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tmx.py
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tmx.py
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# "Tiled" TMX loader/renderer and more
# Copyright 2012 Richard Jones <richard@mechanicalcat.net>
# This code is placed in the Public Domain.
#
# Changes (July 2013 by Renfred Harper):
# Ported to Python 3
# Added selective area support SpriteLayer.draw
import sys
import struct
import pygame
from pygame.locals import *
from pygame import Rect
from xml.etree import ElementTree
from base64 import b64decode
from zlib import decompress
class Tile(object):
def __init__(self, gid, surface, tileset):
self.gid = gid
self.surface = surface
self.tile_width = tileset.tile_width
self.tile_height = tileset.tile_height
self.properties = {}
@classmethod
def fromSurface(cls, surface):
'''Create a new Tile object straight from a pygame Surface.
Its tile_width and tile_height will be set using the Surface dimensions.
Its gid will be 0.
'''
class ts:
tile_width, tile_height = surface.get_size()
return cls(0, surface, ts)
def loadxml(self, tag):
props = tag.find('properties')
if props is None:
return
for c in props.findall('property'):
# store additional properties.
name = c.attrib['name']
value = c.attrib['value']
# TODO hax
if value.isdigit():
value = int(value)
self.properties[name] = value
def __repr__(self):
return '<Tile %d>' % self.gid
class Tileset(object):
def __init__(self, name, tile_width, tile_height, firstgid):
self.name = name
self.tile_width = tile_width
self.tile_height = tile_height
self.firstgid = firstgid
self.tiles = []
self.properties = {}
@classmethod
def fromxml(cls, tag, firstgid=None):
if 'source' in tag.attrib:
firstgid = int(tag.attrib['firstgid'])
with open(tag.attrib['source']) as f:
tileset = ElementTree.fromstring(f.read())
return cls.fromxml(tileset, firstgid)
name = tag.attrib['name']
if firstgid is None:
firstgid = int(tag.attrib['firstgid'])
tile_width = int(tag.attrib['tilewidth'])
tile_height = int(tag.attrib['tileheight'])
tileset = cls(name, tile_width, tile_height, firstgid)
for c in tag.getchildren():
if c.tag == "image":
# create a tileset
tileset.add_image(c.attrib['source'])
elif c.tag == 'tile':
gid = tileset.firstgid + int(c.attrib['id'])
tileset.get_tile(gid).loadxml(c)
return tileset
def add_image(self, file):
image = pygame.image.load(file).convert_alpha()
if not image:
sys.exit("Error creating new Tileset: file %s not found" % file)
id = self.firstgid
for line in range(image.get_height() // self.tile_height):
for column in range(image.get_width() // self.tile_width):
pos = Rect(column * self.tile_width, line * self.tile_height,
self.tile_width, self.tile_height)
self.tiles.append(Tile(id, image.subsurface(pos), self))
id += 1
def get_tile(self, gid):
return self.tiles[gid - self.firstgid]
class Tilesets(dict):
def add(self, tileset):
for i, tile in enumerate(tileset.tiles):
i += tileset.firstgid
self[i] = tile
class Cell(object):
'''Layers are made of Cells (or empty space).
Cells have some basic properties:
x, y - the cell's index in the layer
px, py - the cell's pixel position
left, right, top, bottom - the cell's pixel boundaries
Additionally the cell may have other properties which are accessed using
standard dictionary methods:
cell['property name']
You may assign a new value for a property to or even delete an existing
property from the cell - this will not affect the Tile or any other Cells
using the Cell's Tile.
