Dorothydu's picture
Add files using upload-large-folder tool
8f79b61 verified
import pygame, default_game_settings
from game_objects import Character
from help_functions import tile_row_and_column
class MapTile:
def __init__(
self,
is_possible_to_cross: bool,
is_visible: bool,
background_game_object=None,
fixed_tile_game_object=None,
):
self.is_possible_to_cross = is_possible_to_cross
self.is_visible = is_visible
self.background_game_object = background_game_object
self.fixed_tile_game_object = fixed_tile_game_object
class Map:
def __init__(
self,
map_matrix: list,
row_index_of_first_visible_tile: int,
column_index_of_first_visible_tile: int,
):
self.map_matrix = map_matrix
self.map_rows = len(map_matrix)
self.map_columns = len(map_matrix[0])
self.column_index_of_first_visible_tile = column_index_of_first_visible_tile
self.row_index_of_first_visible_tile = row_index_of_first_visible_tile
self.surface_size = (
self.map_columns * default_game_settings.NODE_SIZE,
self.map_rows * default_game_settings.NODE_SIZE,
)
self.whole_map_surface = pygame.Surface(self.surface_size)
@property
def visible_map(self):
sliced_rows = self.map_matrix[self.row_index_of_first_visible_tile :]
visible_map = [
row[self.column_index_of_first_visible_tile :] for row in sliced_rows
]
return visible_map
def draw_whole_map(self):
map_width = self.map_columns
map_elements_number = map_width * self.map_rows
for tile_number in range(map_elements_number):
# divmod(a, b)
# (a // b, a % b)
tile_column_index, tile_row_index = divmod(tile_number, self.map_columns)
x = tile_column_index * default_game_settings.NODE_SIZE
y = tile_row_index * default_game_settings.NODE_SIZE
actual_tile = self.map_matrix[tile_row_index][tile_column_index]
actual_tile.fixed_tile_game_object.x_coordinate = x
actual_tile.fixed_tile_game_object.y_coordinate = y
if self.map_matrix[tile_row_index][tile_column_index].is_visible:
self.whole_map_surface.blit(
actual_tile.background_game_object.bitmap,
(
actual_tile.fixed_tile_game_object.x_coordinate,
actual_tile.fixed_tile_game_object.y_coordinate,
),
)
self.whole_map_surface.blit(
actual_tile.fixed_tile_game_object.bitmap,
(
actual_tile.fixed_tile_game_object.x_coordinate,
actual_tile.fixed_tile_game_object.y_coordinate,
),
)
else:
map_shadow_tile = (
x,
y,
default_game_settings.NODE_SIZE,
default_game_settings.NODE_SIZE,
)
pygame.draw.rect(self.whole_map_surface, (0, 0, 0), map_shadow_tile, 1)
def delete_shadow_map_tile(self, tile_row_index: int, tile_column_index: int):
actual_tile = self.map_matrix[tile_column_index][tile_row_index]
self.map_matrix[tile_column_index][tile_row_index].is_visible = True
x = tile_column_index * default_game_settings.NODE_SIZE
y = tile_row_index * default_game_settings.NODE_SIZE
actual_tile.fixed_tile_game_object.x_coordinate = x
actual_tile.fixed_tile_game_object.y_coordinate = y
self.whole_map_surface.blit(
actual_tile.background_game_object.bitmaps[0],
(
actual_tile.fixed_tile_game_object.x_coordinate,
actual_tile.fixed_tile_game_object.y_coordinate,
),
)
self.whole_map_surface.blit(
actual_tile.fixed_tile_game_object.bitmaps[0],
(
actual_tile.fixed_tile_game_object.x_coordinate,
actual_tile.fixed_tile_game_object.y_coordinate,
),
)
def display_visible_map_surface(self, screen):
visible_map_rect = (
self.column_index_of_first_visible_tile * default_game_settings.NODE_SIZE,
self.row_index_of_first_visible_tile * default_game_settings.NODE_SIZE,
default_game_settings.GAME_SCREEN_SIZE[0],
default_game_settings.GAME_SCREEN_SIZE[1],
)
screen.blit(self.whole_map_surface, (0, 0), visible_map_rect)
# draw yellow border around node that is pointed by the mouse
tile = tile_row_and_column(pygame.mouse.get_pos())
rect_x_coordinate = tile[1] * default_game_settings.NODE_SIZE
rect_y_coordinate = tile[0] * default_game_settings.NODE_SIZE
yellow_border_node_rect = (
rect_x_coordinate,
rect_y_coordinate,
default_game_settings.NODE_SIZE,
default_game_settings.NODE_SIZE,
)
pygame.draw.rect(screen, (255, 255, 0), yellow_border_node_rect, 1)
class MiniMap:
def __init__(
self, visible_screen_x_coordinate: int, visible_screen_y_coordinate: int
):
self.visible_screen_x_coordinate = visible_screen_x_coordinate
self.visible_screen_y_coordinate = visible_screen_y_coordinate
def draw(self, screen, map: Map, character: Character):
mini_x_coordinate_on_visible_screen = (
self.visible_screen_x_coordinate + map.column_index_of_first_visible_tile
)
mini_y_coordinate_on_visible_screen = (
self.visible_screen_y_coordinate + map.row_index_of_first_visible_tile
)
mini_map_character_x_coordinate = (
self.visible_screen_x_coordinate
+ character.actual_row_and_column_index(map)[1]
)
mini_map_character_y_coordinate = (
self.visible_screen_y_coordinate
+ character.actual_row_and_column_index(map)[0]
)
mini_map_rect = pygame.transform.scale(
map.whole_map_surface,
(
map.surface_size[0] / default_game_settings.NODE_SIZE,
map.surface_size[1] / default_game_settings.NODE_SIZE,
),
)
screen.blit(
mini_map_rect,
(self.visible_screen_x_coordinate, self.visible_screen_y_coordinate),
)
minimap_border_rect = (
self.visible_screen_x_coordinate,
self.visible_screen_y_coordinate,
(map.surface_size[0] / default_game_settings.NODE_SIZE),
(map.surface_size[1] / default_game_settings.NODE_SIZE),
)
pygame.draw.rect(screen, (255, 255, 255), minimap_border_rect, 1)
# draw visible screen rect
visible_screen_rect = (
mini_x_coordinate_on_visible_screen,
mini_y_coordinate_on_visible_screen,
default_game_settings.GAME_SCREEN_SIZE[0] / default_game_settings.NODE_SIZE,
default_game_settings.GAME_SCREEN_SIZE[1] / default_game_settings.NODE_SIZE,
)
pygame.draw.rect(screen, (200, 200, 200), visible_screen_rect)
pygame.draw.circle(
screen,
(200, 0, 0),
(mini_map_character_x_coordinate, mini_map_character_y_coordinate),
2,
)