"""Sprite and tile engine.
[[tilevid]], [[isovid]], [[hexvid]] are all subclasses of
this interface.
Includes support for:
- Foreground Tiles
- Background Tiles
- Sprites
- Sprite-Sprite Collision handling
- Sprite-Tile Collision handling
- Scrolling
- Loading from PGU tile and sprite formats (optional)
- Set rate FPS (optional)
This code was previously known as the King James Version (named after the
Bible of the same name for historical reasons.)
"""
import pygame
from pygame.rect import Rect
from pygame.locals import *
import math
class Sprite:
"""The object used for Sprites.
Sprite(ishape,pos)
- ishape
- an image, or an image, rectstyle. The rectstyle will
describe the shape of the image, used for collision
detection.
- pos
- initial (x,y) position of the Sprite.
Attributes
- rect
- the current position of the Sprite
- _rect
- the previous position of the Sprite
- groups
- the groups the Sprite is in
- agroups
- the groups the Sprite can hit in a collision
- hit
- the handler for hits -- hit(g,s,a)
- loop
- the loop handler, called once a frame
"""
def __init__(self,ishape,pos):
if not isinstance(ishape, tuple):
ishape = ishape,None
image,shape = ishape
if shape == None:
shape = pygame.Rect(0,0,image.get_width(),image.get_height())
if isinstance(shape, tuple): shape = pygame.Rect(shape)
self.image = image
self._image = self.image
self.shape = shape
self.rect = pygame.Rect(pos[0],pos[1],shape.w,shape.h)
self._rect = pygame.Rect(self.rect)
self.irect = pygame.Rect(pos[0]-self.shape.x,pos[1]-self.shape.y,
image.get_width(),image.get_height())
self._irect = pygame.Rect(self.irect)
self.groups = 0
self.agroups = 0
self.updated = 1
def setimage(self,ishape):
"""Set the image of the Sprite.
Sprite.setimage(ishape)
- ishape
- an image, or an image, rectstyle. The rectstyle will
describe the shape of the image, used for collision detection.
"""
if not isinstance(ishape, tuple):
ishape = ishape,None
image,shape = ishape
if shape == None:
shape = pygame.Rect(0,0,image.get_width(),image.get_height())
if isinstance(shape, tuple):
shape = pygame.Rect(shape)
self.image = image
self.shape = shape
self.rect.w,self.rect.h = shape.w,shape.h
self.irect.w,self.irect.h = image.get_width(),image.get_height()
self.updated = 1
class Tile:
"""Tile Object used by TileCollide.
Tile(image=None)
- image
- an image for the Tile.
Attributes
- agroups
- the groups the Tile can hit in a collision
- hit
- the handler for hits -- hit(g,t,a)
"""
def __init__(self,image=None):
self.image = image
self.agroups = 0
def __setattr__(self,k,v):
if k == 'image' and v != None:
self.image_h = v.get_height()
self.image_w = v.get_width()
self.__dict__[k] = v
class _Sprites(list):
def __init__(self):
list.__init__(self)
self.removed = []
def append(self,v):
list.append(self,v)
v.updated = 1
def remove(self,v):
list.remove(self,v)
v.updated = 1
self.removed.append(v)
class Vid:
"""An engine for rendering Sprites and Tiles.
Vid()
Attributes
- sprites
- a list of the Sprites to be displayed. You may append and
remove Sprites from it.
- images
- a dict for images to be put in.
- size
- the width, height in Tiles of the layers. Do not modify.
- view
- a pygame.Rect of the viewed area. You may change .x, .y,
etc to move the viewed area around.
- bounds
- a pygame.Rect (set to None by default) that sets the bounds
of the viewable area. Useful for setting certain borders
as not viewable.
- tlayer
- the foreground tiles layer
- clayer
- the code layer (optional)
- blayer
- the background tiles layer (optional)
- groups
- a hash of group names to group values (32 groups max, as a tile/sprites
membership in a group is determined by the bits in an integer)
"""
def __init__(self):
self.tiles = [None for x in xrange(0,256)]
self.sprites = _Sprites()
self.images = {} #just a store for images.
self.layers = None
self.size = None
self.view = pygame.Rect(0,0,0,0)
self._view = pygame.Rect(self.view)
self.bounds = None
self.updates = []
self.groups = {}
def resize(self,size,bg=0):
"""Resize the layers.
