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helperspygame.py
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helperspygame.py
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# -*- coding: utf-8 -*-
"""
TileMap loader for python for Tiled, a generic tile map editor
from http://mapeditor.org/ .
It loads the \*.tmx files produced by Tiled.
This is the code that helps using the tmx files using pygame. In this
module there is a pygame specific loader and renderer.
"""
# Versioning scheme based on:
# http://en.wikipedia.org/wiki/Versioning#Designating_development_stage
#
# +-- api change, probably incompatible with older versions
# | +-- enhancements but no api change
# | |
# major.minor[.build[.revision]]
# |
# +-|* 0 for alpha (status)
# |* 1 for beta (status)
# |* 2 for release candidate
# |* 3 for (public) release
#
# For instance:
# * 1.2.0.1 instead of 1.2-a
# * 1.2.1.2 instead of 1.2-b2 (beta with some bug fixes)
# * 1.2.2.3 instead of 1.2-rc (release candidate)
# * 1.2.3.0 instead of 1.2-r (commercial distribution)
# * 1.2.3.5 instead of 1.2-r5 (commercial distribution with many bug fixes)
from __future__ import division
__revision__ = "$Rev: 107 $"
__version__ = "3.0.0." + __revision__[6:-2]
__author__ = u'DR0ID @ 2009-2011'
# -----------------------------------------------------------------------------
from math import ceil
import pygame
import tmxreader
# -----------------------------------------------------------------------------
# -----------------------------------------------------------------------------
class ResourceLoaderPygame(tmxreader.AbstractResourceLoader):
"""
Resource loader for pygame. Loads the images as pygame.Surfaces and saves
them in the variable indexed_tiles.
Example::
res_loader = ResourceLoaderPygame()
# tile_map loaded the the TileMapParser.parse() method
res_loader.load(tile_map)
"""
def __init__(self):
tmxreader.AbstractResourceLoader.__init__(self)
def load(self, tile_map):
tmxreader.AbstractResourceLoader.load(self, tile_map)
# delete the original images from memory, they are all saved as tiles
self._img_cache.clear()
# ISSUE 17: flipped tiles
for layer in self.world_map.layers:
if not layer.is_object_group:
for gid in layer.decoded_content:
if gid not in self.indexed_tiles:
if gid & self.FLIP_X or gid & self.FLIP_Y:
image_gid = gid & ~(self.FLIP_X | self.FLIP_Y)
offx, offy, img = self.indexed_tiles[image_gid]
img = img.copy()
img = pygame.transform.flip(img, \
bool(gid & self.FLIP_X), \
bool(gid & self.FLIP_Y))
self.indexed_tiles[gid] = (offx, offy, img)
def _load_image_parts(self, filename, margin, spacing, \
tile_width, tile_height, colorkey=None): #-> [images]
source_img = self._load_image(filename, colorkey)
width, height = source_img.get_size()
# ISSUE 16
# if the image size does not match a multiple of tile_width or
# tile_height it will mess up the number of tiles resulting in
# wrong GID's for the tiles
width = (width // tile_width) * tile_width
height = (height // tile_height) * tile_height
images = []
for ypos in xrange(margin, height, tile_height + spacing):
for xpos in xrange(margin, width, tile_width + spacing):
img_part = self._load_image_part(filename, xpos, ypos, \
tile_width, tile_height, colorkey)
images.append(img_part)
return images
def _load_image_part(self, filename, xpos, ypos, width, height, \
colorkey=None):
"""
Loads a image from a sprite sheet.
