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LevelEditor.py
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LevelEditor.py
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"""
Editeur de niveaux de DAT.DOT
"""
import os
from tkinter import *
import ctypes
from tkinter import messagebox
from tkinter.filedialog import askopenfilename
from math import sqrt
from Cases import *
from Levels import Level
from Pallet import Pallet
from Cases import *
SCREEN_INFO_X = ctypes.windll.user32.GetSystemMetrics(0)
SCREEN_INFO_Y = ctypes.windll.user32.GetSystemMetrics(1)
class CheckingError(Exception):
pass
class Message(Message):
def get(self):
return self.cget('text')
def disabled(func):
return lambda *var: print("Something awesome is coming soon, please wait :)")
class Interface_LevelEditor():
def __init__(self):
self.window = Tk()
self.window.title("LevelEditor")
self.window.resizable(False, False)
phi = (1+sqrt(5)) / 2
self.width_window, self.height_window = int(SCREEN_INFO_X / (phi*0.9)), int(SCREEN_INFO_Y / (phi*0.9))
# Position de l'écran
dx, dy = int((SCREEN_INFO_X-self.width_window)/2), int((SCREEN_INFO_Y-self.height_window)/2)
self.window.geometry("{}x{}+{}+{}".format(self.width_window, self.height_window, dx, dy))
self.window.protocol("WM_DELETE_WINDOW", lambda: self.escape())
self.window.config(bg='#9af4fc')
self.window.focus_force()
self.width_grid = self.width_window * 0.75
self.height_grid = int(self.height_window)
# Taille de la palette
self.width_pallet = self.width_window * 0.25
self.height_pallet = self.height_window * 0.6
# Case en mémoire en modification void
self.current_case = None
# Variable de contrôle
self.in_work = False
self.grid = Canvas(self.window, bg='#9af4fc')
self.tools = Frame(self.window, bg='#9af4fc')
self.type_of_cases, colors = [], []
for i in Cases.default_color.keys():
colors.append(Cases.default_color[i])
self.type_of_cases.append(i)
if i == "Player":
colors[-1] = '&' + colors[-1]
colors.append("#black")
self.type_of_cases.append("void")
self.pallet = Pallet(self.tools, buttons_color=colors, bg='#9af4fc', width=self.width_pallet, height=self.height_pallet)
self.pallet.bind('<1>', lambda var: self.palletEvent())
self.save = Button(self.tools, text='Save level', bg='lightgreen', command=self.saveLevel)
self.carac = Frame(self.tools, bg='#9af4fc')
self.F_entry = None
self.grid.pack(side=LEFT)
self.carac.pack(side=BOTTOM)
# self.is_full_screen = False
self.level = None
self.menu()
self.window.mainloop()
def menu(self):
"""
Affiche le menu, les différents texte et efface
toutes les frame inutiles
"""
self.in_work = False
# On utilise plus toutes les fonctions liées à
# la création de niveau
keys = ['<1>', '<3>']
for i in keys:
self.grid.unbind(i)
keys = ['<Control-m>']
for i in keys:
self.window.unbind(i)
# On efface toutes les frames inutiles
self.save.pack_forget()
self.tools.pack_forget()
self.clean(self.carac)
self.grid.delete(ALL)
self.grid.config(width=self.width_window, height=self.height_window)
self.window.bind('<Escape>', lambda var : self.escape())
self.window.bind('<c>', self.initialiseLevel)
self.window.bind('<e>', self.initialiseLevel)
msg = [("Press Escape anywhere to quit", "blue"),
("Press Ctrl+M to return on here", "black"),
("Press C to create a new level", "blue"),
("Press E to edit an existant level", "black")]
mid = self.width_window / 2, self.height_window / 2
current_aff = len(msg) // 2