Vid.resize(size,bg=0)
- size
- w,h in Tiles of the layers
- bg
- set to 1 if you wish to use both a foreground layer and a
background layer
"""
self.size = size
w,h = size
self.layers = [[[0 for x in xrange(0,w)] for y in xrange(0,h)]
for z in xrange(0,4)]
self.tlayer = self.layers[0]
self.blayer = self.layers[1]
if not bg: self.blayer = None
self.clayer = self.layers[2]
self.alayer = self.layers[3]
self.view.x, self.view.y = 0,0
self._view.x, self.view.y = 0,0
self.bounds = None
self.updates = []
def set(self,pos,v):
"""Set a tile in the foreground to a value.
Use this method to set tiles in the foreground, as it will make
sure the screen is updated with the change. Directly changing
the tlayer will not guarantee updates unless you are using .paint()
Vid.set(pos,v)
- pos
- (x,y) of tile
- v
- value
"""
if self.tlayer[pos[1]][pos[0]] == v: return
self.tlayer[pos[1]][pos[0]] = v
self.alayer[pos[1]][pos[0]] = 1
self.updates.append(pos)
def get(self,pos):
"""Get the tlayer at pos.
Vid.get(pos): return value
- pos
- (x,y) of tile
"""
return self.tlayer[pos[1]][pos[0]]
def paint(self,s):
"""Paint the screen.
Vid.paint(screen): return [updates]
- screen
- a pygame.Surface to paint to
returns the updated portion of the screen (all of it)
"""
return []
def update(self,s):
"""Update the screen.
Vid.update(screen): return [updates]
- screen
- a pygame.Rect to update
returns a list of updated rectangles.
"""
self.updates = []
return []
def tga_load_level(self,fname,bg=0):
"""Load a TGA level.
Vid.tga_load_level(fname,bg=0)
- g
- a Tilevid instance
- fname
- tga image to load
- bg
- set to 1 if you wish to load the background layer
"""
if type(fname) == str: img = pygame.image.load(fname)
else: img = fname
w,h = img.get_width(),img.get_height()
self.resize((w,h),bg)
for y in range(0,h):
for x in range(0,w):
t,b,c,_a = img.get_at((x,y))
self.tlayer[y][x] = t
if bg: self.blayer[y][x] = b
self.clayer[y][x] = c
def tga_save_level(self,fname):
"""Save a TGA level.
Vid.tga_save_level(fname)
- fname
- tga image to save to
"""
w,h = self.size
img = pygame.Surface((w,h),SWSURFACE,32)
img.fill((0,0,0,0))
for y in range(0,h):
for x in range(0,w):
t = self.tlayer[y][x]
b = 0
if self.blayer:
b = self.blayer[y][x]
c = self.clayer[y][x]
_a = 0
img.set_at((x,y),(t,b,c,_a))
pygame.image.save(img,fname)
def tga_load_tiles(self,fname,size,tdata={}):
"""Load a TGA tileset.
Vid.tga_load_tiles(fname,size,tdata={})
- g
- a Tilevid instance
- fname
- tga image to load
- size
- (w,h) size of tiles in pixels
- tdata
- tile data, a dict of tile:(agroups, hit handler, config)
"""
TW,TH = size
if type(fname) == str: img = pygame.image.load(fname).convert_alpha()
else: img = fname
w,h = img.get_width(),img.get_height()
n = 0
for y in range(0,h,TH):
for x in range(0,w,TW):
i = img.subsurface((x,y,TW,TH))
tile = Tile(i)
self.tiles[n] = tile
if n in tdata:
agroups,hit,config = tdata[n]
tile.agroups = self.string2groups(agroups)
tile.hit = hit
tile.config = config
n += 1
def load_images(self,idata):
"""Load images.
Vid.load_images(idata)
- idata
- a list of (name, fname, shape)
"""
for name,fname,shape in idata:
self.images[name] = pygame.image.load(fname).convert_alpha(),shape
def run_codes(self,cdata,rect):
"""Run codes.
Vid.run_codes(cdata,rect)
- cdata
- a dict of code:(handler function, value)
- rect
- a tile rect of the parts of the layer that should have
their codes run
"""
tw,th = self.tiles[0].image.get_width(),self.tiles[0].image.get_height()
x1,y1,w,h = rect
clayer = self.clayer
t = Tile()
for y in range(y1,y1+h):
for x in range(x1,x1+w):
n = clayer[y][x]
if n in cdata:
fnc,value = cdata[n]
t.tx,t.ty = x,y
t.rect = pygame.Rect(x*tw,y*th,tw,th)
fnc(self,t,value)
def string2groups(self,str):
"""Convert a string to groups.
