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-rw-r--r--pgu/isovid.py182
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diff --git a/pgu/isovid.py b/pgu/isovid.py
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+++ b/pgu/isovid.py
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+"""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