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@@ -41,21 +41,11 @@ class Tileset(object):
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y *= self.TILESIZE
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self.screen.blit(tileset, pos, (x, y, self.TILESIZE, self.TILESIZE))
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- def _render_layer(self, layer):
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- for i, tile in enumerate(layer):
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- y, x = divmod(i, self.MAPSIZE)
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- x *= self.TILESIZE
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- y *= self.TILESIZE
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- if tile != 0:
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- tile_y, tile_x = divmod(tile - 1, self.TILESIZE) # those 1-indexing fuckers
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- self._render(tile_x, tile_y, (x, y))
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-
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def render_person(self, pos, direction):
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self._render(0, 13, pos, direction)
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def render_level(self):
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- self._render_layer(self.floor)
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- self._render_layer(self.walls)
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+ self.screen.blit(self.surface, (0, 0))
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def load_level(self): # https://bitbucket.org/r1chardj0n3s/pygame-tutorial/src/a383dd24790d/tmx.py#cl-241
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level_data = ElementTree.parse('level1.tmx').getroot()
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@@ -71,11 +61,20 @@ class Tileset(object):
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array = list(struct.unpack('<{}i'.format(len(data)/4), data))
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loaded[name] = array
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- # load floor
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- self.floor = loaded['floor']
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+ # render level
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+ surface = pygame.Surface((800, 800))
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+ tileset = self.tileset[self.RIGHT]
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+ for layer in [loaded['floor'], loaded['wall']]:
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+ for i, tile in enumerate(layer):
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+ if tile != 0:
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+ y, x = divmod(i, self.MAPSIZE)
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+ pos = (x * self.TILESIZE, y * self.TILESIZE)
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+ tile_y, tile_x = divmod(tile - 1, self.TILESIZE) # those 1-indexing fuckers
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+ area = (tile_x * self.TILESIZE, tile_y * self.TILESIZE, self.TILESIZE, self.TILESIZE)
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+ surface.blit(tileset, pos, area)
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+ self.surface = surface
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# load wall
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- self.walls = loaded['wall']
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collisions = set()
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for i, tile in enumerate(loaded['wall']):
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if tile != 0:
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