added basic map rendering

This commit is contained in:
Louis Heredero 2024-06-28 14:20:37 +02:00
parent 9402a7eeb9
commit c7d84246b4
Signed by: HEL
GPG Key ID: 8D83DE470F8544E7
3 changed files with 186 additions and 0 deletions

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main.py Normal file
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from src.editor import Editor
def main():
editor = Editor()
editor.mainloop()
if __name__ == '__main__':
main()

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src/__init__.py Normal file
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src/editor.py Normal file
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from math import floor
import os
from typing import Optional
import pygame
class Editor:
WIDTH = 800
HEIGHT = 600
MAP_SIZE = 1024
MAPS_DIR = "/tmp/lycacraft_maps"
MIN_ZOOM = 0.25
MAX_ZOOM = 4
def __init__(self):
self.width: int = self.WIDTH
self.height: int = self.HEIGHT
self.win: pygame.Surface = pygame.display.set_mode([self.width, self.height], pygame.RESIZABLE)
self.center: list[int] = [0, 0]
self.zoom: float = 1
self.map_size: int = self.MAP_SIZE
self.running: bool = False
self.cache: dict[float, dict[tuple[int, int], pygame.Surface]] = {}
self.load_maps()
self.clock: pygame.time.Clock = pygame.time.Clock()
self.visible_maps_count: int = 0
self.drag_pos: Optional[tuple[int, int]] = None
def load_maps(self) -> None:
cache = {}
for path in os.listdir(self.MAPS_DIR):
fullpath = os.path.join(self.MAPS_DIR, path)
name, x, y = path.split(".")[0].split("_")
cache[(int(x), int(y))] = pygame.image.load(fullpath)
self.cache = {
self.zoom: cache
}
def resize_maps(self) -> None:
if self.zoom in self.cache:
return
cache = {}
for pos, img in self.cache[1].items():
cache[pos] = pygame.transform.scale_by(img, self.zoom)
self.cache[self.zoom] = cache
def get_map(self, x: int, y: int) -> Optional[pygame.Surface]:
cache = self.cache.get(self.zoom, {})
pos = (x, y)
if pos not in cache:
if pos not in self.cache[1]:
return None
img = self.cache[1][pos]
cache[pos] = pygame.transform.scale_by(img, self.zoom)
return cache[pos]
def mainloop(self) -> None:
self.running = True
while self.running:
pygame.display.set_caption(f"Lycacraft Map Editor - {self.clock.get_fps():.2f}fps - {self.visible_maps_count} maps rendered")
self.process_events()
self.render()
self.clock.tick(30)
def process_events(self) -> None:
events = pygame.event.get()
for event in events:
if event.type == pygame.QUIT:
self.running = False
elif event.type == pygame.WINDOWRESIZED:
self.width = event.x
self.height = event.y
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
self.running = False
elif event.key == pygame.K_PAGEUP:
self.zoom_in()
elif event.key == pygame.K_PAGEDOWN:
self.zoom_out()
elif event.type == pygame.MOUSEBUTTONDOWN:
if event.button == 2:
self.drag_pos = event.pos
elif event.type == pygame.MOUSEBUTTONUP:
if event.button == 2:
self.drag_pos = None
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT]:
self.center[0] -= 4 / self.zoom
if keys[pygame.K_RIGHT]:
self.center[0] += 4 / self.zoom
if keys[pygame.K_UP]:
self.center[1] -= 4 / self.zoom
if keys[pygame.K_DOWN]:
self.center[1] += 4 / self.zoom
mbtns = pygame.mouse.get_pressed()
mpos = pygame.mouse.get_pos()
if mbtns[1]:
dx = mpos[0] - self.drag_pos[0]
dy = mpos[1] - self.drag_pos[1]
self.center[0] -= dx / self.zoom
self.center[1] -= dy / self.zoom
self.drag_pos = mpos
def render(self) -> None:
self.win.fill((0, 0, 0))
off_x = self.center[0] % self.MAP_SIZE
off_y = self.center[1] % self.MAP_SIZE
w2 = self.width / 2
h2 = self.height / 2
x0 = floor(self.center[0] - w2 / self.zoom)
y0 = floor(self.center[1] - h2 / self.zoom)
x1 = floor(self.center[0] + w2 / self.zoom)
y1 = floor(self.center[1] + h2 / self.zoom)
mx0 = floor(x0 / self.MAP_SIZE)
my0 = floor(y0 / self.MAP_SIZE)
mx1 = floor(x1 / self.MAP_SIZE)
my1 = floor(y1 / self.MAP_SIZE)
h_maps = mx1 - mx0 + 1
v_maps = my1 - my0 + 1
cx = floor(self.center[0] / self.MAP_SIZE)
cy = floor(self.center[1] / self.MAP_SIZE)
self.visible_maps_count = h_maps * v_maps
ox = w2 + (mx0 - cx) * self.map_size - off_x * self.zoom
oy = h2 + (my0 - cy) * self.map_size - off_y * self.zoom
# cache = self.cache[self.zoom]
for y in range(v_maps):
for x in range(h_maps):
# map_pos = (mx0 + x, my0 + y)
map_image = self.get_map(mx0 + x, my0 + y)
# if map_pos not in cache:
if map_image is None:
continue
# map_image = cache[map_pos]
sx = ox + x * self.map_size
sy = oy + y * self.map_size
ex = sx + self.map_size
ey = sy + self.map_size
sx2, ex2 = min(self.width, max(0, sx)), min(self.width, max(0, ex))
sy2, ey2 = min(self.height, max(0, sy)), min(self.height, max(0, ey))
"""self.win.blit(map_image, [
ox + x * self.map_size,
oy + y * self.map_size,
])"""
self.win.blit(map_image, [sx2, sy2], [sx2 - sx, sy2 - sy, ex2 - sx2, ey2 - sy2])
for y in range(v_maps):
for x in range(h_maps):
pygame.draw.rect(self.win, (255, 0, 0), [ox + x * self.map_size, oy + y * self.map_size, self.map_size, self.map_size], 1)
pygame.display.flip()
def set_zoom(self, zoom: float) -> None:
self.zoom = max(self.MIN_ZOOM, min(self.MAX_ZOOM, zoom))
self.map_size = self.MAP_SIZE * self.zoom
# self.resize_maps()
def zoom_in(self) -> None:
self.set_zoom(self.zoom * 2)
def zoom_out(self) -> None:
self.set_zoom(self.zoom / 2)