ménage (par le vide)
[minwii.git] / src / pgu / isovid.py
diff --git a/src/pgu/isovid.py b/src/pgu/isovid.py
deleted file mode 100644 (file)
index d5048ec..0000000
+++ /dev/null
@@ -1,182 +0,0 @@
-"""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