for i in range(len(msg)):
txt, color = msg[i]
self.grid.create_text(mid[0], mid[1]-20*current_aff, text=txt, fill=color,
state="disabled", font=('', 11))
current_aff -= 1
def initialiseLevel(self, var):
if var.keysym == 'c': # create a level
# Take the default one
self.level = Level.fromFile("data/default_level.lvl")
elif var.keysym == 'e': #edit a level
# search the level
d = '.lvl'
f = [("LEVEL","*.lvl")]
i = 'Level *.lvl'
t = "Select witch level to edit"
init_f = os.getcwd() + '\\levels\\user'
file = askopenfilename(defaultextension=d, filetypes=f,
initialfile=i, title=t, initialdir=init_f)
if file == '':
# Sécurité si aucun fichier sélectionné
return FileNotFoundError
self.level = Level.fromFile(file)
self.current_case = self.level
self.edit()
def edit(self):
"""
Initialise l'écran d'édition
"""
self.window.unbind('<e>')
self.window.unbind('<c>')
self.save.pack(pady=10)
self.grid.delete(ALL)
self.grid.config(height=self.height_grid, width=self.width_grid)
self.grid.update()
self.tools.pack()
self.pallet.pack(side=TOP)
self.pallet.update()
self.pallet.draw()
self.level.canvas = self.grid
self.level.draw()
self.window.bind('<Control-m>', lambda var: self.menu())
self.grid.bind('<1>', lambda var: self.gridClic1())
self.grid.bind('<3>', lambda var: self.gridClic2())
self.in_work = True
self.showInfo(self.level)
def escape(self):
"""
Quitter en vérifiant si l'utilisateur ne va pas perdre son travail
"""
if self.in_work:
title = "Warning"
txt = "Si vous quittez maintenant, tout vos changements seront perdus !"
icone = 'warning'
asw = messagebox.askokcancel(title, txt, icon=icone)
if asw:
self.window.destroy()
else:
self.window.destroy()
##################### Event #####################
def gridClic1(self):
"""
Quand on clic gauche sur grid
"""
case_x, case_y = map(int, self.findCaseClic())
void = self.pallet.button_number == len(self.type_of_cases)-1
same_color = self.level.grid[case_x][case_y] == self.type_of_cases[self.pallet.button_number]
is_in_case = (case_x, case_y) != (-1, -1)
is_selected = self.pallet.button_number != -1
if void:
# Si on clique en étant dans le mode 'void',
# on affiche les données de la case (si elle
# est spéciale) pour que l'utilisateur controle
case = self.level.grid[case_x][case_y]
if case in ['Tp', 'Info', 'Switch']:
self.showInfo(case)
self.current_case = case
self.current_case_coords = case_x, case_y
if case in ['Tp', 'Info']:
drawDatas() #case, case_x, case_y, datas
pass
elif is_selected and is_in_case and not(same_color) and self.level.grid[case_x][case_y] != 'Player':
# Sinon, on change la case par celle en selection dans palette
case = self.type_of_cases[self.pallet.button_number]
# On doit mettre chaque paramètre pour l'init des cases
# On marque neanmoins qu'elles sont vides
if case == 'Info' or case == 'Switch':
self.level.grid[case_x][case_y] = eval(case + "(None, None)")
self.level.grid[case_x][case_y].empty = True
elif case == 'Tp':
self.level.grid[case_x][case_y] = Tp(None)
self.level.grid[case_x][case_y].empty = True
elif case == 'Player':
self.level.grid[self.level.player.x][self.level.player.y] = Path()
player = Player(self.level.player.img, case_x, case_y)
self.level.grid[case_x][case_y] = player
self.level.player = player
else:
self.level.grid[case_x][case_y] = eval(case + "()")
self.level.draw()
def gridClic2(self):
"""
Quand on clic droit sur grid, on efface ce qui
ce trouve sur la case visée (sauf si c'est le joueur)
