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map.py
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from dataclasses import dataclass
import pygame.mixer
import pygame
import pyscroll
import pytmx
from src.player import NPC
@dataclass
class Portal:
from_world: str
origin_point: str
target_world: str
teleport_point: str
@dataclass
class Map:
name: str
walls: list[pygame.Rect]
group: pyscroll.PyscrollGroup
tmx_data: pytmx.TiledMap
portals: list[Portal]
npcs: list[NPC]
class MapManager:
def __init__(self, screen, player):
self.maps = dict()
self.screen = screen
self.player = player
self.current_map = "world"
self.register_map("world", portals=[
Portal(from_world="world", origin_point="enter_house", target_world="house", teleport_point="spawn_house"),
Portal(from_world="world", origin_point="enter_house2", target_world="house2",
teleport_point="spawn_house"),
Portal(from_world="world", origin_point="enter_house3", target_world="house3",
teleport_point="spawn_house"),
Portal(from_world="world", origin_point="enter_house4", target_world="house4",
teleport_point="spawn_house"),
Portal(from_world="world", origin_point="enter_dungeon", target_world="dungeon",
teleport_point="spawn_dungeon"),
Portal(from_world="world", origin_point="enter_world_winter", target_world="world_winter",
teleport_point="enter_winter")
], npcs=[
NPC("paul", nb_points=4, dialog=["bonne aventure", "je m apelle paul", "a+"]),
NPC("robin", nb_points=4, dialog=["j espere que tu vas bien ", " pouloulou"])
])
self.register_map("house", portals=[
Portal(from_world="house", origin_point="exit_house", target_world="world",
teleport_point="enter_house_exit")
], npcs=[
NPC("sangoku", nb_points=4, dialog=["FREZEEER"])
])
self.register_map("house2", portals=[
Portal(from_world="house2", origin_point="exit_house", target_world="world", teleport_point="exit_house2")
])
self.register_map("house3", portals=[
Portal(from_world="house3", origin_point="exit_house", target_world="world", teleport_point="exit_house3")
]),
self.register_map("house4", portals=[
Portal(from_world="house4", origin_point="exit_house", target_world="world", teleport_point="exit_house4")
]),
self.register_map("dungeon", portals=[
Portal(from_world="dungeon", origin_point="exit_dungeon", target_world="world",
teleport_point="dungeon_exit_spawn")
], npcs=[
NPC("boss", nb_points=2, dialog=["Mwaaaaa", " je garde ces lieux "])
])
self.register_map("world_winter", portals=[
Portal(from_world="world_winter", origin_point="exit_winter", target_world="world",
teleport_point="exit_world_winter")
])
self.teleport_player("player")
self.teleport_npcs()
def check_npc_collisions(self, dialog_box):
for sprite in self.get_group().sprites():
if sprite.feet.colliderect(self.player.rect) and type(sprite) is NPC:
dialog_box.execute(sprite.dialog)
def check_collisions(self):
# portails
for portal in self.get_map().portals:
if portal.from_world == self.current_map:
point = self.get_object(portal.origin_point)
rect = pygame.Rect(point.x, point.y, point.width, point.height)
if self.player.feet.colliderect(rect):
copy_portal = portal
self.current_map = portal.target_world
self.teleport_player(copy_portal.teleport_point)
# collisions
for sprite in self.get_group().sprites():
if type(sprite) is NPC:
if sprite.feet.colliderect(self.player.rect):
sprite.speed = 0
else:
sprite.speed = 1
if sprite.feet.collidelist(self.get_walls()) > -1:
sprite.move_back()
def teleport_player(self, name):
point = self.get_object(name)
self.player.position[0] = point.x
self.player.position[1] = point.y
self.player.save_location()
def register_map(self, name, portals=[], npcs=[]):
# charger carte
tmx_data = pytmx.util_pygame.load_pygame(f"../map/{name}.tmx")
map_data = pyscroll.data.TiledMapData(tmx_data)
map_layer = pyscroll.orthographic.BufferedRenderer(map_data, self.screen.get_size())
map_layer.zoom = 2
# définir une liste de collision
walls = []
for obj in tmx_data.objects:
if obj.type == "collision":
walls.append(pygame.Rect(obj.x, obj.y, obj.width, obj.height))
# dessiner calque
group = pyscroll.PyscrollGroup(map_layer=map_layer, default_layer=6)
group.add(self.player)
# récuperé et ajouter tous les npc(pnj)
for npc in npcs:
group.add(npc)
# un objet Map et enregistrer nouvelle map
self.maps[name] = Map(name, walls, group, tmx_data, portals, npcs)
def get_map(self):
return self.maps[self.current_map]
def get_group(self):
return self.get_map().group
def get_walls(self):
return self.get_map().walls
def get_object(self, name):
return self.get_map().tmx_data.get_object_by_name(name)
def teleport_npcs(self):
for map in self.maps:
map_data = self.maps[map]
npcs = map_data.npcs
for npc in npcs:
npc.load_points(map_data.tmx_data)
npc.teleport_spawn()
def draw(self):
self.get_group().draw(self.screen)
self.get_group().center(self.player.rect.center)
def update(self):
self.get_group().update()
self.check_collisions()
for npc in self.get_map().npcs:
npc.move()