def collide(self, Object):
        results = false
        Position = None
        X = self.x
        Y = self.y
        if (Position != None):
            X = Position.x
            Y = Position.y
        #Figure out what tiles we need to check against
        selectionX = Math.floor((Object.x - X) / self._tileSize)
        selectionY = Math.floor((Object.y - Y) / self._tileSize)
        selectionWidth = selectionX + (Math.ceil(
            Object.width / self._tileSize)) + 1
        selectionHeight = selectionY + Math.ceil(
            Object.height / self._tileSize) + 1

        #Then bound these coordinates by the map edges
        if (selectionX < 0):
            selectionX = 0
        if (selectionY < 0):
            selectionY = 0
        if (selectionWidth > self.widthInTiles):
            selectionWidth = self.widthInTiles
        if (selectionHeight > self.heightInTiles):
            selectionHeight = self.heightInTiles

        #Then loop through this selection of tiles and call FlxObject.separate() accordingly
        rowStart = selectionY * self.widthInTiles
        row = selectionY
        overlapFound = false
        deltaX = X - self.last.x
        deltaY = Y - self.last.y
        #print "selection====="

        #print selectionX,selectionY,selectionWidth,selectionHeight

        while (row <= selectionHeight):
            column = selectionX
            while (column <= selectionWidth):

                overlapFound = false
                #print "at="+str(int(rowStart+column))
                tile = self._tileObjects[self._data[int(rowStart + column)]]
                #print "row,column",row,column,tile.allowCollisions
                #print "data="+str(self._data[int(rowStart+column)])

                if (tile.allowCollisions):
                    tile.x = X + column * self._tileSize
                    tile.y = Y + row * self._tileSize
                    tile.last.x = tile.x - deltaX
                    tile.last.y = tile.y - deltaY
                    #print "==========="
                    #print tile.x,tile.y,self._tileSize
                    #print Object.x,Object.y,Object.width,Object.height
                    mycollide.collide(Object, tile)
                #raw_input()
                column += 1
            rowStart += self.widthInTiles
            row += 1
        return results
 def overlapsWithCallback(self,Object,Callback=None,FlipCallbackParams=false,Position=None):
     results = false;
     X = self.x;
     Y = self.y;
     if(Position != None):
         X = Position.x;
         Y = Position.y;
     #Figure out what tiles we need to check against
     selectionX = Math.floor((Object.x - X)/self._tileSize)
     selectionY = Math.floor((Object.y - Y)/self._tileSize)
     selectionWidth = selectionX + (Math.ceil(Object.width/self._tileSize)) + 1;
     selectionHeight = selectionY + Math.ceil(Object.height/self._tileSize) + 1;
     
     #Then bound these coordinates by the map edges
     if(selectionX < 0):
         selectionX = 0;
     if(selectionY < 0):
         selectionY = 0;
     if(selectionWidth > self.widthInTiles):
         selectionWidth = self.widthInTiles;
     if(selectionHeight > self.heightInTiles):
         selectionHeight = self.heightInTiles;
     
