+++ /dev/null
-"""Isometric tile engine.
-
-<p>Note -- this engine is not finished, any may not work for your
-particular needs. If you are able to update it, help would be
-greatly appreciated!</p>
-
-<p>please note that this file is alpha, and is subject to modification in
-future versions of pgu!</p>
-
-"""
-print 'pgu.isovid','This module is alpha, and is subject to change.'
-
-from pgu.vid import *
-import pygame
-
-class Isovid(Vid):
- """Create an iso vid engine. See [[vid]]"""
- def update(self,screen):
- return self.paint(screen)
-
- def paint(self,screen):
- sw,sh = screen.get_width(),screen.get_height()
-
- tlayer = self.tlayer
- blayer = self.blayer
- zlayer = self.zlayer
- w,h = len(tlayer[0]),len(tlayer)
-
- 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
-
- base_h2 = base_h/2
- base_w2 = base_w/2
-
- bot = tile_h/base_h2
- todo_max = sh/base_h2+bot
- todo = [[] for y in xrange(0,todo_max)]
-
- self.view.w,self.view.h = sw,sh
- view = self.view
- adj = self.adj = pygame.Rect(-self.view.x,-self.view.y,0,0)
-
- for s in self.sprites:
- self.sprite_calc_irect(s)
- x,y = self.iso_to_view((s.rect.centerx,s.rect.centery))
- v = (y+adj.y)/base_h2 - 1
- if v >= 0 and v < todo_max:
- todo[v].append((s.image,s.irect))
- #else: print 'doesnt fit',v
-
- w,h = len(tlayer[0]),len(tlayer)
- tiles = self.tiles
-
- #""
- if self.bounds == None:
- tmp,y1 = self.tile_to_view((0,0))
- x1,tmp = self.tile_to_view((0,h+1))
- tmp,y2 = self.tile_to_view((w+1,h+1))
- x2,tmp = self.tile_to_view((w+1,0))
- self.bounds = pygame.Rect(x1,y1,x2-x1,y2-y1)
- #""
-
- if self.bounds != None: self.view.clamp_ip(self.bounds)
-
- ox,oy = self.screen_to_tile((0,0))
- sx,sy = self.iso_to_view((ox*iso_w,oy*iso_h))
- dx,dy = sx - self.view.x,sy - self.view.y
-
- for i2 in xrange(-bot,self.view.h/base_h2+bot):
- tx,ty = ox + i2/2 + i2%2,oy + i2/2
- x,y = (i2%2)*base_w2 + dx,i2*base_h2 + dy
-
- #to adjust for the -1 in i1
- x,tx,ty = x-base_w,tx-1,ty+1
- for i1 in xrange(-1,self.view.w/base_w+2): #NOTE: not sure why +2
- if ty >= 0 and ty < h and tx >= 0 and tx < w:
- z = zlayer[ty][tx]*iso_z
- if blayer != None:
- n = blayer[ty][tx]
- if n != 0:
- t = tiles[n]
- if t != None and t.image != None:
- screen.blit(t.image,(x-base_w2,y+z))
- n = tlayer[ty][tx]
- if n != 0:
- t = tiles[n]
- if t != None and t.image != None:
- screen.blit(t.image,(x-base_w2,y-(t.image_h-base_h)+z))
-
- tx += 1
- ty -= 1
- x += base_w
- for img,irect in todo[y/base_h2]:
- screen.blit(img,(irect.x+adj.x,irect.y+adj.y))
-
- return [pygame.Rect(0,0,screen.get_width(),screen.get_height())]
-
- def iso_to_view(self,pos):
- tlayer = self.tlayer
- w,h = len(tlayer[0]),len(tlayer)
-
- x,y = pos
-
- #nx,ny = (h*self.iso_w + x - y)/2, (0 + x + y)/2
- nx,ny = (x - y)/2, (0 + x + y)/2
-
- return (nx * self.base_w / self.iso_w), (ny * self.base_h / self.iso_h)
-
- def view_to_iso(self,pos):
- tlayer = self.tlayer
- w,h = len(tlayer[0]),len(tlayer)
-
- x,y = pos
-
- x,y = x*self.iso_w/self.base_w, y*self.iso_h/self.base_h
-
- #x -= (self.iso_w/2) * h
- #x -= (self.iso_w/2) * h
-
- nx = (x+y)
- ny = y*2-nx
-
- return nx,ny
-
- def tile_to_view(self,pos):
- return self.iso_to_view((pos[0]*self.iso_w,pos[1]*self.iso_h))
-
- def screen_to_tile(self,pos):
- x,y = pos
- x += self.view.x
- y += self.view.y
- x,y = self.view_to_iso((x,y))
- return x/self.iso_w,y/self.iso_h
-
- def tile_to_screen(self,pos):
- x,y = self.iso_to_view((pos[0]*self.iso_w,pos[1]*self.iso_h))
- return x-self.view.x,y-self.view.y
-
- def tga_load_tiles(self,fname,size,tdata={}):
- Vid.tga_load_tiles(self,fname,size,tdata)
-
- self.tile_w,self.tile_h = size
- self.iso_w,self.iso_h,self.iso_z = self.tile_w,self.tile_w,1
- self.base_w,self.base_h = self.tile_w,self.tile_w/2
-
-
-
- def resize(self,size,bg=0):
- Vid.resize(self,size,bg)
-
- tlayer = self.tlayer
- w,h = len(tlayer[0]),len(tlayer)
-
- self.zlayer = [[0 for x in xrange(0,w)] for y in xrange(0,h)]
-
-
-
-
- def sprite_calc_irect(self,s):
- tlayer = self.tlayer
- w,h = len(tlayer[0]),len(tlayer)
- zlayer = self.zlayer
-
- x,y = self.iso_to_view((s.rect.centerx,s.rect.centery))
- tx,ty = s.rect.centerx/self.iso_w,s.rect.centery/self.iso_h
- z = 0
- if ty >= 0 and ty < h and tx >= 0 and tx < w:
- z = zlayer[ty][tx]*self.iso_z
-
- nx,ny = x - s.shape.centerx, y - s.shape.centery + z
-
- s.irect.x,s.irect.y = nx,ny
-
- def run_codes(self,cdata,rect):
- #HACK to make run_codes work
- w,h = self.iso_w,self.iso_h
-
- img = self.tiles[0].image
-
- self.tiles[0].image = pygame.Surface((w,h))
- r = Vid.run_codes(self,cdata,rect)
- self.tiles[0].image = img
- return r