How to use the pytmx.util_pygame.load_pygame function in PyTMX

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github bitcraft / PyTMX / apps / test_pygame.py View on Github external
def __init__(self, filename):
        tm = load_pygame(filename)

        # self.size will be the pixel size of the map
        # this value is used later to render the entire map to a pygame surface
        self.pixel_size = tm.width * tm.tilewidth, tm.height * tm.tileheight
        self.tmx_data = tm
github aikikode / nautili / nautili / game.py View on Github external
def __init__(self, map_filename, saved_game=None):
        pygame.init()
        self.screen = pygame.display.set_mode(DISPLAY)
        pygame.display.set_caption("Nautili")
        self.player = PLAYER1
        self.map_filename = map_filename
        try:
            self.layers_handler = lh = LayersHandler(
                load_pygame(os.path.join(MAP_DIR, map_filename + ".tmx"))
            )
        except Exception as ex:
            print "Unable to read map data. Possibly messed up layers."
            raise ValueError
        # Background
        self.bg_surface = pygame.Surface((MAIN_WIN_WIDTH, MAIN_WIN_HEIGHT), pygame.SRCALPHA).convert_alpha()
        # Panel
        self.right_panel = RightPanel(self,
                                      (MAIN_WIN_WIDTH - RIGHT_PANEL_WIDTH, MINIMAP_HEIGHT),
                                      (RIGHT_PANEL_WIDTH, RIGHT_PANEL_HEIGHT))
        self.minimap = MiniMap(self, (MAIN_WIN_WIDTH - MINIMAP_WIDTH, 0), (MINIMAP_WIDTH, MINIMAP_HEIGHT))
        self.background = IsometricRenderer(self.layers_handler, self.bg_surface)
        # Helper variables from layers handler
        self.sea = lh.sea
        self.docks = lh.docks
        self.highlighted_sea = lh.highlighted_sea
github ShadowApex / DungeonTableMap / dungeon-table / dungeon-table.py View on Github external
def __init__(self):
        self.running = False
        self.fog_enabled = False

        # load map data
        tmx_data = load_pygame(self.filename, pixelalpha=True)

        # load and play music if one is defined
        if "music" in tmx_data.properties:
            music = tmx_data.properties["music"]
            pygame.mixer.music.load(get_music(music))
            pygame.mixer.music.play(-1)

        # use fog of war if it is defined
        if "fog" in tmx_data.properties:
            if tmx_data.properties["fog"].lower() in ["yes", "true"]:
                self.fog_enabled = True

        # use starting position if defined in map
        if "start" in tmx_data.properties:
            starting_position = tmx_data.properties["start"].replace(" ", "").split(",")
            starting_position[0] = int(starting_position[0])
github WinterLicht / Chaos-Projectile / src / level.py View on Github external
def __init__(self):
        filename = self.get_map('level.tmx')
        # Load data from pyTMX
        self.tmx_data = pytmx.load_pygame(filename, pixelalpha=True)
        # Create new data source for pyScroll
        self.map_data = pyscroll.data.TiledMapData(self.tmx_data)
github bitcraft / pyscroll / apps / tutorial / quest.py View on Github external
def __init__(self):

        # true while running
        self.running = False

        # load data from pytmx
        tmx_data = load_pygame(self.filename)

        # setup level geometry with simple pygame rects, loaded from pytmx
        self.walls = list()
        for object in tmx_data.objects:
            self.walls.append(pygame.Rect(
                object.x, object.y,
                object.width, object.height))

        # create new data source for pyscroll
        map_data = pyscroll.data.TiledMapData(tmx_data)

        # create new renderer (camera)
        self.map_layer = pyscroll.BufferedRenderer(map_data, screen.get_size(), clamp_camera=False, tall_sprites=1)
        self.map_layer.zoom = 2

        # pyscroll supports layered rendering.  our map has 3 'under' layers
github bitcraft / pyscroll / tutorial / code / quest.py View on Github external
def __init__(self):

        # true while running
        self.running = False

        # load data from pytmx
        tmx_data = load_pygame(self.filename)

        # setup level geometry with simple pygame rects, loaded from pytmx
        self.walls = list()
        for object in tmx_data.objects:
            self.walls.append(pygame.Rect(
                object.x, object.y,
                object.width, object.height))

        # create new data source for pyscroll
        map_data = pyscroll.data.TiledMapData(tmx_data)

        # create new renderer (camera)
        self.map_layer = pyscroll.BufferedRenderer(map_data, screen.get_size())
        self.map_layer.zoom = 2

        # pyscroll supports layered rendering.  our map has 3 'under' layers
github Tuxemon / Tuxemon / tuxemon / core / components / map.py View on Github external
'width': 16,
         'x': 0,
         'y': 0}

        """
        # Load the tmx map data using the pytmx library.
        self.filename = filename

        # Scale the loaded tiles if enabled
        if prepare.CONFIG.scaling:
            self.data = pytmx.TiledMap(filename,
                                       image_loader=scaled_image_loader,
                                       pixelalpha=True)
            self.data.tilewidth, self.data.tileheight = prepare.TILE_SIZE
        else:
            self.data = load_pygame(filename, pixelalpha=True)

        # Get the properties of the map
        if type(self.data.properties) == dict:
            # Get the edge type of the map
            if "edges" in self.data.properties:
                self.edges = self.data.properties["edges"]

        # make a scrolling renderer
        self.renderer = self.initialize_renderer()

        # Get the map dimensions
        self.size = self.data.width, self.data.height

        # Get the tile size of the map
        self.tile_size = self.data.tilesets[0].tilewidth, self.data.tilesets[0].tileheight
github bitcraft / pyscroll / apps / demo / demo.py View on Github external
def __init__(self, filename):

        # load data from pytmx
        tmx_data = load_pygame(filename)

        # create new data source
        map_data = pyscroll.data.TiledMapData(tmx_data)

        # create new renderer
        self.map_layer = pyscroll.orthographic.BufferedRenderer(map_data, screen.get_size())

        # create a font and pre-render some text to be displayed over the map
        f = pygame.font.Font(pygame.font.get_default_font(), 20)
        t = ["scroll demo. press escape to quit",
             "arrow keys move"]

        # save the rendered text
        self.text_overlay = [f.render(i, 1, (180, 180, 0)) for i in t]

        # set our initial viewpoint in the center of the map