Source code for quest.map

import arcade
from quest.errors import NoLayerError, MultipleLayersError
from quest.sprite import QuestSprite
from math import floor
from pathlib import Path

RED = 0
GREEN = 0
BLUE = 0

[docs]def clamp(bounds, val): low, high = bounds return max(low, min(high, val))
[docs]class Map: """Implements a map for a level or stage in the game. Each QuestGame may have multiple Maps. Each Map represents a game map with multiple layers. You can (optionally) specify a sprite class for each layer. For example, one layer might contain walls, another loot, and another background imagery. """ background_color = (RED, GREEN, BLUE) tile_scaling = 1 def __init__(self): """Initialize a Map with an empty layers list. """ self.layers = []
[docs] def add_layer(self, layer): """Add a layer the the layers list. Checks to make sure the layer's name is unique. Args: layer: The MapLayer to add. """ for existing_layer in self.layers: if existing_layer.name == layer.name: raise ValueError("Map already has a layer named {}".format(layer.name)) self.layers.append(layer)
[docs] def get_layer_by_name(self, layer_name): """Looks up a map layer by name. There should only be one layer with each name. If there is not exactly one layer, raises an error. Args: layer_name: The name of the layer. Returns: The layer. """ layers = [layer for layer in self.layers if layer.name == layer_name] if len(layers) == 0: raise NoLayerError("Map has no layer named {} (layers are: {})".format(layer_name, ", ".join(layer.name for layer in self.layers))) elif len(layers) > 1: raise MultipleLayersError("Map has more than one layer named {}".format(layer_name)) else: return layers[0]
[docs]class TiledMap(Map): """A subclass of Map which loads its layers from a Tiled JSON file. Each layer has a collection of tiles. When TiledMap is initialized, a sprite is created for each of these tiles. The sprite's image and position are read from the tile layer data. The sprite's class (which can determine its behavior) can be set using the `sprite_classes` argument. Use TiledMap when you want to design your map using [Tiled](https://www.mapeditor.org/). Export your map in JSON format. Arguments: filename (str): Path to the .tmx tilemap file sprite_classes: {layer_name: SpriteClass} dict whose keys should be the names of layers in the tilemap and whose values should be sprite classes (subclasses of :py:class:`QuestSprite`. For each layer, each sprite will be initialized using the given sprite class. """ def __init__(self, filename, sprite_classes): filepath = Path(filename) if not filepath.exists(): raise ValueError(f"File {filepath} not found.") if not filepath.suffix == ".json": raise ValueError(f"Tilemaps must be in JSON format.") super().__init__() tilemap = arcade.load_tilemap(filepath) for layer_name, layer_sprite_list in tilemap.sprite_lists.items(): if not layer_name in sprite_classes: raise ValueError(f"Layer {layer_name} is not specified in sprite_classes {sprite_classes}.") sprite_class = sprite_classes[layer_name] quest_sprite_list = arcade.SpriteList() for sprite in layer_sprite_list: quest_sprite = sprite_class() quest_sprite.center_x = sprite.center_x quest_sprite.center_y = sprite.center_y quest_sprite.texture = sprite.texture quest_sprite_list.append(quest_sprite) layer = MapLayer(layer_name, quest_sprite_list) self.add_layer(layer)
[docs]class MapLayer: """ Each Map is made up of one or more MapLayers. Arguments: name (str): The layer name. sprite_list: An optional :py:class:`arcade.SpriteList`. """ def __init__(self, name, sprite_list=None): self.name = name self.sprite_list = sprite_list or arcade.SpriteList()
[docs] def draw(self): """Renders the layer by calling """ self.sprite_list.draw()
[docs] def clear(self): """Delete all this layer's sprites. """ while len(self.sprite_list) > 0: self.sprite_list.pop()
[docs]class GridMapLayer(MapLayer): """ A MapLayer which is aware of grid coordinates. GridMapLayers are useful in situations when you want to place sprites programmatically. Several methods are provided to support calculations about sprite positions with respect to the grid. This cam be simpler than working in pixel positions. For example, the maze example program generates a maze and then uses a GridMapLayer to place the walls of the maze. Arguments: name (str): Layer name. columns (int): Number of columns in the grid. rows (int): Number of rows in the grid. pixel_width (int): Width of the grid in pixels. pixel_height (int): Height of the grid in pixels. sprite_filename (str): Path to sprite image file. Only needed if you will be creating sprites on this grid layer. sprite_class: Class of sprites to create on this layer. """ sprite_class = QuestSprite def __init__(self, name, columns, rows, pixel_width, pixel_height, sprite_filename=None, sprite_class=None): super().__init__(name) self.columns = columns self.rows = rows self.pixel_width = pixel_width self.pixel_height = pixel_height self.sprite_filename = sprite_filename if sprite_class: self.sprite_class = sprite_class
[docs] def add_sprite(self, grid_x, grid_y, sprite=None): """Adds a sprite at a given grid position. Arguments: grid_x (int): The x-coordinate of the grid position grid_y (int): The y-coordinate of the grid position sprite (QuestSprite): (Optional) sprite to add to this layer and place at this grid position. If no sprite is given, a new sprite will be created. """ sprite = sprite or self.create_sprite() sprite.left, sprite.bottom = self.get_pixel_position((grid_x, grid_y)) self.sprite_list.append(sprite)
[docs] def create_sprite(self): """Creates a sprite with image `self.sprite_filename` and class `self.sprite_class`. """ if self.sprite_filename is None: raise ValueError("Can't add sprites to GridMapLayer unless sprite_filename is defined.") return self.sprite_class(self.sprite_filename)
[docs] def get_pixel_position(self, grid_position, center=True): """Converts pixel coordinates to grid coordinates. Arguments: grid_position (int, int): x and y grid coordinates center (bool): By default, returns the pixel position of the center of the grid tile. When False, returns the pixel position of the lower left corner of the grid tile. Returns: (float, float) pixel position. """ grid_x, grid_y = grid_position pixel_x = self.pixel_width * (grid_x / self.columns) pixel_y = self.pixel_height * (grid_y / self.rows) if center: pixel_x += (self.pixel_width / self.columns) / 2 pixel_y += (self.pixel_height / self.rows) / 2 return pixel_x, pixel_y
[docs] def get_grid_position(self, pixel_position): """Converts grid position to pixel position. Any pixel position within a grid tile will be converted to that grid tile's coordinates. Arguments: pixel_position (float, float): x and y pixel coordinates. Returns: (float, float) grid position. """ pixel_x, pixel_y = pixel_position grid_x = pixel_x // (self.pixel_width / self.columns) grid_y = pixel_y // (self.pixel_height / self.rows) return grid_x, grid_y
[docs] def position_in_grid(self, grid_position): """Returns whether or not `grid_position` is within the grid. Arguments: grid_position (int, int): x and y grid coordinates """ grid_x, grid_y = grid_position return grid_x >= 0 and grid_x < self.columns and grid_y >= 0 and grid_y < self.rows