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, )