"""
source_img = self._load_image(filename, colorkey)
## ISSUE 4:
## The following usage seems to be broken in pygame (1.9.1.):
## img_part = pygame.Surface((tile_width, tile_height), 0, source_img)
img_part = pygame.Surface((width, height), \
source_img.get_flags(), \
source_img.get_bitsize())
source_rect = pygame.Rect(xpos, ypos, width, height)
## ISSUE 8:
## Set the colorkey BEFORE we blit the source_img
if colorkey:
img_part.set_colorkey(colorkey, pygame.RLEACCEL)
img_part.fill(colorkey)
img_part.blit(source_img, (0, 0), source_rect)
return img_part
def _load_image_file_like(self, file_like_obj, colorkey=None): # -> image
# pygame.image.load can load from a path and from a file-like object
# that is why here it is redirected to the other method
return self._load_image(file_like_obj, colorkey)
def _load_image(self, filename, colorkey=None):
img = self._img_cache.get(filename, None)
if img is None:
img = pygame.image.load(filename)
self._img_cache[filename] = img
if colorkey:
img.set_colorkey(colorkey, pygame.RLEACCEL)
return img
# def get_sprites(self):
# pass
# -----------------------------------------------------------------------------
# -----------------------------------------------------------------------------
class SpriteLayerNotCompatibleError(Exception): pass
class SpriteLayer(object):
"""
The SpriteLayer class. This class is used by the RendererPygame.
"""
class Sprite(object):
"""
The Sprite class used by the SpriteLayer class and the RendererPygame.
"""
def __init__(self, image, rect, source_rect=None, flags=0, key=None):
"""
Constructor.
:Parameters:
image : pygame.Surface
the image of this sprite
rect : pygame.Rect
the rect used when drawing
source_rect : pygame.Rect
source area rect, defaults to None
flags : int
flags for the blit method, defaults to 0
key : any
used internally for collapsing sprites
"""
self.image = image
# TODO: dont use a rect for position
self.rect = rect # blit rect
self.source_rect = source_rect
self.flags = flags
self.is_flat = False
self.z = 0
self.key = key
def get_draw_cond(self):
"""
Defines if the sprite lays on the floor or if it is up-right.
:returns:
The bottom y coordinate so the sprites can be sorted in right
draw order.
"""
if self.is_flat:
return self.rect.top + self.z
else:
return self.rect.bottom
def __init__(self, tile_layer_idx, resource_loader):
"""
:Parameters:
tile_layer_idx : int
Index of the tile layer to build upon
resource_loader : ResourceLoaderPygame
Instance of the ResourceLoaderPygame class which has loaded
the resouces
"""
self._resource_loader = resource_loader
_world_map = self._resource_loader.world_map
self.layer_idx = tile_layer_idx
_layer = _world_map.layers[tile_layer_idx]
self.tilewidth = _world_map.tilewidth
self.tileheight = _world_map.tileheight
self.num_tiles_x = _world_map.width
self.num_tiles_y = _world_map.height
self.position_x = _layer.x
self.position_y = _layer.y
self._level = 1
# TODO: change scale attributes to properties?
self.scale_x = 1.0
self.scale_y = 1.0
# TODO: either change paralax_* attributes to properties
# or make them private
self.paralax_factor_x = 1.0
self.paralax_factor_y = 1.0
self.sprites = []
self.is_object_group = _layer.is_object_group
self.visible = _layer.visible
self.bottom_margin = 0
self._bottom_margin = 0
# init data to default
# self.content2D = []
# generate the needed lists
# for xpos in xrange(self.num_tiles_x):
# self.content2D.append([None] * self.num_tiles_y)
self.content2D = [None] * self.num_tiles_y
for ypos in xrange(self.num_tiles_y):
self.content2D[ypos] = [None] * self.num_tiles_x
# fill them
_img_cache = {}
_img_cache["hits"] = 0
for ypos_new in xrange(0, self.num_tiles_y):
for xpos_new in xrange(0, self.num_tiles_x):
coords = self._get_list_of_neighbour_coord(xpos_new, ypos_new, \
1, self.num_tiles_x, self.num_tiles_y)
if coords:
key, sprites = SpriteLayer._get_sprites_fromt_tiled_layer(\
coords, _layer, self._resource_loader.indexed_tiles)
sprite = None
if sprites:
sprite = SpriteLayer._union_sprites(sprites, key, \
_img_cache)
if sprite.rect.height > self._bottom_margin:
self._bottom_margin = sprite.rect.height
self.content2D[ypos_new][xpos_new] = sprite
self.bottom_margin = self._bottom_margin
if __debug__:
print '%s: Sprite Cache hits: %d' % \
(self.__class__.__name__, _img_cache["hits"])
del _img_cache
def get_collapse_level(self):
"""
The level of collapsing.