     #Then loop through this selection of tiles and call FlxObject.separate() accordingly
     rowStart = selectionY*self.widthInTiles;
     row = selectionY;
     overlapFound=false;
     deltaX = X - self.last.x;
     deltaY = Y - self.last.y;
     while(row < selectionHeight):
         column = selectionX;
         while(column < selectionWidth):
             #print "row,column",row,column
             overlapFound = false;
             tile = self._tileObjects[self._data[int(rowStart+column)]];
             if(tile.allowCollisions):
                 tile.x = X+column*self._tileSize;
                 tile.y = Y+row*self._tileSize;
                 tile.last.x = tile.x - deltaX;
                 tile.last.y = tile.y - deltaY;
                 if(Callback != None):
                     if(FlipCallbackParams):
                         overlapFound = Callback(Object,tile);
                     else:
                         overlapFound = Callback(tile,Object);
                 else:
                     overlapFound = (Object.x + Object.width > tile.x) and (Object.x < tile.x + tile.width) and (Object.y + Object.height > tile.y) and (Object.y < tile.y + tile.height);
                 if(overlapFound):
                     if((tile.callback != None) and ((tile.filter == None) or (Object is tile.filter))):
                         tile.mapIndex = rowStart+column;
                         tile.callback(tile,Object);
                     results = true;
             elif((tile.callback != None) and ((tile.filter == None) or (Object is tile.filter))):
                 tile.mapIndex = rowStart+column;
                 tile.callback(tile,Object);
             column+=1;
         rowStart += self.widthInTiles;
         row+=1;
     return results;
 def collide(self,Object):
     results = false;
     Position=None
     X = self.x;
     Y = self.y;
     if(Position != None):
         X = Position.x;
         Y = Position.y;
     #Figure out what tiles we need to check against
     selectionX = Math.floor((Object.x - X)/self._tileSize)
     selectionY = Math.floor((Object.y - Y)/self._tileSize)
     selectionWidth = selectionX + (Math.ceil(Object.width/self._tileSize)) + 1;
     selectionHeight = selectionY + Math.ceil(Object.height/self._tileSize) + 1;
     
     #Then bound these coordinates by the map edges
     if(selectionX < 0):
         selectionX = 0;
     if(selectionY < 0):
         selectionY = 0;
     if(selectionWidth > self.widthInTiles):
         selectionWidth = self.widthInTiles;
     if(selectionHeight > self.heightInTiles):
         selectionHeight = self.heightInTiles;
     
     #Then loop through this selection of tiles and call FlxObject.separate() accordingly
     rowStart = selectionY*self.widthInTiles;
     row = selectionY;
     overlapFound=false;
     deltaX = X - self.last.x;
     deltaY = Y - self.last.y;
     #print "selection====="
     
     #print selectionX,selectionY,selectionWidth,selectionHeight
     
     while(row <= selectionHeight):
         column = selectionX;
         while(column <=selectionWidth):
             
             overlapFound = false;
             #print "at="+str(int(rowStart+column))
             tile = self._tileObjects[self._data[int(rowStart+column)]];
             #print "row,column",row,column,tile.allowCollisions
             #print "data="+str(self._data[int(rowStart+column)])
             
