Implementation de la base de l'engine #3

Merged
yannis merged 33 commits from Engine_base into main 2023-12-26 16:36:16 +00:00
6 changed files with 658 additions and 17 deletions
Showing only changes of commit 1c3d6a7d90 - Show all commits

4
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563
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"width":16,
"x":0,
"y":64
},
{
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2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2,
2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2],
"height":16,
"width":16,
"x":16,
"y":64
},
{
"data":[1, 1, 1, 1, 1, 0, 0, 0, 3, 3, 3, 3, 3, 0, 0, 3,
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
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1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2,
2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2,
2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2,
2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2,
2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2,
2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2],
"height":16,
"width":16,
"x":32,
"y":64
},
{
"data":[3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 2,
1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 2, 2, 2, 2, 2, 2,
1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 2, 2, 2, 2, 2, 2,
1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 2, 2, 2, 2, 2, 2,
1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 2, 2, 2, 2, 2, 2,
1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 2, 2, 2, 2, 2, 2,
1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 2, 2, 2, 2, 2, 2,
1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 2, 2, 2, 2, 2, 2,
1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 2, 2, 2, 2, 2, 2,
1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 2, 2, 2, 2, 2, 2,
2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2,
2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2,
2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2,
2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2,
2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2,
2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2],
"height":16,
"width":16,
"x":48,
"y":64
},
{
"data":[2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
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2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2],
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"width":16,
"x":0,
"y":80
},
{
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},
{
"data":[1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2,
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2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2],
"height":16,
"width":16,
"x":48,
"y":80
}],
"height":96,
"id":1,
"name":"Calque de Tuiles 1",
"opacity":1,
"startx":0,
"starty":0,
"type":"tilelayer",
"visible":true,
"width":64,
"x":0,
"y":0
}],
"nextlayerid":2,
"nextobjectid":1,
"orientation":"orthogonal",
"renderorder":"right-down",
"tiledversion":"1.10.1",
"tileheight":16,
"tilesets":[
{
"firstgid":1,
"source":"..\/assets\/tiles.tsx"
}],
"tilewidth":16,
"type":"map",
"version":"1.10",
"width":30
}

View file

@ -1,3 +1,4 @@
from src.camera import Camera
from src.event_handler import EventHandler
from src.map_manager import MapManager
from src.renderer import Renderer
@ -7,7 +8,7 @@ import pygame
class Engine:
"""Classe principale qui regroupe tous les composants du programme (Renderer, MapManager, EventHandler, etc ...)"""
def __init__(self):
# L'initialisation de Pygame est nécéssaire pour tous les modules
# L'initialisation de Pygame est nécessaire pour tous les modules
pygame.init()
self.clock = pygame.time.Clock()
@ -16,8 +17,9 @@ class Engine:
self.renderer = Renderer(self)
self.event_handler = EventHandler(self)
self.map_manager = MapManager()
self.camera = Camera()
self.map_manager.load_new("maps/map0.tmj")
self.map_manager.load_new("maps/map1.tmj")
self.renderer.load_tile_set("assets/tiles.png", 16)
@ -36,6 +38,6 @@ class Engine:
self.event_handler.update()
def stop(self):
"""Arrete le programme."""
"""Arrête le programme."""
self.running = False
pygame.quit()

View file

@ -1,5 +1,5 @@
from pygame import event
from pygame.locals import QUIT
from pygame.locals import *
import src.engine as engine
@ -8,9 +8,29 @@ class EventHandler:
"""Classe utilisée pour traiter les pygame.event.get() et gérer les interactions avec le reste du programme."""
def __init__(self, core: 'engine.Engine'):
self.engine = core
self.key_pressed = []
def update(self):
"""Vérifie s'il y a de nouvelles interactions et les traites."""
# Récupère les événements
for e in event.get():
if e.type == QUIT:
self.engine.stop()
elif e.type == KEYDOWN:
self.key_pressed.append(e.key)
elif e.type == KEYUP:
self.key_pressed.remove(e.key)
if K_RIGHT in self.key_pressed:
self.engine.camera.x += 2
if K_LEFT in self.key_pressed:
self.engine.camera.x -= 2
if K_UP in self.key_pressed:
self.engine.camera.y -= 2
if K_DOWN in self.key_pressed:
self.engine.camera.y += 2
if K_x in self.key_pressed:
self.engine.camera.zoom *= 1.01
if K_c in self.key_pressed:
self.engine.camera.zoom *= 0.99

