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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
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