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tilemap.py
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tilemap.py
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import pygame as pg
import pytmx
from settings import *
from settings import TILESIZE
def collide_hit_rect(one, two):
return one.hit_rect.colliderect(two.hit_rect)
class TiledMap:
def __init__(self, filename):
tm = pytmx.load_pygame(filename, pixelalpha=True)
self.width = tm.width * tm.tilewidth
self.height = tm.height * tm.tileheight
self.tmxdata = tm
def render(self, surface):
ti = self.tmxdata.get_tile_image_by_gid
for layer in self.tmxdata.visible_layers:
if isinstance(layer, pytmx.TiledTileLayer):
for x, y, gid, in layer:
tile = ti(gid)
if tile:
surface.blit(tile, (x * self.tmxdata.tilewidth, y * self.tmxdata.tileheight))
def make_map(self):
temp_surface = pg.Surface((self.width, self.height))
self.render(temp_surface)
return temp_surface
class Camera:
def __init__(self, width, height):
self.camera = pg.Rect(0, 0, width, height)
self.width = width
self.height = height
def apply(self, entity):
return entity.rect.move(self.camera.topleft)
def apply_rect(self, rect):
return rect.move(self.camera.topleft)
def update(self, target):
x = -target.rect.x + int(WIDTH / 2)
y = -target.rect.y + int(WIDTH / 4)
# limit scrolling at map size
x = min(0, x) #left
y = min(0, y) #top
x = max(-(self.width -WIDTH), x) #right
y = max(-(self.height - HEIGHT), y) #bottom
self.camera = pg.Rect(x, y, self.width, self.height)