left-=((x*40-81)*math.sin(angle))+((y*40-81)*math.cos(angle))

        if playerFacing==EAST:
            curSect.top+=sideDifference*(40-81)

        elif playerFacing==SOUTH:
            curSect.left+=sideDifference*(40-81)

        map_area = (0,700,200,350)

        mini_map = pygame.Surface( (200,200) )
        mini_map.blit( mapView, curSect )
        
        self.myDrawableObject.repopulateImages([mini_map])
        self.myDrawableObject.setPosition(0,700)
        if self.draw_macro_set:
            self.draw_macro(self)


    def draw_macro(self,player):
        #DRAW LEGEND
        font=pygame.font.SysFont("cmr10",24,False,False)

        macroMap=pygame.transform.scale(self.totalSurface,(self.sizeX*100,self.sizeY*100))
        tempScreen = pygame.Surface((800,700))
        tempScreen.fill((0,0,0))
        #screen.fill((0,0,0),(200,0,800,700))
        legend=pygame.Surface((200,300))
        legend.fill((255,0,0),(0,0,40,15))
        legend.blit(font.render(_("LOCKED"),True,(255,0,0)),(45,0,30,5))
        legend.fill((150,255,150),(0,25,40,15))
        legend.blit(font.render(_("OPEN"),True,(150,255,150)),(45,25,30,5))
        legend.fill((255,0,255),(0,50,40,15))
        legend.blit(font.render(_("PUZZLE"),True,(255,0,255)),(45,50,30,5))
        legend.fill((255,255,255),(0,75,40,15))
        legend.blit(font.render(_("EXIT"),True,(255,255,255)),(45,75,30,5))
        legend.fill((50,50,50),(0,100,40,15))
        legend.blit(font.render(_("ENTRANCE"),True,(50,50,50)),(45,100,30,5))
        tempScreen.blit(macroMap, (0,0))
        tempScreen.blit(legend, (600,0))
        self.myDrawableObject.repopulateImages([tempScreen])
        self.myDrawableObject.setPosition(200,0)
        

    def update_macro(self):
        profile = self.game_engine.get_object('profile')
        x, y = profile.position
        playerFacing = profile.playerFacing

        self.totalSurface.fill((0,255,0),( x * 40, y * 40,38,38))

        current_room = self.game_engine.get_object('dungeon').rooms[profile.position]

        map_filler = [
                        ('N',(x * 40+5, y * 40,30,5) ),
                        ('S',(x * 40+5, y * 40+35,30,5) ),
                        ('E',(x * 40+35, y * 40+5,5,30) ),
                        ('W',(x * 40, y * 40+5,5,30) )
                     ]

        for dir, filldata in map_filler:

            door_flag = current_room.get_door( dir )

            if door_flag == LOCKED_DOOR or door_flag == LOCKED_PUZZLE_DOOR:
                self.totalSurface.fill( (255,0,0), filldata)

            elif door_flag == UNLOCKED_DOOR:
                self.totalSurface.fill((150,255,150), filldata)

            elif door_flag == PUZZLE_DOOR:
                self.totalSurface.fill((255,0,255), filldata)

            elif door_flag == EXIT_DOOR:
                self.totalSurface.fill((255,255,255), filldata)

            elif door_flag == ENTRANCE_DOOR:
                self.totalSurface.fill((0,0,0), filldata)