"""
case_x, case_y = map(int, self.findCaseClic())
if (case_x, case_y) == (-1, -1):
return "Case no found"
case = self.level.grid[case_x][case_y]
if case != 'Player':
self.level.grid[case_x][case_y] = Path()
self.level.draw()
def gridClic2Void(self):
"""
Quand on clic droit sur grid avec void sélectionnée
on enregistre les cordonnées de la case
"""
case_x, case_y = map(int, self.findCaseClic())
datas = [widget for widget in self.F_entry.winfo_children()]
message = datas[-1]
repr_case = "{},{}".format(case_x, case_y)
deja_vue = "({})".format(repr_case) in message.get()
if deja_vue:
self.level.canvas.itemconfig(repr_case, outline="black", width=1)
message.config(text=message.get().replace("({})".format(repr_case)+'&', ''))
if not deja_vue and self.current_case == "Switch":
self.level.canvas.itemconfig(repr_case, outline="blue", width=5)
self.level.canvas.tag_raise(repr_case)
message.config(text=message.get() + "({})".format(repr_case) + '&')
elif self.current_case == "Tp":
if message.get() != '':
old = eval(message.get())
self.level.canvas.itemconfig("{},{}".format(old[0], old[1]), outline="black", width=1)
self.level.canvas.itemconfig(repr_case, outline="blue", width=5)
self.level.canvas.tag_raise(repr_case)
message.config(text="({})".format(repr_case))
def palletEvent(self):
event = self.pallet.leftClic()
if event == "leave void tool" or event == "void changed":
self.grid.bind('<3>', lambda var: self.gridClic2())
self.showInfo(self.level)
elif event == "void selected":
self.grid.bind('<3>', lambda var: self.gridClic2Void())
pass
def findCaseClic(self):
"""
On cherche quelle case est visée dans le canvas grid
"""
id_rect = self.grid.find_withtag(CURRENT)
if len(id_rect) == 0:
# No case found
return (-1, -1)
tags = self.grid.gettags(id_rect[0])
if tags[0] == "current":
return tags[1].split(',')
else:
return tags[0].split(',')
def message(self, txt):
"""
Afficher un message pendant 8 secondes avec txt affiché
"""
m = Message(self.window, text=txt, width=200, bg="lightgreen", fg="black")
m.place(x=self.width_window/2, y=20, anchor=CENTER)
self.window.after(5000, m.destroy)
def showInfo(self, case):
"""
Affiche une frame avec les caractéristiques du type demandé
"""
self.clean(self.carac)
links = {'Level' : (("Level width :", "Level height :", "Name :"), ('width', 'height', 'name')),
'Info' : (("Name :", "Message :"), ('name', 'message')),
'Tp' : (("End case :",), ('destination',)),
'Switch' : (("Number of uses :", "cases to change :"), ('uses', 'cases_to_change'))
}
txt_label, infos = links[case.__class__.__name__]
# Tout est contenu dans une grande Frame, pour éviter
# tout bug lié au placement
big_frame = Frame(self.carac, bg='#9af4fc')
big_frame.pack(side=TOP)
F_txt = Frame(big_frame, bg='#9af4fc')
F_txt.pack(side=LEFT)
self.F_entry = Frame(big_frame, bg='#9af4fc')
self.F_entry.pack(side=RIGHT)
for txt in txt_label:
Label(F_txt, text=txt, bg='#9af4fc', fg="blue").pack(pady=5)
for i in infos[:-1]:
Entry(self.F_entry).pack(pady=5)
if case == 'Info' or case.__class__.__name__ == "Level":
Entry(self.F_entry).pack(pady=5)
else:
Message(self.F_entry).pack(pady=5)
b = Button(self.carac, text='Save changes', command=lambda: self.saveChanges())
b.pack(side=BOTTOM, pady=10)
if case.__class__.__name__ == "Level":
level = case
infos = [len(level.grid), len(level.grid[0]), level.name]
i = 0
for entry in self.F_entry.winfo_children():
entry.insert(0, infos[i])
