for row in range(rows + 1):
y = origin_offset.y + row * TILE_SIZE
pygame.draw.line(self.display_surface, LINE_COLOR, (0,y), (WINDOW_WIDTH,y))
Same as x, but it makes lines horizontal from the left to the right of the window
This is what the it should look like. The y tile lines will be horizontal, and the x tile lines will be vertical.
Result:
Tried to make the lines green so it will look better and…
oh boy…
Okay I took out the green and made the lines a little transparent.
Changing the mouse cursor
Changed the mouse cursor to this:
What we need in order to change the mouse is to find the clickable area, which would be somewhere around the tip of the mouse, the rest is the attached stuff to it.
We load the image in, then we set where it should be clickable. In this case, it’s (o,0). After that, we replace the mouse with the cursor that we have.
result:
Creating the menu
To make the menu work, in editor.py we’ll have a variable called selection_index that will have value between 2 and 18. Each number represents a certain kind of tile in the editor.
Ex. 2: water, 3; terrain, 4: gold coin and so on.
The selection_index can be changed by clicking on the menu or via hotkeys (this is where that colossal file settings.py comes in).
what we will need are the indexes 2-18. 0 and 1 are ignored b/c 0 is the player and 1 is the sky. They will also be in the editor so they don’t need to be created.
2-18 the player can create like the terrain, coin, etc…
Making the hotkeys for the menu
editor.py
def selection_hotkeys(self, event):
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_RIGHT:
self.selection_index += 1
if event.key == pygame.K_LEFT:
self.selection_index -= 1
Detects if the user is pressing a button. It’s not checking if we’re holding down a button so there’s no need for a timer.
The problem is that when you repeatedly press the button the number can go below 0 and above 18.
The menu took a little bit for me b/c there was something wrong with the place of the rectangle. It kept going offscreen (I put a random number for one of the window dimensions instead of its variable).
Made the scroll wheel move the origin up, down, left and right
editor.py
if event.type == pygame.MOUSEWHEEL:
if pygame.key.get_pressed()[pygame.K_LCTRL]:
self.origin.y -= event.y * 50
else:
self.origin.x -= event.y * 50
Allows the origin to move or right WITHOUT holding down left CTRL and up or down when holding down left CTRL.
Without holding down left CTRL:
Holding down left CTRL:
That’s really it for the pan input. Nothing extremely complex. Later on we’ll have to add more stuff, but for now this is good.
Drawing the tile lines to find what location we are in the grid
Making the tile lines should be infinite and relative to the origin point.
All of the lines should start at the position 0 (start of the window) and end at the height (the bottom) of the window. The x position for the top and bottom of the line should be the same.
Very rough sketch of what I’m trying to explain:
We would find this out by this code:
editor.py
for col in range(cols):
x = self.origin.x + col * TILE_SIZE
pygame.draw.line(self.display_surface, LINE_COLOR, (x,0), (x,WINDOW_HEIGHT))
Let’s say that the position of the origin point is (0,0). We would be getting that from self.origin.x. x = 0. We then add that to the column (which is 0) and then multiply by the TILE_SIZE (which will always be 64). The answer to that equation will be 0, which will be the line at the left side of the window.
if col is 1 and we multiply that by 64, we’ll get 64, which will move from the first point to the point to the right and so on until we reach the end of the columns.
If we run it, this is our result:
When you move the origin point the lines will move with it.
There’s a problem though. We run out of points when we move and there’s just a giant empty white space. The same thing happens when you move the origin point to the left.
What we have to do is make sure that the lines are always on the display and that we’re never running out of lines.
We will have to create columns between the origin’s position and the next column so that we can move the origin wherever we want (and so they don’t go out the window).
To do this, we have to divide origin_offset with the TILE_SIZE. Let’s say it is 100. We divide that by the TILE_SIZE (64) and then multiply that number by the TILE_SIZE, which would be 1, which means we’re in the 1st column. Same thing for y.
Created the origin to follow the mouse by holding the middle mouse button.
editor.py
import pygame, sys
from settings import *
from pygame.math import Vector2 as vector
from pygame.mouse import get_pressed as mouse_buttons
from pygame.mouse import get_pos as mouse_pos
class Editor:
def __init__(self):
# main setup
self.display_surface = pygame.display.get_surface()
# navigation
self.origin = vector()
self.pan_active = False
def event_loop(self):
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
self.pan_input(event)
----------------------------------------- look between these
def pan_input(self, event):
'''checks if middle button is pressed'''
if event.type == pygame.MOUSEBUTTONDOWN and mouse_buttons()[1]:
self.pan_active = True
if not mouse_buttons()[1]:
self.pan_active = False
#panning update
if self.pan_active:
self.origin = mouse_pos()
------------------------------------- look between these
def run(self, dt):
self.display_surface.fill('white')
self.event_loop()
pygame.draw.circle(self.display_surface, 'blue', self.origin, 10)
The code between the dotted lines is what makes the origin move by holding down the mouse button.