:returns:
The collapse level.
"""
return self._level
# TODO: test scale
@staticmethod
def scale(layer_orig, scale_w, scale_h): # -> sprite_layer
"""
Scales a layer and returns a new, scaled SpriteLayer.
:Note: This method is slow and inefficient
:Parameters:
scale_w : float
Width scale factor in range (0, ...]
scale_h : float
Height scale factor in range (0, ...]
"""
if layer_orig.is_object_group:
return layer
layer = SpriteLayer(layer_orig.layer_idx, layer_orig._resource_loader)
layer.tilewidth = layer_orig.tilewidth * scale_w
layer.tileheight = layer_orig.tileheight * scale_h
layer.position_x = layer_orig.position_x
layer.position_y = layer_orig.position_y
layer._level = layer_orig._level
layer.paralax_factor_x = layer_orig.paralax_factor_x
layer.paralax_factor_y = layer_orig.paralax_factor_y
layer.sprites = layer_orig.sprites
layer.is_object_group = layer_orig.is_object_group
layer.visible = layer_orig.visible
layer.scale_x = scale_w
layer.scale_y = scale_h
layer.content2D = [0] * len(layer_orig.content2D)
for yidx, row in enumerate(layer_orig.content2D):
layer.content2D[yidx] = [0] * len(row)
for xidx, sprite in enumerate(row):
if sprite:
w, h = sprite.image.get_size()
new_w = w * scale_w
new_h = h * scale_h
rect = sprite.rect
image = sprite.image
# prevent fractional numbers and scaling glitches
if w != ceil(new_w) or h != ceil(new_h):
new_w = ceil(new_w)
new_h = ceil(new_h)
image = pygame.transform.smoothscale(sprite.image, \
(new_w, new_h))
x, y = sprite.rect.topleft
rect = pygame.Rect(x * scale_w, y * scale_h, \
new_w, new_h)
layer.content2D[yidx][xidx] = \
SpriteLayer.Sprite(image, rect)
else:
layer.content2D[yidx][xidx] = None
return layer
# TODO: implement merge
@staticmethod
def merge(layers): # -> sprite_layer
"""
Merges multiple Sprite layers into one. Only SpriteLayers are supported.
All layers need to be equal in tile size, number of tiles and layer
position. Otherwise a SpriteLayerNotCompatibleError is raised.
:Parameters:
layers : list
The SpriteLayer to be merged
:returns: new SpriteLayer with merged tiles
"""
tile_width = None
tile_height = None
num_tiles_x = None
num_tiles_y = None
position_x = None
position_y = None
new_layer = None
for layer in layers:
if layer.is_object_group:
# skip object group layers
continue
assert isinstance(layer, SpriteLayer), "layer is not an instance of SpriteLayer"
# just use the values from first layer
tile_width = tile_width if tile_width else layer.tile_width
tile_height = tile_height if tile_height else layer.tile_height
num_tiles_x = num_tiles_x if num_tiles_x else layer.num_tiles_x
num_tiles_y = num_tiles_y if num_tiles_y else layer.num_tiles_y
position_x = position_x if position_x else layer.position_x
position_y = position_y if position_y else layer.position_y
# check they are equal for all layers
if layer.tile_width != tile_width:
raise SpriteLayerNotCompatibleError("layers do not have same tile_width")
if layer.tile_height != tile_height:
raise SpriteLayerNotCompatibleError("layers do not have same tile_height")
if layer.num_tiles_x != num_tiles_x:
raise SpriteLayerNotCompatibleError("layers do not have same number of tiles in x direction")
if layer.num_tiles_y != num_tiles_y:
raise SpriteLayerNotCompatibleError("layers do not have same number of tiles in y direction")
if layer.position_x != position_x:
raise SpriteLayerNotCompatibleError("layers are not at same position in x")
if layer.position_y != position_y:
raise SpriteLayerNotCompatibleError("layers are not at same position in y")
if new_layer is None:
new_layer = SpriteLayer(-2, layer._resource_loader)
for ypos_new in xrange(0, num_tiles_y):
for xpos_new in xrange(0, num_tiles_x):
sprite = layer.content2D[ypos_new][xpos_new]
if sprite:
new_sprite = new_layer.content2D[ypos_new][xpos_new]
if new_sprite:
assert sprite.rect.topleft == new_sprite.rect.topleft
assert sprite.rect.size == new_sprite.rect.size
new_sprite.image.blit(sprite.image, (0, 0), \
sprite.source_rect, sprite.flags)
else:
new_sprite = sprite
new_layer.content2D[ypos_new][xpos_new] = new_sprite
return new_layer
@staticmethod
def collapse(layer):
"""
Makes 1 tile out of 4. The idea behind is that fewer tiles
are faster to render, but that is not always true.