'''
def __init__(self, x, y, px, py, tile):
self.x, self.y = x, y
self.px, self.py = px, py
self.tile = tile
self.topleft = (px, py)
self.left = px
self.right = px + tile.tile_width
self.top = py
self.bottom = py + tile.tile_height
self.center = (px + tile.tile_width // 2, py + tile.tile_height // 2)
self._added_properties = {}
self._deleted_properties = set()
def __repr__(self):
return '<Cell %s,%s %d>' % (self.px, self.py, self.tile.gid)
def __contains__(self, key):
if key in self._deleted_properties:
return False
return key in self._added_properties or key in self.tile.properties
def __getitem__(self, key):
if key in self._deleted_properties:
raise KeyError(key)
if key in self._added_properties:
return self._added_properties[key]
if key in self.tile.properties:
return self.tile.properties[key]
raise KeyError(key)
def __setitem__(self, key, value):
self._added_properties[key] = value
def __delitem__(self, key):
self._deleted_properties.add(key)
def intersects(self, other):
'''Determine whether this Cell intersects with the other rect (which has
.x, .y, .width and .height attributes.)
'''
if self.px + self.tile.tile_width < other.x:
return False
if other.x + other.width - 1 < self.px:
return False
if self.py + self.tile.tile_height < other.y:
return False
if other.y + other.height - 1 < self.py:
return False
return True
class LayerIterator(object):
'''Iterates over all the cells in a layer in column,row order.
'''
def __init__(self, layer):
self.layer = layer
self.i, self.j = 0, 0
def __next__(self):
if self.i == self.layer.width - 1:
self.j += 1
self.i = 0
if self.j == self.layer.height - 1:
raise StopIteration()
value = self.layer[self.i, self.j]
self.i += 1
return value
class Layer(object):
'''A 2d grid of Cells.
Layers have some basic properties:
width, height - the dimensions of the Layer in cells
tile_width, tile_height - the dimensions of each cell
px_width, px_height - the dimensions of the Layer in pixels
tilesets - the tilesets used in this Layer (a Tilesets instance)
properties - any properties set for this Layer
cells - a dict of all the Cell instances for this Layer, keyed off
(x, y) index.
Additionally you may look up a cell using direct item access:
layer[x, y] is layer.cells[x, y]
Note that empty cells will be set to None instead of a Cell instance.
'''
def __init__(self, name, visible, map):
self.name = name
self.visible = visible
self.position = (0, 0)
# TODO get from TMX?
self.px_width = map.px_width
self.px_height = map.px_height
self.tile_width = map.tile_width
self.tile_height = map.tile_height
self.width = map.width
self.height = map.height
self.tilesets = map.tilesets
self.group = pygame.sprite.Group()
self.properties = {}
self.cells = {}
def __repr__(self):
return '<Layer "%s" at 0x%x>' % (self.name, id(self))
def __getitem__(self, pos):
return self.cells.get(pos)
def __setitem__(self, pos, tile):
x, y = pos
px = x * self.tile_width
py = y * self.tile_width
self.cells[pos] = Cell(x, y, px, py, tile)
def __iter__(self):
return LayerIterator(self)
@classmethod
def fromxml(cls, tag, map):
layer = cls(tag.attrib['name'], int(tag.attrib.get('visible', 1)), map)
data = tag.find('data')
if data is None:
raise ValueError('layer %s does not contain <data>' % layer.name)
data = data.text.strip()
data = data.encode() # Convert to bytes
# Decode from base 64 and decompress via zlib
data = decompress(b64decode(data))
data = struct.unpack('<%di' % (len(data)/4,), data)
assert len(data) == layer.width * layer.height
for i, gid in enumerate(data):
if gid < 1: continue # not set
tile = map.tilesets[gid]
x = i % layer.width
y = i // layer.width
layer.cells[x,y] = Cell(x, y, x*map.tile_width, y*map.tile_height, tile)
return layer
def update(self, dt, *args):
pass
def set_view(self, x, y, w, h, viewport_ox=0, viewport_oy=0):
self.view_x, self.view_y = x, y
self.view_w, self.view_h = w, h
x -= viewport_ox
y -= viewport_oy
self.position = (x, y)
def draw(self, surface):
'''Draw this layer, limited to the current viewport, to the Surface.
