from pygame import Rect from itertools import tee, islice, izip, product from collections import defaultdict from .constants import * def read_points(text): return [ tuple(map(lambda x: int(x), i.split(','))) for i in text.split() ] def parse_properties(node): """ parse a node and return a dict that represents a tiled "property" """ # the "properties" from tiled's tmx have an annoying quality that "name" # and "value" is included. here we mangle it to get that junk out. d = {} for child in node.findall('properties'): for subnode in child.findall('property'): d[subnode.get('name')] = subnode.get('value') return d def decode_gid(raw_gid): # gids are encoded with extra information # as of 0.7.0 it determines if the tile should be flipped when rendered # as of 0.8.0 bit 30 determines if GID is rotated flags = 0 if raw_gid & GID_TRANS_FLIPX == GID_TRANS_FLIPX: flags += TRANS_FLIPX if raw_gid & GID_TRANS_FLIPY == GID_TRANS_FLIPY: flags += TRANS_FLIPY if raw_gid & GID_TRANS_ROT == GID_TRANS_ROT: flags += TRANS_ROT gid = raw_gid & ~(GID_TRANS_FLIPX | GID_TRANS_FLIPY | GID_TRANS_ROT) return gid, flags def handle_bool(text): # properly convert strings to a bool try: return bool(int(text)) except: pass try: text = str(text).lower() if text == "true": return True if text == "yes": return True if text == "false": return False if text == "no": return False except: pass raise ValueError # used to change the unicode string returned from xml to proper python # variable types. types = defaultdict(lambda: str) types.update({ "version": float, "orientation": str, "width": int, "height": int, "tilewidth": int, "tileheight": int, "firstgid": int, "source": str, "name": str, "spacing": int, "margin": int, "trans": str, "id": int, "opacity": float, "visible": handle_bool, "encoding": str, "compression": str, "gid": int, "type": str, "x": int, "y": int, "value": str, }) def pairwise(iterable): # return a list as a sequence of pairs a, b = tee(iterable) next(b, None) return izip(a, b) def group(l, n): # return a list as a sequence of n tuples return izip(*(islice(l, i, None, n) for i in xrange(n))) def buildDistributionRects(tmxmap, layer, tileset=None, real_gid=None): """ generate a set of non-overlapping rects that represents the distribution of the specified gid. useful for generating rects for use in collision detection """ if isinstance(tileset, int): try: tileset = tmxmap.tilesets[tileset] except IndexError: msg = "Tileset #{0} not found in map {1}." raise IndexError, msg.format(tileset, tmxmap) elif isinstance(tileset, str): try: tileset = [ t for t in tmxmap.tilesets if t.name == tileset ].pop() except IndexError: msg = "Tileset \"{0}\" not found in map {1}." raise ValueError, msg.format(tileset, tmxmap) elif tileset: msg = "Tileset must be either a int or string. got: {0}" raise ValueError, msg.format(type(tileset)) gid = None if real_gid: try: gid, flags = tmxmap.map_gid(real_gid)[0] except IndexError: msg = "GID #{0} not found" raise ValueError, msg.format(real_gid) if isinstance(layer, int): layer_data = tmxmap.getLayerData(layer).data elif isinstance(layer, str): try: layer = [ l for l in tmxmap.tilelayers if l.name == layer ].pop() layer_data = layer.data except IndexError: msg = "Layer \"{0}\" not found in map {1}." raise ValueError, msg.format(layer, tmxmap) p = product(xrange(tmxmap.width), xrange(tmxmap.height)) if gid: points = [ (x,y) for (x,y) in p if layer_data[y][x] == gid ] else: points = [ (x,y) for (x,y) in p if layer_data[y][x] ] rects = simplify(points, tmxmap.tilewidth, tmxmap.tileheight) return rects def simplify(all_points, tilewidth, tileheight): """ kludge: "A kludge (or kluge) is a workaround, a quick-and-dirty solution, a clumsy or inelegant, yet effective, solution to a problem, typically using parts that are cobbled together." -- wikipedia turn a list of points into a rects adjacent rects will be combined. plain english: the input list must be a list of tuples that represent the areas to be combined into rects the rects will be blended together over solid groups so if data is something like: 0 1 1 1 0 0 0 0 1 1 0 0 0 0 0 0 0 0 0 4 0 0 0 0 0 0 4 0 0 0 0 0 0 0 0 0 0 1 1 1 1 1 you'll have the 4 rects that mask the area like this: ..######...... ..####........ ..........##.. ..........##.. .............. ....########## pretty cool, right? there may be cases where the number of rectangles is not as low as possible, but I haven't found that it is excessively bad. certainly much better than making a list of rects, one for each tile on the map! """ def pick_rect(points, rects): ox, oy = sorted([ (sum(p), p) for p in points ])[0][1] x = ox y = oy ex = None while 1: x += 1 if not (x, y) in points: if ex is None: ex = x - 1 if ((ox, y+1) in points): if x == ex + 1 : y += 1 x = ox else: y -= 1 break else: if x <= ex: y-= 1 break c_rect = Rect(ox*tilewidth,oy*tileheight,\ (ex-ox+1)*tilewidth,(y-oy+1)*tileheight) rects.append(c_rect) rect = Rect(ox,oy,ex-ox+1,y-oy+1) kill = [ p for p in points if rect.collidepoint(p) ] [ points.remove(i) for i in kill ] if points: pick_rect(points, rects) rect_list = [] while all_points: pick_rect(all_points, rect_list) return rect_list