"""Sprite and tile engine.

[[tilevid]], [[isovid]], [[hexvid]] are all subclasses of this interface.

Includes support for:

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 :