import struct from xml.etree import ElementTree import pygame class Tileset(object): tilesize = 16 RIGHT = 0 DOWN = 1 LEFT = 2 UP = 3 def __init__(self, screen): self.screen = screen image = pygame.image.load('tileset.png').convert() self.tileset = { self.RIGHT: image, self.UP: pygame.transform.rotate(image, 90), self.LEFT: pygame.transform.rotate(image, 180), self.DOWN: pygame.transform.rotate(image, 270), } self.tile_width, self.tile_height = image.get_size() self.tile_width /= self.tilesize self.tile_height /= self.tilesize def _render(self, tile_x, tile_y, pos, direction=RIGHT): tileset = self.tileset[direction] if direction == self.RIGHT: x, y = tile_x, tile_y elif direction == self.UP: x, y = tile_y, self.tile_width - tile_x - 1 elif direction == self.LEFT: x, y = self.tile_width - tile_x - 1, self.tile_height - tile_y - 1 elif direction == self.DOWN: x, y = self.tile_height -tile_y - 1, tile_x x *= self.tilesize y *= self.tilesize self.screen.blit(tileset, pos, (x, y, self.tilesize, self.tilesize)) def render_person(self, pos, direction): self._render(0, 13, pos, direction) def load_level(self): # https://bitbucket.org/r1chardj0n3s/pygame-tutorial/src/a383dd24790d/tmx.py#cl-241 level_data = ElementTree.parse('level1.tmx').getroot() raw_data = level_data.findall('layer')[0].findall('data')[0].text.strip() data = raw_data.decode('base64').decode('zlib') # read as array of 4-byte ints self.level_array = struct.unpack('<{}i'.format(len(data)/4), data) def render_level(self): for i, tile in enumerate(self.level_array): x, y = divmod(i, 50) x *= self.tilesize y *= self.tilesize tile_y, tile_x = divmod(tile - 1, self.tilesize) # those 1-indexing fuckers self._render(tile_x, tile_y, (y, x))