'''
ox, oy = self.position
w, h = self.view_w, self.view_h
for x in range(ox, ox + w + self.tile_width, self.tile_width):
i = x // self.tile_width
for y in range(oy, oy + h + self.tile_height, self.tile_height):
j = y // self.tile_height
if (i, j) not in self.cells:
continue
cell = self.cells[i, j]
surface.blit(cell.tile.surface, (cell.px - ox, cell.py - oy))
def find(self, *properties):
'''Find all cells with the given properties set.
'''
r = []
for propname in properties:
for cell in list(self.cells.values()):
if cell and propname in cell:
r.append(cell)
return r
def match(self, **properties):
'''Find all cells with the given properties set to the given values.
'''
r = []
for propname in properties:
for cell in list(self.cells.values()):
if propname not in cell:
continue
if properties[propname] == cell[propname]:
r.append(cell)
return r
def collide(self, rect, propname):
'''Find all cells the rect is touching that have the indicated property
name set.
'''
r = []
for cell in self.get_in_region(rect.left, rect.top, rect.right,
rect.bottom):
if not cell.intersects(rect):
continue
if propname in cell:
r.append(cell)
return r
def get_in_region(self, x1, y1, x2, y2):
'''Return cells (in [column][row]) that are within the map-space
pixel bounds specified by the bottom-left (x1, y1) and top-right
(x2, y2) corners.
Return a list of Cell instances.
'''
i1 = max(0, x1 // self.tile_width)
j1 = max(0, y1 // self.tile_height)
i2 = min(self.width, x2 // self.tile_width + 1)
j2 = min(self.height, y2 // self.tile_height + 1)
return [self.cells[i, j]
for i in range(int(i1), int(i2))
for j in range(int(j1), int(j2))
if (i, j) in self.cells]
def get_at(self, x, y):
'''Return the cell at the nominated (x, y) coordinate.
Return a Cell instance or None.
'''
i = x // self.tile_width
j = y // self.tile_height
return self.cells.get((i, j))
def neighbors(self, index):
'''Return the indexes of the valid (ie. within the map) cardinal (ie.
North, South, East, West) neighbors of the nominated cell index.
Returns a list of 2-tuple indexes.
'''
i, j = index
n = []
if i < self.width - 1:
n.append((i + 1, j))
if i > 0:
n.append((i - 1, j))
if j < self.height - 1:
n.append((i, j + 1))
if j > 0:
n.append((i, j - 1))
return n
class Object(object):
'''An object in a TMX object layer.
name: The name of the object. An arbitrary string.
type: The type of the object. An arbitrary string.
x: The x coordinate of the object in pixels.
y: The y coordinate of the object in pixels.
width: The width of the object in pixels (defaults to 0).
height: The height of the object in pixels (defaults to 0).
gid: An reference to a tile (optional).
visible: Whether the object is shown (1) or hidden (0). Defaults to 1.
'''
def __init__(self, type, x, y, width=0, height=0, name=None,
gid=None, tile=None, visible=1):
self.type = type
self.px = x
self.left = x
if tile:
y -= tile.tile_height
width = tile.tile_width
height = tile.tile_height
self.py = y
self.top = y
self.width = width
self.right = x + width
self.height = height
self.bottom = y + height
self.name = name
self.gid = gid
self.tile = tile
self.visible = visible
self.properties = {}
self._added_properties = {}
self._deleted_properties = set()
def __repr__(self):
if self.tile:
return '<Object %s,%s %s,%s tile=%d>' % (self.px, self.py, self.width, self.height, self.gid)
else:
return '<Object %s,%s %s,%s>' % (self.px, self.py, self.width, self.height)
def __contains__(self, key):
if key in self._deleted_properties:
return False
if key in self._added_properties:
return True
if key in self.properties:
return True
return self.tile and key in self.tile.properties
def __getitem__(self, key):
if key in self._deleted_properties:
raise KeyError(key)
if key in self._added_properties:
return self._added_properties[key]
if key in self.properties:
return self.properties[key]
if self.tile and key in self.tile.properties:
return self.tile.properties[key]
raise KeyError(key)
def __setitem__(self, key, value):
self._added_properties[key] = value
def __delitem__(self, key):
self._deleted_properties.add(key)
def draw(self, surface, view_x, view_y):
if not self.visible:
return
x, y = (self.px - view_x, self.py - view_y)
if self.tile:
surface.blit(self.tile.surface, (x, y))
else:
r = pygame.Rect((x, y), (self.width, self.height))
pygame.draw.rect(surface, (255, 100, 100), r, 2)
@classmethod
def fromxml(cls, tag, map):
if 'gid' in tag.attrib:
gid = int(tag.attrib['gid'])
tile = map.tilesets[gid]
w = tile.tile_width
h = tile.tile_height
else:
gid = None
tile = None
w = int(tag.attrib['width'])
h = int(tag.attrib['height'])
o = cls(tag.attrib.get('type', 'rect'), int(tag.attrib['x']),
int(tag.attrib['y']), w, h, tag.attrib.get('name'), gid, tile,
int(tag.attrib.get('visible', 1)))
props = tag.find('properties')
if props is None:
return o
for c in props.findall('property'):
