+++ /dev/null
-"""Hexagonal tile engine.
-
-<p>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!</p>
-
-<p>please note that this file is alpha, and is subject to modification in
-future versions of pgu!</p>
-
-"""
-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
\ No newline at end of file