Vid.string2groups(str): return groups
"""
if str == None: return 0
return self.list2groups(str.split(","))
def list2groups(self,igroups):
"""Convert a list to groups.
Vid.list2groups(igroups): return groups
"""
for s in igroups:
if not s in self.groups:
self.groups[s] = 2**len(self.groups)
v = 0
for s,n in self.groups.items():
if s in igroups: v|=n
return v
def groups2list(self,groups):
"""Convert a groups to a list.
Vid.groups2list(groups): return list
"""
v = []
for s,n in self.groups.items():
if (n&groups)!=0: v.append(s)
return v
def hit(self,x,y,t,s):
tiles = self.tiles
tw,th = tiles[0].image.get_width(),tiles[0].image.get_height()
t.tx = x
t.ty = y
t.rect = Rect(x*tw,y*th,tw,th)
t._rect = t.rect
if hasattr(t,'hit'):
t.hit(self,t,s)
def loop(self):
"""Update and hit testing loop. Run this once per frame.
Vid.loop()
"""
self.loop_sprites() #sprites may move
self.loop_tilehits() #sprites move
self.loop_spritehits() #no sprites should move
for s in self.sprites:
s._rect = pygame.Rect(s.rect)
def loop_sprites(self):
as_ = self.sprites[:]
for s in as_:
if hasattr(s,'loop'):
s.loop(self,s)
def loop_tilehits(self):
tiles = self.tiles
tw,th = tiles[0].image.get_width(),tiles[0].image.get_height()
layer = self.layers[0]
as_ = self.sprites[:]
for s in as_:
self._tilehits(s)
def _tilehits(self,s):
tiles = self.tiles
tw,th = tiles[0].image.get_width(),tiles[0].image.get_height()
layer = self.layers[0]
for _z in (0,):
if s.groups != 0:
_rect = s._rect
rect = s.rect
_rectx = _rect.x
_recty = _rect.y
_rectw = _rect.w
_recth = _rect.h
rectx = rect.x
recty = rect.y
rectw = rect.w
recth = rect.h
rect.y = _rect.y
rect.h = _rect.h
hits = []
ct,cb,cl,cr = rect.top,rect.bottom,rect.left,rect.right
#nasty ol loops
y = ct/th*th
while y < cb:
x = cl/tw*tw
yy = y/th
while x < cr:
xx = x/tw
t = tiles[layer[yy][xx]]
if (s.groups & t.agroups)!=0:
#self.hit(xx,yy,t,s)
d = math.hypot(rect.centerx-(xx*tw+tw/2),
rect.centery-(yy*th+th/2))
hits.append((d,t,xx,yy))
x += tw
y += th
hits.sort()
#if len(hits) > 0: print self.frame,hits
for d,t,xx,yy in hits:
self.hit(xx,yy,t,s)
#switching directions...
_rect.x = rect.x
_rect.w = rect.w
rect.y = recty
rect.h = recth
hits = []
ct,cb,cl,cr = rect.top,rect.bottom,rect.left,rect.right
#nasty ol loops
y = ct/th*th
while y < cb:
x = cl/tw*tw
yy = y/th
while x < cr:
xx = x/tw
t = tiles[layer[yy][xx]]
if (s.groups & t.agroups)!=0:
d = math.hypot(rect.centerx-(xx*tw+tw/2),
rect.centery-(yy*th+th/2))
hits.append((d,t,xx,yy))
#self.hit(xx,yy,t,s)
x += tw
y += th
hits.sort()
#if len(hits) > 0: print self.frame,hits
for d,t,xx,yy in hits:
self.hit(xx,yy,t,s)
#done with loops
_rect.x = _rectx
_rect.y = _recty
def loop_spritehits(self):
as_ = self.sprites[:]
groups = {}
for n in range(0,31):
groups[1<>= 1
n <<= 1
for s in as_:
if s.agroups!=0:
rect1,rect2 = s.rect,Rect(s.rect)
#if rect1.centerx < 320: rect2.x += 640
#else: rect2.x -= 640
g = s.agroups
n = 1
while g:
if (g&1)!=0:
for b in groups[n]:
if (s != b and (s.agroups & b.groups)!=0
and s.rect.colliderect(b.rect)):
s.hit(self,s,b)
g >>= 1
n <<= 1
def screen_to_tile(self,pos):
"""Convert a screen position to a tile position.
Vid.screen_to_tile(pos): return pos
"""
return pos
def tile_to_screen(self,pos):
"""Convert a tile position to a screen position.
Vid.tile_to_screen(pos): return pos
"""
return pos
# vim: set filetype=python sts=4 sw=4 noet si :