# store additional properties.
name = c.attrib['name']
value = c.attrib['value']
# TODO hax
if value.isdigit():
value = int(value)
o.properties[name] = value
return o
def intersects(self, x1, y1, x2, y2):
if x2 < self.px:
return False
if y2 < self.py:
return False
if x1 > self.px + self.width:
return False
if y1 > self.py + self.height:
return False
return True
class ObjectLayer(object):
'''A layer composed of basic primitive shapes.
Actually encompasses a TMX <objectgroup> but even the TMX documentation
refers to them as object layers, so I will.
ObjectLayers have some basic properties:
position - ignored (cannot be edited in the current Tiled editor)
name - the name of the object group.
color - the color used to display the objects in this group.
opacity - the opacity of the layer as a value from 0 to 1.
visible - whether the layer is shown (1) or hidden (0).
objects - the objects in this Layer (Object instances)
'''
def __init__(self, name, color, objects, opacity=1,
visible=1, position=(0, 0)):
self.name = name
self.color = color
self.objects = objects
self.opacity = opacity
self.visible = visible
self.position = position
self.properties = {}
def __repr__(self):
return '<ObjectLayer "%s" at 0x%x>' % (self.name, id(self))
@classmethod
def fromxml(cls, tag, map):
layer = cls(tag.attrib['name'], tag.attrib.get('color'), [],
float(tag.attrib.get('opacity', 1)),
int(tag.attrib.get('visible', 1)))
for object in tag.findall('object'):
layer.objects.append(Object.fromxml(object, map))
for c in tag.findall('property'):
# store additional properties.
name = c.attrib['name']
value = c.attrib['value']
# TODO hax
if value.isdigit():
value = int(value)
layer.properties[name] = value
return layer
def update(self, dt, *args):
pass
def set_view(self, x, y, w, h, viewport_ox=0, viewport_oy=0):
self.view_x, self.view_y = x, y
self.view_w, self.view_h = w, h
x -= viewport_ox
y -= viewport_oy
self.position = (x, y)
def draw(self, surface):
'''Draw this layer, limited to the current viewport, to the Surface.
'''
if not self.visible:
return
ox, oy = self.position
w, h = self.view_w, self.view_h
for object in self.objects:
object.draw(surface, self.view_x, self.view_y)
def find(self, *properties):
'''Find all cells with the given properties set.
'''
r = []
for propname in properties:
for object in self.objects:
if object and propname in object or propname in self.properties:
r.append(object)
return r
def match(self, **properties):
'''Find all objects with the given properties set to the given values.
'''
r = []
for propname in properties:
for object in self.objects:
if propname in object:
val = object[propname]
elif propname in self.properties:
val = self.properties[propname]
else:
continue
if properties[propname] == val:
r.append(object)
return r
def collide(self, rect, propname):
'''Find all objects the rect is touching that have the indicated
property name set.
