Example #1
0
 def map2screen(self, x, y, z):
     "Convert from map position to screen coordinates"
     cx, cy = self.get_screen_center()
     rx, ry = rotate_xypos(x, y, self.level.xsize-1, self.level.ysize-1,
                                     (self.rotation)%4)
     posx, posy = rotate_xypos(self.position.x, self.position.y,
                               self.level.xsize-1, self.level.ysize-1,
                               (-self.rotation)%4)
     posz = self.position.z
     return (cx+self.graphics.block_width//2*(posx-posy-x+y),
             cy+self.graphics.block_depth//2*(-posx-posy+x+y)-self.graphics.block_height*(z-posz))
Example #2
0
 def map2screen(self, x, y, z):
     "Convert from map position to screen coordinates"
     cx, cy = self.get_screen_center()
     rx, ry = rotate_xypos(x, y, self.level.xsize - 1, self.level.ysize - 1,
                           (self.rotation) % 4)
     posx, posy = rotate_xypos(self.position.x, self.position.y,
                               self.level.xsize - 1, self.level.ysize - 1,
                               (-self.rotation) % 4)
     posz = self.position.z
     return (cx + self.graphics.block_width // 2 * (posx - posy - x + y),
             cy + self.graphics.block_depth // 2 * (-posx - posy + x + y) -
             self.graphics.block_height * (z - posz))
Example #3
0
    def draw(self):
        cx, cy = self.get_screen_center()
        self.screen.fill(BLACK)
        rect = self.graphics.block_rect
        self.offscreen_back.fill((0, 0, 0))

        entity_positions = [e.position for e in self.soldiers]

        for z in range(self.level.zsize):
            for a in range(self.level.xsize + self.level.ysize):
                if a >= self.level.xsize:
                    c = a - self.level.xsize  #self.level.ysize+self.level.xsize-1-a
                else:
                    c = 0
                for y in range(c, a - c):
                    x = a - y - 1
                    rx, ry = rotate_xypos(x, y, self.level.xsize - 1,
                                          self.level.ysize - 1,
                                          (self.rotation) % 4)
                    rect.center = self.map2screen(x, y, z)

                    # Check that we're not drawing outside the screen, which would be
                    # a waste of time.
                    if rect.clip(self.screen.get_rect()).size != (0, 0):

                        if (rx, ry, z) in entity_positions:
                            surf = self.blit_block(
                                (rx, ry, z),
                                rect,
                                entity=self.soldiers[entity_positions.index(
                                    (rx, ry, z))])
                        else:
                            surf = self.blit_block((rx, ry, z), rect)
                        if surf is not None:
                            self.offscreen_back.blit(surf, rect)
                        # if (rx, ry, z) == (self.position.x, self.position.y, self.position.z):
                        #     print "drawing cursor"
                        #     s = self.draw_column((rx, ry, z))
                        #     self.offscreen_back.blit(s, (rect.left, 0))
                        #     #self.offscreen_back.blit(self.graphics.cursor_img, rect)

        s = self.draw_column(self.position.tuple())
        rect.center = self.map2screen(*self.position.tuple())
        self.offscreen_back.blit(s, (rect.left, 0))
        #print v.position

        self.screen.blit(self.offscreen_back, (0, 0))

        postext = self.font.render("%d, %d, %d" % v.position.tuple(), 1,
                                   (255, 255, 0))
        self.screen.blit(postext, (10, 10))

        pygame.display.update()
Example #4
0
    def draw(self):
        cx, cy = self.get_screen_center()
        self.screen.fill(BLACK)
        rect=self.graphics.block_rect
        self.offscreen_back.fill((0,0,0))

        entity_positions = [e.position for e in self.soldiers]

        for z in range(self.level.zsize):
            for a in range(self.level.xsize+self.level.ysize):
                if a >= self.level.xsize:
                    c = a - self.level.xsize   #self.level.ysize+self.level.xsize-1-a
                else:
                    c = 0
                for y in range(c,a-c):
                    x = a-y-1
                    rx, ry = rotate_xypos(x, y, self.level.xsize-1, self.level.ysize-1,
                                        (self.rotation)%4)
                    rect.center = self.map2screen(x,y,z)

                    # Check that we're not drawing outside the screen, which would be
                    # a waste of time.
                    if rect.clip(self.screen.get_rect()).size != (0,0):

                        if (rx, ry, z) in entity_positions:
                            surf = self.blit_block((rx, ry, z), rect, entity=self.soldiers[
                                entity_positions.index((rx, ry, z))
                                ])
                        else:
                            surf = self.blit_block((rx, ry, z), rect)
                        if surf is not None:
                            self.offscreen_back.blit(surf, rect)
                        # if (rx, ry, z) == (self.position.x, self.position.y, self.position.z):
                        #     print "drawing cursor"
                        #     s = self.draw_column((rx, ry, z))
                        #     self.offscreen_back.blit(s, (rect.left, 0))
                        #     #self.offscreen_back.blit(self.graphics.cursor_img, rect)

        s = self.draw_column(self.position.tuple())
        rect.center = self.map2screen(*self.position.tuple())
        self.offscreen_back.blit(s, (rect.left, 0))
        #print v.position

        self.screen.blit(self.offscreen_back, (0,0))

        postext = self.font.render("%d, %d, %d"%v.position.tuple(), 1, (255,255,0))
        self.screen.blit(postext, (10,10))

        pygame.display.update()