             if(tile.allowCollisions):
                 tile.x = X+column*self._tileSize;
                 tile.y = Y+row*self._tileSize;
                 tile.last.x = tile.x - deltaX;
                 tile.last.y = tile.y - deltaY;
                 #print "==========="
                 #print tile.x,tile.y,self._tileSize
                 #print Object.x,Object.y,Object.width,Object.height
                 mycollide.collide(Object,tile)
             #raw_input()
             column+=1;
         rowStart += self.widthInTiles;
         row+=1;
     return results;
Exemple #4
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 def overlapsPoint(self,x,y,PerPixel = false):
     tx = x;
     ty = y;
     if((self.scrollFactor.x  <> 1) or (self.scrollFactor.y  <> 1)):
         tx -= Math.floor(FlxG.scroll.x*self.scrollFactor.x);
         ty -= Math.floor(FlxG.scroll.y*self.scrollFactor.y);
     if((self.x < tx+1) or (self.x+1 > tx+self.width) or (self.y < ty+1) or (self.y+1 > ty+self.height)):
         return false;
     return true;
Exemple #5
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 def overlapsPoint(self,X,Y,PerPixel = false):
     tx = self.x;
     ty = self.y;
     if((self.scrollFactor.x != 1) or (self.scrollFactor.y != 1)):
         tx -= Math.floor(FlxG.scroll.x*self.scrollFactor.x);
         ty -= Math.floor(FlxG.scroll.y*self.scrollFactor.y);
     if(PerPixel):
         return self._pixels.hitTest(Point(0,0),0xFF,Point(X-tx,Y-ty));
     elif((X <= tx) or (X >= tx+self.width) or (Y <= ty) or (Y >= ty+self.height)):
         return false;
     return true;
Exemple #6
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 def overlaps(self,Core):
     tx= self.x;
     ty= self.y;
     if((self.scrollFactor.x  <> 1) or (self.scrollFactor.y  <> 1)):
         tx -= Math.floor(FlxG.scroll.x*self.scrollFactor.x);
         ty -= Math.floor(FlxG.scroll.y*self.scrollFactor.y);
     cx = Core.x;
     cy = Core.y;
     if((Core.scrollFactor.x  <> 1) or (Core.scrollFactor.y  <> 1)):
         cx -= Math.floor(FlxG.scroll.x*Core.scrollFactor.x);
         cy -= Math.floor(FlxG.scroll.y*Core.scrollFactor.y);
     if((cx <= tx-Core.width) or (cx >= tx+self.width) or (cy <= ty-Core.height) or (cy >= ty+self.height)):
         return false;
     return true;
 def render(self):
     #NOTE: While this will only draw the tiles that are actually on screen, it will ALWAYS draw one screen's worth of tiles
     FlxCore.render(self)
     self.getScreenXY(self._p)
     #print self._p.x,self._p.y
     #self.position=(self._p.x,self._p.y)
     #raw_input()
     tx = Math.floor(-self._p.x / self._tileSize)
     ty = Math.floor(-self._p.y / self._tileSize)
     if (tx < 0):
         tx = 0
     if (tx > self.widthInTiles - self._screenCols):
         tx = self.widthInTiles - self._screenCols
     if (ty < 0):
         ty = 0
     if (ty > self.heightInTiles - self._screenRows):
         ty = self.heightInTiles - self._screenRows
     ri = int(ty * self.widthInTiles + tx)
     self._p.x += tx * self._tileSize
     self._p.y += ty * self._tileSize
     opx = self._p.x
     for r in range(self._screenRows):
         cri = ri
         for c in range(self._screenCols):
             #print self._rects[cri]
             #raw_input()
             if (self._rects[cri] != None):
                 im = self._pixels.get_region(
                     self._rects[cri].x, self._rects[cri].y,
                     self._rects[cri].width, self._rects[cri].height
                 )  #.x,self._rects[cri].y, self._rects[cri].width,self._rects[cri].height)
                 #tmp=Sprite(im)
                 #tmp.position=(self._p.x,self._p.y)
                 #print r,c,"tile",self._p.x,self._p.y
                 #self.add(tmp)
                 r = FlxRect(self._p.x, self._p.y, self._rects[cri].width,
                             self._rects[cri].height)
                 im.blit(self._p.x, self._p.y)
             cri += 1
             self._p.x += self._tileSize
         ri += self.widthInTiles
         self._p.x = opx
         self._p.y += self._tileSize
 def render(self):
     #NOTE: While this will only draw the tiles that are actually on screen, it will ALWAYS draw one screen's worth of tiles
     FlxCore.render(self)
     self.getScreenXY(self._p);
     #print self._p.x,self._p.y
     #self.position=(self._p.x,self._p.y)
     #raw_input()
     tx = Math.floor(-self._p.x/self._tileSize);
     ty = Math.floor(-self._p.y/self._tileSize);
     if(tx < 0): 
         tx = 0;
     if(tx > self.widthInTiles-self._screenCols): 
         tx = self.widthInTiles-self._screenCols;
     if(ty < 0): 
         ty = 0;
     if(ty > self.heightInTiles-self._screenRows): 
         ty = self.heightInTiles-self._screenRows;
     ri =int(ty*self.widthInTiles+tx);
     self._p.x += tx*self._tileSize;
     self._p.y += ty*self._tileSize;
     opx = self._p.x;
     for r in range(self._screenRows):
         cri = ri;
         for c in range(self._screenCols):
             #print self._rects[cri]
             #raw_input()
             if(self._rects[cri] != None):