i += 1
else:
i = 0
for entry in self.F_entry.winfo_children():
try:
entry.insert(0, str(getattr(case, str(infos[i]))))
except:
entry.config(text=str(getattr(case, str(infos[i]))))
i += 1
def saveChanges(self):
"""
Sauvegarde des modifications du niveau ou des données d'une case
"""
# global L_var, matrice, name, donnees
datas = [widget.get() for widget in self.F_entry.winfo_children()]
if self.current_case.__class__.__name__ == "Level":
try:
# L'utilisateur a bien mis un entier > 3
datas[0] = int(datas[0])
if datas[0] < 3:
raise ValueError
except ValueError:
self.message("Width must be an integer > 3")
else:
if datas[0] != len(self.level.grid[0]):
# Si il y a eu un changement, on rajoute ou
# enleve 'dif' lignes dans la grille du niveau
dif = datas[0]-len(self.level.grid[0])
if datas[0] > len(self.level.grid[0]):
for ligne in self.level.grid:
ligne += [Wall()] * dif
else:
for ligne in range(len(self.level.grid)):
self.level.grid[ligne] = self.level.grid[ligne][:dif]
for ligne in self.level.grid:
ligne[-1] = Wall()
self.level.grid[0] = [Wall()] * len(self.level.grid[0])
self.level.grid[-1] = [Wall()] * len(self.level.grid[-1])
self.message("Level updated successfully")
try:
# L'utilisateur a bien mis un entier > 3
datas[1] = int(datas[1])
if datas[1] < 3:
raise ValueError
except ValueError:
self.message("Height must be an integer > 3")
else:
if datas[1] != len(self.level.grid):
# Si il y a eu un changement, on rajoute ou
# enleve 'dif' colonnes dans la grille du niveau
dif = datas[1]-len(self.level.grid)
if datas[1] > len(self.level.grid):
for _ in range(dif):
self.level.grid.append([Path() for _ in range(len(self.level.grid[0]))])
else:
self.level.grid = self.level.grid[:dif]
for ligne in self.level.grid:
ligne[0] = Wall()
ligne[-1] = Wall()
self.level.grid[0] = [Wall()] * len(self.level.grid[0])
self.level.grid[-1] = [Wall()] * len(self.level.grid[-1])
self.message("Level updated successfully")
if datas[2] != '' and self.level.name != datas[2]:
self.level.name = datas[2]
else:
attributes = {'Info' : ('name', 'message'),
'Tp' : ('destination',),
'Switch' : ('uses', 'cases_to_change')}
i = 0
for attr in attributes[self.current_case.__class__.__name__]:
setattr(self.current_case, attr, datas[i])
i += 1
# Vérification
if self.current_case == 'Tp':
self.current_case.destination = eval(self.current_case.destination)
elif self.current_case == 'Switch':
self.current_case.cases_to_change = [eval(x) for x in self.current_case.cases_to_change.split('&') if x != '']
self.current_case.uses = int(self.current_case.uses)
empty = False
for attr in attributes[self.current_case.__class__.__name__]:
test = getattr(self.current_case, attr)
if test == '':
empty = True
break
self.current_case.empty = empty
self.level.grid[self.current_case_coords[0]][self.current_case_coords[1]] = self.current_case
self.message("Changes saved succesfully")
self.level.draw()
def saveLevel(self):
"""
Sauvegarde du niveau
"""
try:
self.check()
except CheckingError as error:
messagebox.showerror('Error', error)
else:
if self.level.path == "data/default_level.lvl":
# Dans le cas où on crée un niveau, on le met à la suite des autres
nb = 1
while os.path.exists(os.getcwd() + '\\levels\\user\\' + "Level {}.lvl".format(nb)):
nb += 1
self.level.path = os.getcwd() + '\\levels\\user\\' + "Level {}.lvl".format(nb)
# try:
self.level.save()
