1 """Hexagonal tile engine.
3 Note -- this engine is not finished. Sprites are not supported. It
4 can still be useful for using the level editor, and for rendering hex
5 terrains, however. If you are able to update it and use it in a real game,
6 help would be greatly appreciated!
8 Please note that this file is alpha, and is subject to modification in
9 future versions of pgu!
12 print('pgu.hexvid - This module is alpha, and is subject to change.')
19 """Create an hex vid engine. See [[vid]]"""
20 def update(self,screen):
21 return self.paint(screen)
23 def paint(self,screen):
24 sw,sh = screen.get_width(),screen.get_height()
25 self.view.w,self.view.h = sw,sh
30 w,h = len(tlayer[0]),len(tlayer)
32 #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
34 tile_w,tile_h = self.tile_w,self.tile_h
35 tile_w2,tile_h2 = tile_w/2,tile_h/2
38 adj = self.adj = pygame.Rect(-self.view.x,-self.view.y,0,0)
40 w,h = len(tlayer[0]),len(tlayer)
44 if self.bounds == None:
45 tmp,y1 = self.tile_to_view((0,0))
46 x1,tmp = self.tile_to_view((0,h+1))
47 tmp,y2 = self.tile_to_view((w+1,h+1))
48 x2,tmp = self.tile_to_view((w+1,0))
49 self.bounds = pygame.Rect(x1,y1,x2-x1,y2-y1)
53 if self.bounds != None: self.view.clamp_ip(self.bounds)
55 ox,oy = self.screen_to_tile((0,0))
56 sx,sy = self.tile_to_view((ox,oy))
57 dx,dy = sx - self.view.x,sy - self.view.y
61 tile_wi = tile_w + tile_w/2
66 for i2 in xrange(-bot,self.view.h/tile_h2+bot*3): #NOTE: 3 seems a bit much, but it works.
67 tx,ty = ox + i2/2 + i2%2,oy + i2/2
68 x,y = (i2%2)*tile_wi2 + dx,i2*tile_h2 + dy
70 #to adjust for the -1 in i1
71 x,tx,ty = x-tile_wi,tx-1,ty+1
74 for i1 in xrange(-1,self.view.w/tile_wi+1):
75 if ty >= 0 and ty < h and tx >= 0 and tx < w:
80 if t != None and t.image != None:
81 screen.blit(t.image,(x,y))
85 if t != None and t.image != None:
86 screen.blit(t.image,(x,y))
93 return [pygame.Rect(0,0,screen.get_width(),screen.get_height())]
95 def view_to_tile(self,pos):
97 #x = x + (self.tile_w*1/2)
99 x,y = int(x*4/(self.tile_w*3)), y*2/self.tile_h
104 def tile_to_view(self,pos):
108 nx,ny = int(nx*(self.tile_w*3)/4), ny*self.tile_h/2
110 #nx = nx - (self.tile_w*1/2)
113 def screen_to_tile(self,pos): #NOTE HACK : not sure if the 3/8 is right or not, but it is pretty close...
114 pos = pos[0]+self.view.x + self.tile_w*3/8,pos[1]+self.view.y
115 pos = self.view_to_tile(pos)
118 def tile_to_screen(self,pos):
119 pos = self.tile_to_view(pos)
120 pos = pos[0]-self.view.x,pos[1]-self.view.y
124 def tga_load_tiles(self,fname,size,tdata={}):
125 Vid.tga_load_tiles(self,fname,size,tdata)
127 self.tile_w,self.tile_h = size