                 im=self._pixels.get_region(self._rects[cri].x,self._rects[cri].y,self._rects[cri].width,self._rects[cri].height)#.x,self._rects[cri].y, self._rects[cri].width,self._rects[cri].height)
                 #tmp=Sprite(im)
                 #tmp.position=(self._p.x,self._p.y)
                 #print r,c,"tile",self._p.x,self._p.y
                 #self.add(tmp)
                 r=FlxRect(self._p.x,self._p.y,self._rects[cri].width,self._rects[cri].height)
                 im.blit(self._p.x,self._p.y);
             cri+=1;
             self._p.x += self._tileSize;
         ri += self.widthInTiles;
         self._p.x = opx;
         self._p.y += self._tileSize;
 def old_collide(self,Spr):
     #print "map collide"#Spr.velocity.x
     ix =int(Math.floor((Spr.x - self.x)/self._tileSize))
     iy =int(Math.floor((Spr.y - self.y)/self._tileSize))
     for r in [iy-1,iy,iy+1]:
         if((r < 0) or (r >= self.heightInTiles)): 
             continue;
         for c in [ix-1,ix,ix+1]:
             if((c < 0) or (c >= self.widthInTiles)): 
                 continue;
             at=(r)*self.widthInTiles+c
             #print "at=",at
             if( self._data[at] >= self._ci):
                 self._block.x = self.x+c*self._tileSize;
                 self._block.y = self.y+r*self._tileSize;
                 self._block.collide(Spr);
                 #print at,self._block.x,self._block.y
     return 
     #old
     ix =int(Math.floor((Spr.x - self.x)/self._tileSize))
     iy =int(Math.floor((Spr.y - self.y)/self._tileSize))
     iw =int( Math.ceil(float(Spr.width)/self._tileSize)+1)
     ih =int(Math.ceil(float(Spr.height)/self._tileSize)+1)
     print "map collide",ih,iw
     print Spr.width,self._tileSize,Spr.x,Spr.y
     for r in range( ih):
         if((r < 0) or (r >= self.heightInTiles)): 
             continue;
         for c in range(iw):
             if((c < 0) or (c >= self.widthInTiles)): 
                 continue;
             at=(iy+r)*self.widthInTiles+ix+c
             print "at=",at,
             if(at<len(self._data) and self._data[at] >= self._ci):
                 self._block.x = self.x+(ix+c)*self._tileSize;
                 self._block.y = self.y+(iy+r)*self._tileSize;
                 self._block.collide(Spr);
Exemple #10
0
 def old_collide(self, Spr):
     #print "map collide"#Spr.velocity.x
     ix = int(Math.floor((Spr.x - self.x) / self._tileSize))
     iy = int(Math.floor((Spr.y - self.y) / self._tileSize))
     for r in [iy - 1, iy, iy + 1]:
         if ((r < 0) or (r >= self.heightInTiles)):
             continue
         for c in [ix - 1, ix, ix + 1]:
             if ((c < 0) or (c >= self.widthInTiles)):
                 continue
             at = (r) * self.widthInTiles + c
             #print "at=",at
             if (self._data[at] >= self._ci):
                 self._block.x = self.x + c * self._tileSize
                 self._block.y = self.y + r * self._tileSize
                 self._block.collide(Spr)
                 #print at,self._block.x,self._block.y
     return
     #old
     ix = int(Math.floor((Spr.x - self.x) / self._tileSize))
     iy = int(Math.floor((Spr.y - self.y) / self._tileSize))
     iw = int(Math.ceil(float(Spr.width) / self._tileSize) + 1)
     ih = int(Math.ceil(float(Spr.height) / self._tileSize) + 1)
     print "map collide", ih, iw
     print Spr.width, self._tileSize, Spr.x, Spr.y
     for r in range(ih):
         if ((r < 0) or (r >= self.heightInTiles)):
             continue
         for c in range(iw):
             if ((c < 0) or (c >= self.widthInTiles)):
                 continue
             at = (iy + r) * self.widthInTiles + ix + c
             print "at=", at,
             if (at < len(self._data) and self._data[at] >= self._ci):
                 self._block.x = self.x + (ix + c) * self._tileSize
                 self._block.y = self.y + (iy + r) * self._tileSize
                 self._block.collide(Spr)
Exemple #11
0
 def getScreenXY(self,P):
     P.x = Math.floor(self.x-self.offset.x)+Math.floor(FlxG.scroll.x*self.scrollFactor.x);
     P.y = Math.floor(self.y-self.offset.y)+Math.floor(FlxG.scroll.y*self.scrollFactor.y);
Exemple #12
0
 def randomFrame(self):
     self._pixels=self.pixels.get_region(Math.floor(Math.random()*(self.pixels.width/self._bw))*self._bw,0,self._bw,self._bh)
Exemple #13
0
    def overlapsWithCallback(self,
                             Object,
                             Callback=None,
                             FlipCallbackParams=false,
                             Position=None):
        results = false
        X = self.x
        Y = self.y
        if (Position != None):
            X = Position.x
            Y = Position.y
        #Figure out what tiles we need to check against
        selectionX = Math.floor((Object.x - X) / self._tileSize)
        selectionY = Math.floor((Object.y - Y) / self._tileSize)
        selectionWidth = selectionX + (Math.ceil(
            Object.width / self._tileSize)) + 1
        selectionHeight = selectionY + Math.ceil(
            Object.height / self._tileSize) + 1