Grouping them together into one bigger sprite is one way to get fewer
sprites.
:not: This only works for static layers without any dynamic sprites.
:note: use with caution
:Parameters:
laser : SpriteLayer
The layer to collapse
:returns: new SpriteLayer with fewer sprites but double the size.
"""
# + 0' 1' 2'
# 0 1 2 3 4
# 0' 0 +----+----+----+----+
# | | | | |
# 1 +----+----+----+----+
# | | | | |
# 1' 2 +----+----+----+----+
# | | | | |
# 3 +----+----+----+----+
# | | | | |
# 2' 4 +----+----+----+----+
if layer.is_object_group:
return layer
level = 2
new_tilewidth = layer.tilewidth * level
new_tileheight = layer.tileheight * level
new_num_tiles_x = int(layer.num_tiles_x / level)
new_num_tiles_y = int(layer.num_tiles_y / level)
if new_num_tiles_x * level < layer.num_tiles_x:
new_num_tiles_x += 1
if new_num_tiles_y * level < layer.num_tiles_y:
new_num_tiles_y += 1
# print "old size", layer.num_tiles_x, layer.num_tiles_y
# print "new size", new_num_tiles_x, new_num_tiles_y
_content2D = [None] * new_num_tiles_y
# generate the needed lists
for ypos in xrange(new_num_tiles_y):
_content2D[ypos] = [None] * new_num_tiles_x
# fill them
_img_cache = {}
_img_cache["hits"] = 0
for ypos_new in xrange(0, new_num_tiles_y):
for xpos_new in xrange(0, new_num_tiles_x):
coords = SpriteLayer._get_list_of_neighbour_coord(\
xpos_new, ypos_new, level, \
layer.num_tiles_x, layer.num_tiles_y)
if coords:
sprite = SpriteLayer._get_sprite_from(coords, layer, \
_img_cache)
_content2D[ypos_new][xpos_new] = sprite
# print "len content2D:", len(self.content2D)
# TODO: separate constructor from init code (here the layer is parsed
# for nothing, content2D will be replaced)
new_layer = SpriteLayer( layer.layer_idx, layer._resource_loader)
new_layer.tilewidth = new_tilewidth
new_layer.tileheight = new_tileheight
new_layer.num_tiles_x = new_num_tiles_x
new_layer.num_tiles_y = new_num_tiles_y
new_layer.content2D = _content2D
# HACK:
new_layer._level = layer._level * 2
if __debug__ and level > 1:
print '%s: Sprite Cache hits: %d' % ("collapse", _img_cache["hits"])
return new_layer
@staticmethod
def _get_list_of_neighbour_coord(xpos_new, ypos_new, level, \
num_tiles_x, num_tiles_y):
"""
Finds the neighbours of a tile and returns them
:Parameters:
xpos_new : int
x position
ypos_new : int
y position
level : int
collapse level because this uses original tiles
num_tiles_x : int
number of tiles in x direction
num_tiles_y : int
number of tiles in y direction
:Returns:
list of coordinates of the neighbour tiles
"""
xpos = xpos_new * level
ypos = ypos_new * level
coords = []
for y in xrange(ypos, ypos + level):
for x in xrange(xpos, xpos + level):
if x <= num_tiles_x and y <= num_tiles_y:
coords.append((x, y))
return coords
@staticmethod
def _union_sprites(sprites, key, _img_cache):
"""
Unions sprites into one big one.
