So I basically want to load another map once the player collides with a object, specifically a "Portal" in my game. Which is really making the player move onto other levels. I don't want to jumble up my code with a bunch of function like "go_to_level_9" or something so I'm planning to use a list or dictionary or something. So how to those game devs out do that? Code's here: https://pastebin.com/rpddq1MP. The part with the portal stuff, walls and a few others:
for tile_object in self.map.tmxdata.objects:
obj_center = vec(tile_object.x + tile_object.width / 2,
tile_object.y + tile_object.height / 2)
if tile_object.name == 'player':
self.player = Player(self, obj_center.x, obj_center.y)
if tile_object.name == 'zombie':
Mob(self, obj_center.x, obj_center.y)
if tile_object.name == '#':
Obstacle(self, tile_object.x, tile_object.y,
tile_object.width, tile_object.height)
if tile_object.name in ['health', 'shotgun']:
Item(self, obj_center, tile_object.name)
if tile_object.name == 'portal':
self.map = TiledMap(path.join(self.map_folder, tile_object.type))
how do you do it? I'm currently using Tiled and pygame so I'm also using pytmx.
Edit: When I run the code, it just gives me an error about my other file, tilemap.py.
Error:
File "D:\coding\my_coding_stuff\python\games\pygames\little rpg\tilemap.py", line 49, in apply return entity.rect.move(self.camera.topleft) AttributeError: 'TiledMap' object has no attribute 'rect'
Tilemap.py:
import pygame as pg
import pytmx
from settings import *
def collide_hit_rect(one, two):
return one.hit_rect.colliderect(two.rect)
class Map:
def __init__(self, filename):
self.data = []
with open(filename, 'rt') as f:
for line in f:
self.data.append(line.strip())
self.tilewidth = len(self.data[0])
self.tileheight = len(self.data)
self.width = self.tilewidth * TILESIZE
self.height = self.tileheight * TILESIZE
class TiledMap:
def __init__(self, filename):
tm = pytmx.load_pygame(filename, pixelalpha=True)
self.width = tm.width * tm.tilewidth
self.height = tm.height * tm.tileheight
self.tmxdata = tm
def render(self, surface):
ti = self.tmxdata.get_tile_image_by_gid
for layer in self.tmxdata.visible_layers:
if isinstance(layer, pytmx.TiledTileLayer):
for x, y, gid, in layer:
tile = ti(gid)
if tile:
surface.blit(tile, (x * self.tmxdata.tilewidth,
y * self.tmxdata.tileheight))
def make_map(self):
temp_surface = pg.Surface((self.width, self.height))
self.render(temp_surface)
return temp_surface
class Camera:
def __init__(self, width, height):
self.camera = pg.Rect(0, 0, width, height)
self.width = width
self.height = height
def apply(self, entity):
return entity.rect.move(self.camera.topleft)
def apply_rect(self, rect):
return rect.move(self.camera.topleft)
def update(self, target):
x = -target.rect.centerx + int(WIDTH / 2)
y = -target.rect.centery + int(HEIGHT / 2)
# limit scrolling to map size
x = min(0, x) # left
y = min(0, y) # top
x = max(-(self.width - WIDTH), x) # right
y = max(-(self.height - HEIGHT), y) # bottom
self.camera = pg.Rect(x, y, self.width, self.height)