Result:
Origin in the middle.
Origin on the left.
And the origin on the right.
There is a slight problem with this. The origin follows where the mouse’s position is. For example. If the mouse is at the bottom right-hand corner of the screen and the origin is on the top left-hand corner of the screen and the user presses the middle mouse button, the origin will go from its original position to the mouse’s position.
If we keep this, it will get pretty confusing later when we progress making the game, especially having different tiles and objects all around the screen.
The BETTER way to move the origin.
editor.py
def pan_input(self, event):
'''checks if middle button is pressed'''
if event.type == pygame.MOUSEBUTTONDOWN and mouse_buttons()[1]:
self.pan_active = True
self.pan_offset = vector(mouse_pos()) - self.origin
if not mouse_buttons()[1]:
self.pan_active = False
#panning update
if self.pan_active:
self.origin = vector(mouse_pos()) - self.pan_offset
The bolded lines of code helps with making it better to move the origin.
What you get from the first bolded line of code is the distance between the origin and the mouse position.
To use it you subtract the mouse_pos() with the pan_offset to get the distance IF the pan_active is true.
The teal x is the origin. The yellow one is the mouse. vector(mouse_pos()) – self.origin calculates the distance (in pink) between the mouse_pos() and the origin.
self.origin = vector(mouse_pos()) – self.pan_offset creates an offset of the pan when holding down the middle mouse button. This will move the origin point WITHOUT moving the origin point with the mouse (aka. clicking on it).
Result:
When moving the mouse, the origin will move with it, but not follow its exact position.
Ignore my chicken scratch. It’s hard writing with a right-handed mouse when you’re left-handed :/
A HUGE amount of code that contains all the images and info for the program…
editor.py
import pygame, sys
from settings import *
from pygame.math import Vector2 as vector
from pygame.mouse import get_pressed as mouse_buttons
class Editor:
def __init__(self):
# main setup
self.display_surface = pygame.display.get_surface()
# navigation
self.origin = vector()
self.pan_active = False
def event_loop(self):
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
self.pan_input(event)
def pan_input(self, event):
'''checks if middle button is pressed'''
if event.type == pygame.MOUSEBUTTONDOWN and mouse_buttons()[1]:
self.pan_active = True
print('middle mouse button')
def run(self, dt):
self.display_surface.fill('white')
self.event_loop()
pygame.draw.circle(self.display_surface, 'blue', self.origin, 10)
Has all the info to edit the program. Will get HUGE from adding more stuff to it.
There’s not a lot to it because I kept putting my files in the wrong folders (I did it THREE TIMES and was STRESSING where they were) and didn’t want to redo the excessive work I put in… (when I have more energy I swear I’ll add more).
Added a world boundary on the map so that the player can’t walk out of it.
layouts = {
'boundary': import_csv_layout('map//map_FloorBlocks.csv'), <<Looking at this
'grass': import_csv_layout('map//map_Grass.csv'),
'object': import_csv_layout('map//map_Objects.csv')
This the csv directory of where the floor blocks (the barrier) of the world map. I made a function in another file (support.py) that has all the stuff to make it work.
support.py
def import_csv_layout(path):
terrain_map = []
with open(path) as level_map:
layout = reader(level_map, delimiter = ',')
for row in layout:
terrain_map.append(list(row))
return terrain_map
This code reads the csv file, then in level.py it draws it on the map and places the blocks around the edge of it.
world barrier shown.
world barrier hidden ( I just took off self.visible_sprites).
Grass
Added plants and collision on them!!!!
layouts = {
'boundary': import_csv_layout('map//map_FloorBlocks.csv'),
This one >>'grass': import_csv_layout('map//map_Grass.csv'),
'object': import_csv_layout('map//map_Objects.csv')
same thing as boundary, but has a graphics directory AND a csv (as does object).