View file

@ -4,18 +4,44 @@ import json
class MapManager:
"""Stocke les cartes du jeu."""
def __init__(self):
# structure : [layers[chunks[x, y]{width, height, data [tiles id]}]
# structure : [layers{chunks[x, y][data]}
self.map_layers = []
self.chunk_width = 16
self.chunk_height = 16
def load_new(self, file_path: str):
"""Charge une map infinie au format tiled."""
with open(file_path, "r") as file:
data = json.loads(file.read())
for layer in data["layers"]:
self.map_layers.append(layer["chunks"])
chunks = {}
for chunk in layer["chunks"]:
chunks[(chunk["x"]//self.chunk_width, chunk["y"]//self.chunk_height)] = chunk["data"]
self.map_layers.append(chunks)
print(self.map_layers)
def get_tile_at(self, x: int, y: int, layer: int):
"""Done l'id de la tile aux coordonnées données et à la couche choisie."""
return
def get_tile_at(self, x: int, y: int, layer_id: int):
"""Donne l'id de la tile aux coordonnées données et à la couche choisie."""
# On récupère la couche demandée
layer = self.map_layers[layer_id]
# On calcule les coordonées du chunk
coordinates = (x//self.chunk_width, y//self.chunk_height)
# On transforme les coordonnées globales en coordonnées dans le chunk
x %= 16
y %= 16
if coordinates not in layer:
return 0
chunk = layer[coordinates]
# On vérifie que la tile demandée existe sinon on répond "vide"
if x >= self.chunk_width or x < 0 or y >= self.chunk_height or y < 0:
return 0
# On calcule l'index et on renvoie la tile
return chunk[x+y*self.chunk_width]

View file

@ -1,4 +1,5 @@
from pygame import display, image
from pygame import display, image, surface, transform
from pygame.locals import RESIZABLE
import src.engine as engine
@ -7,19 +8,22 @@ class Renderer:
"""Classe contenant le moteur de rendu. On utilise, pour cela la bibliothèque Pygame."""
def __init__(self, core: 'engine.Engine'):
self.engine = core
self.window = display.set_mode((600, 600))
self.window = display.set_mode((600, 600), RESIZABLE)
self.tiles = []
self.tile_size = 0
def load_tile_set(self, file_path: str, tile_size: int):
"""Charge le jeu de tuiles en utilisant le fichier donné et la taille donnée."""
tile_set = image.load(file_path).convert_alpha()
self.tile_size = tile_size
# Scan tout le tile set et le découpe pour créer des tiles de {tile_size} px de hauteur et de largeur
for y in range(tile_set.get_height()//tile_size):
for x in range(tile_set.get_width()//tile_size):
tile = tile_set.subsurface((x*tile_size, y*tile_size, tile_size, tile_size))
self.tiles.append(tile)
print(self.tiles)
#print(self.tiles)
def update(self):
"""Fait le rendu du jeu."""
@ -30,11 +34,33 @@ class Renderer:
display.update()
def render_map(self):
x_offset = 0
y_offset = 0
x_map_range = int(display.get_window_size()[0] // 16 // self.engine.camera.zoom) + 2
y_map_range = int(display.get_window_size()[1] // 16 // self.engine.camera.zoom) + 2
x_map_offset = int(self.engine.camera.x)
y_map_offset = int(self.engine.camera.y)
for i in range(4):
self.window.blit(self.tiles[i], (i*16, 0))
rendered_surface_size = (x_map_range*self.tile_size, y_map_range*self.tile_size)
self.rendered_surface = None
# On crée une surface temporaire qui nous permettra de la redimensionner
rendered_surface = surface.Surface(rendered_surface_size)
# On itère pour chaque couche, toutes les tiles visibles par la caméra
for i in range(len(self.engine.map_manager.map_layers)):
for x in range(x_map_offset, x_map_offset + x_map_range):
for y in range(y_map_offset, y_map_offset + y_map_range):
# On récupère l'id de la tile à la position donnée
tile_id = self.engine.map_manager.get_tile_at(x, y, i)
# Si l'id est 0, il s'agit de vide donc on saute le rendu
if tile_id == 0:
continue
# Puis, on cherche à quelle image elle correspond et on la colle sur notre surface
rendered_surface.blit(self.tiles[tile_id-1],
((x-self.engine.camera.x/self.engine.camera.zoom)*self.tile_size,
(y-self.engine.camera.y/self.engine.camera.zoom)*self.tile_size))
# Enfin, on redimensionne notre surface et on la colle sur la fenêtre principale
self.window.blit(transform.scale(rendered_surface, (rendered_surface_size[0]*self.engine.camera.zoom, rendered_surface_size[1]*self.engine.camera.zoom)), (0, 0))