# except:
# messagebox.showerror('Error', "Can't save level")
# else:
titre, msg = 'Done', "Save succefull at {}".format(self.level.path)
icone = "info"
messagebox.showinfo(titre, msg, icon=icone)
self.menu()
def check(self):
"""
On vérifie si le niveau est conforme en tout point
"""
if self.level.name == '':
# Le nom est vide
raise CheckingError("Name of level is empty")
for ligne in self.level.grid[0], self.level.grid[-1], [x[0] for x in self.level.grid], [x[-1] for x in self.level.grid]:
for case in ligne:
if case not in ('Wall', 'Exit'):
# Le niveau n'est pas entouré de murs
raise CheckingError("Edge must be Wall or Exit")
exit = False
start = False
for ligne in self.level.grid:
for case in ligne:
if case.empty == True:
raise CheckingError("There is an empty case")
if case == 'Player':
# On regarde s'il y a une sortie
start = True
if case == 'Exit':
# et une case de départ
exit = True
if not exit:
# Il n'y a pas de sortie
raise CheckingError("Exit is missing")
if not start:
# Il n'y a pas de départ
raise CheckingError("Dot-Start is missing")
##################### Écran #####################
"""
Calcul de la taille de la fenêtre du jeu en fonction
de la taille de l'écran
"""
screenAdaptator = lambda screen_x, screen_y: (int(screen_x / ((1+sqrt(5)) / 2)), int(screen_y / ((1+sqrt(5)) / 2)))
screenAdaptator = staticmethod(screenAdaptator)
@disabled
def fullscreen(self):
"""
Cette fonction met ou enleve le plein écran
"""
if self.is_full_screen:
self.window.attributes('-fullscreen', 0)
self.width_window, self.height_window = self.screenAdaptator(SCREEN_INFO_X, SCREEN_INFO_Y)
dx, dy = int((SCREEN_INFO_X-self.width_window)/2), int((SCREEN_INFO_Y-self.height_window)/2)
self.window.geometry("{}x{}+{}+{}".format(self.width_window, self.height_window, dx, dy))
else:
self.window.attributes('-fullscreen', 1)
self.height_window = ctypes.windll.user32.GetSystemMetrics(1)
self.width_window = ctypes.windll.user32.GetSystemMetrics(0)
self.is_full_screen = not(self.is_full_screen)
self.canvas.config(width=self.width_window, height=self.height_window)
self.canvas.update()
# Chaque page s'adapte à l'écran, on relance donc
# la page actuelle pour eviter les bugs graphiques
if self.current_screen == 'menu':
self.menu()
elif self.current_screen == 'leveltype':
self.levelType()
elif self.current_screen == 'play':
self.nextLevel(self.current_level)
elif self.current_screen == 'passwordsMenu':
height, width = self.height_window, self.width_window
lab.place(y=height/2-75, x=width/2, anchor="center")
E_password.place(y=height/2, x=width/2, anchor="center")
B_valider.place(y=height/2+75, x=width/2, anchor="center")
@staticmethod
def clean(frame):
"""
Pour vider une frame sans la supprimer
"""
for w in frame.winfo_children():
w.destroy()
##################### Events #####################
@disabled
def drawDatas(case, x, y, datas):
"""
Permet de mettre en surbrillance les cases sélectionné
pour une case spéciale comme change case
"""
global Dic_selected
if type(datas[-1]) is tuple:
if not(type(datas[-1][-1]) is tuple):
return "ERROR"
data = [datas[-1]]
elif type(datas[-1]) is list:
data = datas[-1]
for i in data:
# Mise en surbrillance
width, height = getGridInfos()
echelle, delta_x, delta_y = find_scale_delta(height, width)
x1, y1, x2, y2 = i[1]*echelle+delta_x, i[0]*echelle+delta_y, (i[1]+1)*echelle+delta_x, (i[0]+1)*echelle+delta_y
Dic_selected[i] = grid.create_rectangle(x1, y1, x2, y2, fill=None, outline="blue", width=5)
Interface_LevelEditor()