Added a collide function to be able to click the targets
def collide(self, x, y):
'''creates the collisions with the mouse and the circle'''
dis = math.sqrt((x - self.x)**2 + (y - self.y)**2)
return dis <= self.size
Added ANOTHER draw function that updates the screen every frame so that the program doesn’t slow down
def draw(win, targets):
'''wipes the screen, draws the objects, and updates the display'''
win.fill(BG_COLOR)
for target in targets:
target.draw(win)
pygame.display.update()
additional code for collide in main
if event.type == TARGET_EVENT:
x = random.randint(TARGET_PADDING, WIDTH - TARGET_PADDING)
y = random.randint(TARGET_PADDING, HEIGHT - TARGET_PADDING)
target = Target(x, y)
targets.append(target)
if event.type == pygame.MOUSEBUTTONDOWN:
click = True
clicks += 1
for target in targets:
target.update()
if target.size <= 0:
targets.remove(target)
misses += 1
if click and target.collide(*mouse_pos):
targets.remove(target)
target_pressed += 1
if misses >= LIVES:
pass # end game
I’m taking a small break with the Zelda game for now because it’s making me a little burnt out and it’s becoming slightly repetitive so I decided to start something new. I will go back to it though.
the ‘Target” class:
class Target:
MAX_SIZE = 30
GROWTH_RATE = 0.2
COLOR = "red"
SECOND_COLOR = "white"
def __init__(self, x, y):
self.x = x
self.y = y
self.size = 0
self.grow = True
def update(self):
'''Udpates the target's size when it grows or shrinks'''
if self.size + self.GROWTH_RATE >=self.MAX_SIZE:
self.grow = False
if self.grow:
self.size += self.GROWTH_RATE
else:
self.size -= self.GROWTH_RATE
def draw(self, win):
'''draws a circle on the screen'''
pygame.draw.circle(win, self.COLOR, (self.x, self.y), self.size)
pygame.draw.circle(win, self.SECOND_COLOR, (self.x, self.y), self.size * 0.8)
pygame.draw.circle(win, self.COLOR, (self.x, self.y), self.size * 0.6)
pygame.draw.circle(win, self.SECOND_COLOR, (self.x, self.y), self.size * 0.4)
This creates the target. The target will and stop at a certain size and then shrink down to zero.
The update() function updates the size when the target grows and shrinks.
the draw() function creates the circles for the target. There are four circles because if we drew one it would just be on big circle growing and shrinking on the screen.
The “Main” loop
# Main Loop
def main():
run = True
while run:
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
break
pygame.quit()
This is the main loop of the program. All it does right now is that it allows you to quit the program.
You’re probably wondering why there isn’t much to this. The reason is 1. It’s career day so that made me loose time and 2. I wanted to make a post of the simple stuff I had for now before I added anything that would be long and tedious.
There are six different data types in JavaScript: Strings, integers, floats (decimal numbers), Boolean, null (which is “None” in Python), undefined and Symbol.
Strings
Strings are words (or numbers) that are surrounded by quotation marks (“”).
Here’s an example of one in JavaScript:
const name = "Zende";
As you can see, the word Zende is the string because it has quotes around it.
Output:
*the variable const is used so that we can’t change the value of the variable. if we were to try to change the value of name, we would get an error message say we’re not allowed.
Numbers
Here’s an example of an integer:
const age = 16;
And example of a float:
const temp = 98.6;
BOOLEAN
Here’s an example of a boolean:
const hasKis = true;
This makes the variable true. if we were to type false, it will make it false.
Null
Null, which is the same as “None” in python, happens when a variable doesn’t exist yet.
Here’s an example:
const homeRoom = null;
Undefined
undefined happens when a variable exist, but isn’t defined in the program.
Here’s an example:
const kd = undefined;
Symbol
symbols variables that always have to be unique. They cannot be the same.
Here’s an example:
const id = Symbol('id');
const id2 = Symbol('id');
The code creates where the camera will be “placed” on the screen. It then puts an offset – what kind of angle or area the camera – will be “placed”.
RESULT:
This only offsets the camera, but doesn’t make the camera move with the player… yet.
Added an overlap for collisions (and also made the camera move with the player).
changes the size of the rectangle (the collision) and makes it smaller or larger. The parameters “x” and “y” are the numbers that will increase or decrease the size of the hitbox.
“x” will be zero and “y” will be a certain number (-26 to be specific)
Also replaced (almost) every rect with hitbox.
Also changed the for loop in YSortCameraGroup class so that we have overlap on ALL rocks.
BEFORE:
for sprite in self.sprites():
offset_pos = sprite.rect.topleft - self.offset
self.display_surface.blit(sprite.image, offset_pos)
AFTER:
for sprite in sorted(self.sprites(),
key = lambda sprite: sprite.rect.centery):
offset_pos = sprite.rect.topleft - self.offset
self.display_surface.blit(sprite.image, offset_pos
RESULT:
Character overlaping behind the rock.
Character overlaping in front of the rock.
NOTE: I will add a short clip of the camera following the player, just not now (can’t screen record if the settings are blocked ˙◠˙).
PUTTING THE FLOOR MAP ON THE SCREEN (and putting the player in the middle of the map)!!!