My favorites | Sign in
pgu
Project Home Downloads Wiki Issues Source
Checkout   Browse   Changes    
 
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
"""Hexagonal tile engine.

Note -- this engine is not finished. Sprites are not supported. It
can still be useful for using the level editor, and for rendering hex
terrains, however. If you are able to update it and use it in a real game,
help would be greatly appreciated!

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

"""
print('pgu.hexvid - This module is alpha, and is subject to change.')

from pgu.vid import *
import pygame


class Hexvid(Vid):
"""Create an hex vid engine. See [[vid]]"""
def update(self,screen):
return self.paint(screen)

def paint(self,screen):
sw,sh = screen.get_width(),screen.get_height()
self.view.w,self.view.h = sw,sh

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

tile_w,tile_h = self.tile_w,self.tile_h
tile_w2,tile_h2 = tile_w/2,tile_h/2

view = self.view
adj = self.adj = pygame.Rect(-self.view.x,-self.view.y,0,0)

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)
print self.bounds
#""

if self.bounds != None: self.view.clamp_ip(self.bounds)

ox,oy = self.screen_to_tile((0,0))
sx,sy = self.tile_to_view((ox,oy))
dx,dy = sx - self.view.x,sy - self.view.y

bot = 1

tile_wi = tile_w + tile_w/2
tile_wi2 = tile_wi/2

#dx += tile_w/2

for i2 in xrange(-bot,self.view.h/tile_h2+bot*3): #NOTE: 3 seems a bit much, but it works.
tx,ty = ox + i2/2 + i2%2,oy + i2/2
x,y = (i2%2)*tile_wi2 + dx,i2*tile_h2 + dy

#to adjust for the -1 in i1
x,tx,ty = x-tile_wi,tx-1,ty+1

x -= tile_w/2
for i1 in xrange(-1,self.view.w/tile_wi+1):
if ty >= 0 and ty < h and tx >= 0 and tx < w:
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,y))
n = tlayer[ty][tx]
if n != 0:
t = tiles[n]
if t != None and t.image != None:
screen.blit(t.image,(x,y))


tx += 1
ty -= 1
x += tile_wi

return [pygame.Rect(0,0,screen.get_width(),screen.get_height())]

def view_to_tile(self,pos):
x,y = pos
#x = x + (self.tile_w*1/2)

x,y = int(x*4/(self.tile_w*3)), y*2/self.tile_h
nx = (x + y) / 2
ny = (y - x) / 2
return nx,ny

def tile_to_view(self,pos):
x,y = pos
nx = x - y
ny = x + y
nx,ny = int(nx*(self.tile_w*3)/4), ny*self.tile_h/2

#nx = nx - (self.tile_w*1/2)
return nx,ny

def screen_to_tile(self,pos): #NOTE HACK : not sure if the 3/8 is right or not, but it is pretty close...
pos = pos[0]+self.view.x + self.tile_w*3/8,pos[1]+self.view.y
pos = self.view_to_tile(pos)
return pos

def tile_to_screen(self,pos):
pos = self.tile_to_view(pos)
pos = pos[0]-self.view.x,pos[1]-self.view.y
return pos


def tga_load_tiles(self,fname,size,tdata={}):
Vid.tga_load_tiles(self,fname,size,tdata)

self.tile_w,self.tile_h = size

Change log

r38 by peter.rogers on Dec 23, 2011   Diff
-more fixes for python 3
-small code cleanup
-fixes
Go to: 
Project members, sign in to write a code review

Older revisions

r28 by peter.rogers on Jan 3, 2011   Diff
-changed docstrings into standard
python format
r4 by peter.rogers on Feb 20, 2009   Diff
-Import of original source code
(version 0.10.6 by Phil Hassey)

All revisions of this file

File info

Size: 4156 bytes, 127 lines
Powered by Google Project Hosting