'''
r = []
for object in self.get_in_region(rect.left, rect.top, rect.right,
rect.bottom):
if propname in object or propname in self.properties:
r.append(object)
return r
def get_in_region(self, x1, y1, x2, y2):
'''Return objects that are within the map-space
pixel bounds specified by the bottom-left (x1, y1) and top-right
(x2, y2) corners.
Return a list of Object instances.
'''
return [obj for obj in self.objects if obj.intersects(x1, y1, x2, y2)]
def get_at(self, x, y):
'''Return the first object found at the nominated (x, y) coordinate.
Return an Object instance or None.
'''
for object in self.objects:
if object.contains(x,y):
return object
class SpriteLayer(pygame.sprite.AbstractGroup):
def __init__(self):
super(SpriteLayer, self).__init__()
self.visible = True
def set_view(self, x, y, w, h, viewport_ox=0, viewport_oy=0):
self.view_x, self.view_y = x, y
self.view_w, self.view_h = w, h
x -= viewport_ox
y -= viewport_oy
self.dx = viewport_ox
self.dy = viewport_oy
self.position = (x, y)
def draw(self, screen):
ox, oy = self.position
w, h = self.view_w, self.view_h
for sprite in self.sprites():
sx, sy = sprite.rect.topleft
# Only the sprite's defined width and height will be drawn
area = pygame.Rect((0, 0),
(sprite.rect.width,
sprite.rect.height))
screen.blit(sprite.image, (sx-ox, sy-oy), area)
class Layers(list):
def __init__(self):
self.by_name = {}
def add_named(self, layer, name):
self.append(layer)
self.by_name[name] = layer
def __getitem__(self, item):
if isinstance(item, int):
return self[item]
return self.by_name[item]
class TileMap(object):
'''A TileMap is a collection of Layers which contain gridded maps or sprites
which are drawn constrained by a viewport.
And breathe.
TileMaps are loaded from TMX files which sets the .layers and .tilesets
properties. After loading additional SpriteLayers may be added.
A TileMap's rendering is restricted by a viewport which is defined by the
size passed in at construction time and the focus set by set_focus() or
force_focus().
TileMaps have a number of properties:
width, height - the dimensions of the tilemap in cells
tile_width, tile_height - the dimensions of the cells in the map
px_width, px_height - the dimensions of the tilemap in pixels
properties - any properties set on the tilemap in the TMX file
layers - all layers of this tilemap as a Layers instance
tilesets - all tilesets of this tilemap as a Tilesets instance
fx, fy - viewport focus point
view_w, view_h - viewport size
view_x, view_y - viewport offset (origin)
viewport - a Rect instance giving the current viewport specification
'''
def __init__(self, size, origin=(0,0)):
self.px_width = 0
self.px_height = 0
self.tile_width = 0
self.tile_height = 0
self.width = 0
self.height = 0
self.properties = {}
self.layers = Layers()
self.tilesets = Tilesets()
self.fx, self.fy = 0, 0 # viewport focus point
self.view_w, self.view_h = size # viewport size
self.view_x, self.view_y = origin # viewport offset
self.viewport = Rect(origin, size)
def update(self, dt, *args):
for layer in self.layers:
layer.update(dt, *args)
def draw(self, screen):
for layer in self.layers:
if layer.visible:
layer.draw(screen)
@classmethod
def load(cls, filename, viewport):
with open(filename) as f:
map = ElementTree.fromstring(f.read())
# get most general map informations and create a surface
tilemap = TileMap(viewport)
tilemap.width = int(map.attrib['width'])
tilemap.height = int(map.attrib['height'])
tilemap.tile_width = int(map.attrib['tilewidth'])
tilemap.tile_height = int(map.attrib['tileheight'])
tilemap.px_width = tilemap.width * tilemap.tile_width
tilemap.px_height = tilemap.height * tilemap.tile_height
for tag in map.findall('tileset'):
tilemap.tilesets.add(Tileset.fromxml(tag))
for tag in map.findall('layer'):
layer = Layer.fromxml(tag, tilemap)
tilemap.layers.add_named(layer, layer.name)
for tag in map.findall('objectgroup'):
layer = ObjectLayer.fromxml(tag, tilemap)
tilemap.layers.add_named(layer, layer.name)
return tilemap
_old_focus = None
def set_focus(self, fx, fy, force=False):
'''Determine the viewport based on a desired focus pixel in the
Layer space (fx, fy) and honoring any bounding restrictions of
child layers.