        #Then bound these coordinates by the map edges
        if (selectionX < 0):
            selectionX = 0
        if (selectionY < 0):
            selectionY = 0
        if (selectionWidth > self.widthInTiles):
            selectionWidth = self.widthInTiles
        if (selectionHeight > self.heightInTiles):
            selectionHeight = self.heightInTiles

        #Then loop through this selection of tiles and call FlxObject.separate() accordingly
        rowStart = selectionY * self.widthInTiles
        row = selectionY
        overlapFound = false
        deltaX = X - self.last.x
        deltaY = Y - self.last.y
        while (row < selectionHeight):
            column = selectionX
            while (column < selectionWidth):
                #print "row,column",row,column
                overlapFound = false
                tile = self._tileObjects[self._data[int(rowStart + column)]]
                if (tile.allowCollisions):
                    tile.x = X + column * self._tileSize
                    tile.y = Y + row * self._tileSize
                    tile.last.x = tile.x - deltaX
                    tile.last.y = tile.y - deltaY
                    if (Callback != None):
                        if (FlipCallbackParams):
                            overlapFound = Callback(Object, tile)
                        else:
                            overlapFound = Callback(tile, Object)
                    else:
                        overlapFound = (Object.x + Object.width > tile.x) and (
                            Object.x < tile.x + tile.width) and (
                                Object.y + Object.height >
                                tile.y) and (Object.y < tile.y + tile.height)
                    if (overlapFound):
                        if ((tile.callback != None)
                                and ((tile.filter == None) or
                                     (Object is tile.filter))):
                            tile.mapIndex = rowStart + column
                            tile.callback(tile, Object)
                        results = true
                elif ((tile.callback != None)
                      and ((tile.filter == None) or (Object is tile.filter))):
                    tile.mapIndex = rowStart + column
                    tile.callback(tile, Object)
                column += 1
            rowStart += self.widthInTiles
            row += 1
        return results
Exemple #14
0
 def getScreenXY(self,p):
     #print "getscreenXY",self.x,FlxG.scroll.x,self.scrollFactor.x
     p.x = Math.floor(self.x)+Math.floor(FlxG.scroll.x*self.scrollFactor.x);
     p.y = Math.floor(self.y)+Math.floor(FlxG.scroll.y*self.scrollFactor.y);