:Parameters:
sprites : list
list of sprites to union
key : iterable
key of the sprite, internal use only
_img_cache : dict
cache dict
:Returns:
new Sprite that unites all the given sprites.
"""
key = tuple(key)
# dont copy to a new image if only one sprite is in sprites
# (reduce memory usage)
# NOTE: this messes up the cache hits (only on non-collapsed maps)
if len(sprites) == 1:
sprite = sprites[0]
sprite.key = key
return sprite
# combine found sprites into one sprite
rect = sprites[0].rect.unionall(sprites)
# cache the images to save memory
if key in _img_cache:
image = _img_cache[key]
_img_cache["hits"] = _img_cache["hits"] + 1
else:
# make new image
image = pygame.Surface(rect.size, pygame.SRCALPHA | pygame.RLEACCEL)
image.fill((0, 0, 0, 0))
x, y = rect.topleft
for spr in sprites:
image.blit(spr.image, spr.rect.move(-x, -y))
_img_cache[key] = image
return SpriteLayer.Sprite(image, rect, key=key)
@staticmethod
def _get_sprites_fromt_tiled_layer(coords, layer, indexed_tiles):
"""
Get the sprites at the given coordinates from a tiled layer.
:Parameters:
coords : list
list of coordinates tuples
layer : TiledLayer
layer to extract the sprites from
indexed_tiles : dict
indexed tiles list loaded by the resource loader.
:Returns:
(keys, sprites) the new keys and sprites
"""
sprites = []
key = []
for xpos, ypos in coords:
## ISSUE 14: maps was displayed only sqared because wrong
## boundary checks
if xpos >= len(layer.content2D) or \
ypos >= len(layer.content2D[xpos]):
# print "CONTINUE", xpos, ypos
key.append(-1) # border and corner cases!
continue
idx = layer.content2D[xpos][ypos]
if idx:
offx, offy, img = indexed_tiles[idx]
world_x = xpos * layer.tilewidth + offx
world_y = ypos * layer.tileheight + offy
w, h = img.get_size()
rect = pygame.Rect(world_x, world_y, w, h)
sprite = SpriteLayer.Sprite(img, rect, key=idx)
key.append(idx)
sprites.append(sprite)
else:
key.append(-1)
return key, sprites
@staticmethod
def _get_sprite_from(coords, layer, _img_cache):
"""
Get one sprite for the given coordinates on the given layer.
:Parameters:
coords : list
tuples of coordinates (x, y)
layer : SpriteLayer
the layer to get the united sprite from
_img_cache : dict
dict for caching, internal use only
:returns:
a single sprite, uniting all given sprites on the fiven coordinates.
"""
sprites = []
key = []
for xpos, ypos in coords:
if ypos >= len(layer.content2D) or \
xpos >= len(layer.content2D[ypos]):
# print "CONTINUE", xpos, ypos
key.append(-1) # border and corner cases!
continue
idx = layer.content2D[ypos][xpos]
if idx:
sprite = idx
key.append(sprite.key)
sprites.append(sprite)
else:
key.append(-1)
if sprites:
sprite = SpriteLayer._union_sprites(sprites, key, _img_cache)
if __debug__:
x, y = sprite.rect.topleft
pygame.draw.rect(sprite.image, (255, 0, 0), \
sprite.rect.move(-x, -y), \
layer.get_collapse_level())
del sprites
return sprite
return None
def add_sprite(self, sprite):
"""
Add dynamic sprite to this layer.
:Parameters:
sprite : SpriteLayer.Sprite
sprite to add
"""
self.sprites.append(sprite)
if sprite.rect.height > self.bottom_margin:
self.bottom_margin = sprite.rect.height
def add_sprites(self, sprites):
"""
Add multiple dynamic sprites to this layer.
:Parameters:
sprites : list
list of SpriteLayer.Sprite to add
"""
for sprite in sprites:
self.add_sprite(sprite)
def remove_sprite(self, sprite):
"""
Removes a dynamic sprite from this layer.
