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path: root/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