ménage.
[minwii.git] / src / pgu / isovid.py
1 """Isometric tile engine.
2
3 <p>Note -- this engine is not finished, any may not work for your
4 particular needs. If you are able to update it, help would be
5 greatly appreciated!</p>
6
7 <p>please note that this file is alpha, and is subject to modification in
8 future versions of pgu!</p>
9
10 """
11 print 'pgu.isovid','This module is alpha, and is subject to change.'
12
13 from pgu.vid import *
14 import pygame
15
16 class Isovid(Vid):
17 """Create an iso vid engine. See [[vid]]"""
18 def update(self,screen):
19 return self.paint(screen)
20
21 def paint(self,screen):
22 sw,sh = screen.get_width(),screen.get_height()
23
24 tlayer = self.tlayer
25 blayer = self.blayer
26 zlayer = self.zlayer
27 w,h = len(tlayer[0]),len(tlayer)
28
29 iso_w,iso_h,iso_z,tile_w,tile_h,base_w,base_h = self.iso_w,self.iso_h,self.iso_z,self.tile_w,self.tile_h,self.base_w,self.base_h
30
31 base_h2 = base_h/2
32 base_w2 = base_w/2
33
34 bot = tile_h/base_h2
35 todo_max = sh/base_h2+bot
36 todo = [[] for y in xrange(0,todo_max)]
37
38 self.view.w,self.view.h = sw,sh
39 view = self.view
40 adj = self.adj = pygame.Rect(-self.view.x,-self.view.y,0,0)
41
42 for s in self.sprites:
43 self.sprite_calc_irect(s)
44 x,y = self.iso_to_view((s.rect.centerx,s.rect.centery))
45 v = (y+adj.y)/base_h2 - 1
46 if v >= 0 and v < todo_max:
47 todo[v].append((s.image,s.irect))
48 #else: print 'doesnt fit',v
49
50 w,h = len(tlayer[0]),len(tlayer)
51 tiles = self.tiles
52
53 #""
54 if self.bounds == None:
55 tmp,y1 = self.tile_to_view((0,0))
56 x1,tmp = self.tile_to_view((0,h+1))
57 tmp,y2 = self.tile_to_view((w+1,h+1))
58 x2,tmp = self.tile_to_view((w+1,0))
59 self.bounds = pygame.Rect(x1,y1,x2-x1,y2-y1)
60 #""
61
62 if self.bounds != None: self.view.clamp_ip(self.bounds)
63
64 ox,oy = self.screen_to_tile((0,0))
65 sx,sy = self.iso_to_view((ox*iso_w,oy*iso_h))
66 dx,dy = sx - self.view.x,sy - self.view.y
67
68 for i2 in xrange(-bot,self.view.h/base_h2+bot):
69 tx,ty = ox + i2/2 + i2%2,oy + i2/2
70 x,y = (i2%2)*base_w2 + dx,i2*base_h2 + dy
71
72 #to adjust for the -1 in i1
73 x,tx,ty = x-base_w,tx-1,ty+1
74 for i1 in xrange(-1,self.view.w/base_w+2): #NOTE: not sure why +2
75 if ty >= 0 and ty < h and tx >= 0 and tx < w:
76 z = zlayer[ty][tx]*iso_z
77 if blayer != None:
78 n = blayer[ty][tx]
79 if n != 0:
80 t = tiles[n]
81 if t != None and t.image != None:
82 screen.blit(t.image,(x-base_w2,y+z))
83 n = tlayer[ty][tx]
84 if n != 0:
85 t = tiles[n]
86 if t != None and t.image != None:
87 screen.blit(t.image,(x-base_w2,y-(t.image_h-base_h)+z))
88
89 tx += 1
90 ty -= 1
91 x += base_w
92 for img,irect in todo[y/base_h2]:
93 screen.blit(img,(irect.x+adj.x,irect.y+adj.y))
94
95 return [pygame.Rect(0,0,screen.get_width(),screen.get_height())]
96
97 def iso_to_view(self,pos):
98 tlayer = self.tlayer
99 w,h = len(tlayer[0]),len(tlayer)
100
101 x,y = pos
102
103 #nx,ny = (h*self.iso_w + x - y)/2, (0 + x + y)/2
104 nx,ny = (x - y)/2, (0 + x + y)/2
105
106 return (nx * self.base_w / self.iso_w), (ny * self.base_h / self.iso_h)
107
108 def view_to_iso(self,pos):
109 tlayer = self.tlayer
110 w,h = len(tlayer[0]),len(tlayer)
111
112 x,y = pos
113
114 x,y = x*self.iso_w/self.base_w, y*self.iso_h/self.base_h
115
116 #x -= (self.iso_w/2) * h
117 #x -= (self.iso_w/2) * h
118
119 nx = (x+y)
120 ny = y*2-nx
121
122 return nx,ny
123
124 def tile_to_view(self,pos):
125 return self.iso_to_view((pos[0]*self.iso_w,pos[1]*self.iso_h))
126
127 def screen_to_tile(self,pos):
128 x,y = pos
129 x += self.view.x
130 y += self.view.y
131 x,y = self.view_to_iso((x,y))
132 return x/self.iso_w,y/self.iso_h
133
134 def tile_to_screen(self,pos):
135 x,y = self.iso_to_view((pos[0]*self.iso_w,pos[1]*self.iso_h))
136 return x-self.view.x,y-self.view.y
137
138 def tga_load_tiles(self,fname,size,tdata={}):
139 Vid.tga_load_tiles(self,fname,size,tdata)
140
141 self.tile_w,self.tile_h = size
142 self.iso_w,self.iso_h,self.iso_z = self.tile_w,self.tile_w,1
143 self.base_w,self.base_h = self.tile_w,self.tile_w/2
144
145
146
147 def resize(self,size,bg=0):
148 Vid.resize(self,size,bg)
149
150 tlayer = self.tlayer
151 w,h = len(tlayer[0]),len(tlayer)
152
153 self.zlayer = [[0 for x in xrange(0,w)] for y in xrange(0,h)]
154
155
156
157
158 def sprite_calc_irect(self,s):
159 tlayer = self.tlayer
160 w,h = len(tlayer[0]),len(tlayer)
161 zlayer = self.zlayer
162
163 x,y = self.iso_to_view((s.rect.centerx,s.rect.centery))
164 tx,ty = s.rect.centerx/self.iso_w,s.rect.centery/self.iso_h
165 z = 0
166 if ty >= 0 and ty < h and tx >= 0 and tx < w:
167 z = zlayer[ty][tx]*self.iso_z
168
169 nx,ny = x - s.shape.centerx, y - s.shape.centery + z
170
171 s.irect.x,s.irect.y = nx,ny
172
173 def run_codes(self,cdata,rect):
174 #HACK to make run_codes work
175 w,h = self.iso_w,self.iso_h
176
177 img = self.tiles[0].image
178
179 self.tiles[0].image = pygame.Surface((w,h))
180 r = Vid.run_codes(self,cdata,rect)
181 self.tiles[0].image = img
182 return r