:Parameters:
sprite : SpriteLayer.Sprite
sprite to remove
"""
if sprite in self.sprites:
self.sprites.remove(sprite)
self.bottom_margin = self._bottom_margin
for spr in self.sprites:
if spr.rect.height > self.bottom_margin:
self.bottom_margin = spr.rect.height
def remove_sprites(self, sprites):
"""
Remove multiple sprites at once.
:Parameters:
sprites : list
list of SpriteLayer.Sprite to remove
"""
for sprite in sprites:
self.remove_sprite(sprite)
def contains_sprite(self, sprite):
"""
Check if the given sprites is already in this layer.
:Parameters:
sprite : SpriteLayer.Sprite
sprite to check
:Returns:
bool, true if sprite is in this layer
"""
if sprite in self.sprites:
return True
return False
def has_sprites(self):
"""
Checks if this layer has dynamic sprites at all.
:Returns: bool, true if it contains at least 1 dynamic sprite.
"""
return (len(self.sprites) > 0)
def set_layer_paralax_factor(self, factor_x=1.0, factor_y=None):
"""
Set the paralax factor. This is for paralax scrolling this layer.
Values x < 0.0 will make the layer scroll in opposite direction
Value x == 0.0 makes the layer fix to the screen (wont scroll)
Values 0.0 < x < 1.0 will make scroll the layer slower.
Value x == 1.0 is default and make scroll the layer normal.
Values x > 1.0 make scroll the layer faster than normal
:Parameters:
factor_x : float
Paralax factor in x direction. Defaults to 1.0
factor_y : float
Paralax factor in y direction. If this is None then it will have
the same value as the factor_x argument.
"""
self.paralax_factor_x = factor_x
if factor_y:
self.paralax_factor_y = factor_y
else:
self.paralax_factor_y = factor_x
def get_layer_paralax_factor_x(self):
"""
Retrieve the current x paralax factor.
:Returns:
returns the current x paralax factor.
"""
return self.paralax_factor_x
def get_layer_paralax_factor_y(self):
"""
Retrieve the current y paralax factor.
:Returns:
returns the current y paralax factor.
"""
return self.paralax_factor_y
# -----------------------------------------------------------------------------
def get_layers_from_map(resource_loader):
"""
Creates SpriteLayers out of the map.
:Parameters:
resource_loader : ResourceLoaderPygame
a resource loader instance
:Returns: list of SpriteLayers
"""
layers = []
for idx, layer in enumerate(resource_loader.world_map.layers):
layers.append(get_layer_at_index(idx, resource_loader))
return layers
def get_layer_at_index(layer_idx, resource_loader):
"""
Creates one SpriteLayer from index out of the map.
:Parameters:
layer_idx : int
Index of the layer to create.
resource_loader : ResourceLoaderPygame
a resource loader instance
:Returns: a SpriteLayer instance
"""
layer = resource_loader.world_map.layers[layer_idx]
if layer.is_object_group:
return layer
return SpriteLayer(layer_idx, resource_loader)
# -----------------------------------------------------------------------------
class RendererPygame(object):
"""
A renderer for pygame. Should be fast enough for most purposes.
Example::
# init
sprite_layers = get_layers_from_map(resources)
renderer = RendererPygame()
# in main loop
while running:
# move camera
renderer.set_camera_position(x, y)
# draw layers
for sprite_layer in sprite_layers:
renderer.render_layer(screen, sprite_layer, clip_sprites)
"""
def __init__(self):
"""
Constructor.
"""
self._cam_rect = pygame.Rect(0, 0, 10, 10)
self._margin = (0, 0, 0, 0) # left, right, top, bottom
def set_camera_position(self, world_pos_x, world_pos_y, alignment='center'):
"""
Set the camera position in the world.
:Parameters:
world_pos_x : int
position in x in world coordinates
world_pos_y : int
position in y in world coordinates
alignment : string
defines to which part of the cam rect the position belongs,
can be any pygame.Rect
attribute: 'center', 'topleft', 'topright', ...
"""
setattr(self._cam_rect, alignment, (world_pos_x, world_pos_y))
self.set_camera_margin(*self._margin)
def set_camera_position_and_size(self, world_pos_x, world_pos_y, \
width, height, alignment='center'):
"""
Set the camera position and size in the world.
