"""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(object): """The object used for Sprites. Arguments: 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. Arguments: 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(object): """Tile Object used by TileCollide. Arguments: 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): super(_Sprites, self).__init__() 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(object): """An engine for rendering Sprites and Tiles. 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 range(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. Arguments: 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 range(0, w)] for y in range(0, h)] for z in range(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() Arguments: 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. Arguments: pos -- (x, y) of tile """ return self.tlayer[pos[1]][pos[0]] def paint(self, s): """Paint the screen. Arguments: 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. Arguments: 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. Arguments: 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. Arguments: 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. Arguments: 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. Arguments: 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. Arguments: 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(int(x1), int(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.""" if str == None: return 0 return self.list2groups(str.split(", ")) def list2groups(self, igroups): """Convert a list to 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.""" 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.""" 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<<n] = [] for s in as_: g = s.groups n = 1 while g: if (g&1)!=0: groups[n].append(s) g >>= 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.""" return pos def tile_to_screen(self, pos): """Convert a tile position to a screen position.""" return pos class VidPaintUpdateMixin: pass