The focus will always be shifted to ensure no child layers display
out-of-bounds data, as defined by their dimensions px_width and px_height.
'''
# The result is that all chilren will have their viewport set, defining
# which of their pixels should be visible.
fx, fy = int(fx), int(fy)
self.fx, self.fy = fx, fy
a = (fx, fy)
# check for NOOP (same arg passed in)
if not force and self._old_focus == a:
return
self._old_focus = a
# get our viewport information, scaled as appropriate
w = int(self.view_w)
h = int(self.view_h)
w2, h2 = w//2, h//2
if self.px_width <= w:
# this branch for centered view and no view jump when
# crossing the center; both when world width <= view width
restricted_fx = self.px_width / 2
else:
if (fx - w2) < 0:
restricted_fx = w2 # hit minimum X extent
elif (fx + w2) > self.px_width:
restricted_fx = self.px_width - w2 # hit maximum X extent
else:
restricted_fx = fx
if self.px_height <= h:
# this branch for centered view and no view jump when
# crossing the center; both when world height <= view height
restricted_fy = self.px_height / 2
else:
if (fy - h2) < 0:
restricted_fy = h2 # hit minimum Y extent
elif (fy + h2) > self.px_height:
restricted_fy = self.px_height - h2 # hit maximum Y extent
else:
restricted_fy = fy
# ... and this is our focus point, center of screen
self.restricted_fx = int(restricted_fx)
self.restricted_fy = int(restricted_fy)
# determine child view bounds to match that focus point
x, y = int(restricted_fx - w2), int(restricted_fy - h2)
self.viewport.x = x
self.viewport.y = y
self.childs_ox = x - self.view_x
self.childs_oy = y - self.view_y
for layer in self.layers:
layer.set_view(x, y, w, h, self.view_x, self.view_y)
def force_focus(self, fx, fy):
'''Force the manager to focus on a point, regardless of any managed layer
visible boundaries.
'''
# This calculation takes into account the scaling of this Layer (and
# therefore also its children).
# The result is that all chilren will have their viewport set, defining
# which of their pixels should be visible.
self.fx, self.fy = list(map(int, (fx, fy)))
self.fx, self.fy = fx, fy
# get our view size
w = int(self.view_w)
h = int(self.view_h)
w2, h2 = w//2, h//2
# bottom-left corner of the viewport
x, y = fx - w2, fy - h2
self.viewport.x = x
self.viewport.y = y
self.childs_ox = x - self.view_x
self.childs_oy = y - self.view_y
for layer in self.layers:
layer.set_view(x, y, w, h, self.view_x, self.view_y)
def pixel_from_screen(self, x, y):
'''Look up the Layer-space pixel matching the screen-space pixel.
'''
vx, vy = self.childs_ox, self.childs_oy
return int(vx + x), int(vy + y)
def pixel_to_screen(self, x, y):
'''Look up the screen-space pixel matching the Layer-space pixel.
'''
screen_x = x-self.childs_ox
screen_y = y-self.childs_oy
return int(screen_x), int(screen_y)
def index_at(self, x, y):
'''Return the map index at the (screen-space) pixel position.
'''
sx, sy = self.pixel_from_screen(x, y)
return int(sx//self.tile_width), int(sy//self.tile_height)
def load(filename, viewport):
return TileMap.load(filename, viewport)
if __name__ == '__main__':
# allow image load to work
pygame.init()
pygame.display.set_mode((640, 480))
t = load(sys.argv[1], (0, 0))