:Parameters:
world_pos_x : int
Position in x in world coordinates.
world_pos_y : int
Position in y in world coordinates.
witdh : int
With of the camera rect (the rendered area).
height : int
The height of the camera rect (the rendered area).
alignment : string
Defines to which part of the cam rect the position belongs,
can be any pygame.Rect
attribute: 'center', 'topleft', 'topright', ...
"""
self._cam_rect.width = width
self._cam_rect.height = height
setattr(self._cam_rect, alignment, (world_pos_x, world_pos_y))
self.set_camera_margin(*self._margin)
def set_camera_rect(self, cam_rect_world_coord):
"""
Set the camera position and size using a rect in world coordinates.
:Parameters:
cam_rect_world_coord : pygame.Rect
A rect describing the cameras position and size in the world.
"""
self._cam_rect = cam_rect_world_coord
self.set_camera_margin(*self._margin)
def set_camera_margin(self, margin_left, margin_right, margin_top, margin_bottom):
"""
Set the margin around the camera (in pixels).
:Parameters:
margin_left : int
number of pixels of the left side marging
margin_right : int
number of pixels of the right side marging
margin_top : int
number of pixels of the top side marging
margin_bottom : int
number of pixels of the left bottom marging
"""
self._margin = (margin_left, margin_right, margin_top, margin_bottom)
self._render_cam_rect = pygame.Rect(self._cam_rect)
# adjust left margin
self._render_cam_rect.left = self._render_cam_rect.left - margin_left
# adjust right margin
self._render_cam_rect.width = self._render_cam_rect.width + \
margin_left + margin_right
# adjust top margin
self._render_cam_rect.top = self._render_cam_rect.top - margin_top
# adjust bottom margin
self._render_cam_rect.height = self._render_cam_rect.height + \
margin_top + margin_bottom
self._render_cam_rect.left = self._cam_rect.left - margin_left
self._render_cam_rect.top = self._cam_rect.top - margin_top
def render_layer(self, surf, layer, clip_sprites=True, \
sort_key=lambda spr: spr.get_draw_cond()):
"""
Renders a layer onto the given surface.
:Parameters:
surf : Surface
Surface to render onto.
layer : SpriteLayer
The layer to render. Invisible layers will be skipped.
clip_sprites : boolean
Optional, defaults to True. Clip the sprites of this layer to
only draw the ones intersecting the visible part of the world.
sort_key : function
Optional: The sort function for the parameter 'key' of the sort
method of the list.
"""
if layer.visible:
if layer.is_object_group:
return
if layer.bottom_margin > self._margin[3]:
left, right, top, bottom = self._margin
self.set_camera_margin(left, right, top, layer.bottom_margin)
# optimizations
surf_blit = surf.blit
layer_content2D = layer.content2D
tile_h = layer.tileheight
# self.paralax_factor_y = 1.0
# self.paralax_center_x = 0.0
cam_rect = self._render_cam_rect
# print 'cam rect:', self._cam_rect
# print 'render r:', self._render_cam_rect
cam_world_pos_x = cam_rect.left * layer.paralax_factor_x + \
layer.position_x
cam_world_pos_y = cam_rect.top * layer.paralax_factor_y + \
layer.position_y
# camera bounds, restricting number of tiles to draw
left = int(round(float(cam_world_pos_x) // layer.tilewidth))
right = int(round(float(cam_world_pos_x + cam_rect.width) // \
layer.tilewidth)) + 1
top = int(round(float(cam_world_pos_y) // tile_h))
bottom = int(round(float(cam_world_pos_y + cam_rect.height) // \
tile_h)) + 1
left = left if left > 0 else 0
right = right if right < layer.num_tiles_x else layer.num_tiles_x
top = top if top > 0 else 0
bottom = bottom if bottom < layer.num_tiles_y else layer.num_tiles_y
# sprites
spr_idx = 0
len_sprites = 0
all_sprites = layer.sprites
if all_sprites:
# TODO: make filter visible sprites optional (maybe sorting too)
# use a marging around it
if clip_sprites:
sprites = [all_sprites[idx] \
for idx in cam_rect.collidelistall(all_sprites)]
else: