"""Isometric tile engine.

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!

please note that this file is alpha, and is subject to modification in future versions of pgu!

""" 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