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)