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Perspective rendering now works fully... I say to tempt fate.

master
Bryan Miller 6 jaren geleden
bovenliggende
commit
5cab1c6211
1 gewijzigde bestanden met toevoegingen van 37 en 8 verwijderingen
  1. +37
    -8
      game/nodes.py

+ 37
- 8
game/nodes.py Bestand weergeven

@@ -388,10 +388,10 @@ class NodeGameMap(gbe.nodes.Node2D):
rcell = self._getCell(fx - ovec[1], fy)
rrcell = self._getCell(fx - (ovec[1]*2), fy)
else: # Facing East/West
lcell = self._getCell(fx, fy + ovec[0])
llcell = self._getCell(fx, fy + (ovec[0]*2))
rcell = self._getCell(fx, fy - ovec[0])
rrcell = self._getCell(fx, fy - (ovec[0]*2))
lcell = self._getCell(fx, fy - ovec[0])
llcell = self._getCell(fx, fy - (ovec[0]*2))
rcell = self._getCell(fx, fy + ovec[0])
rrcell = self._getCell(fx, fy + (ovec[0]*2))

hsw = int(size[0]*0.5)
hsh = int(size[1]*0.5)
@@ -467,8 +467,8 @@ class NodeGameMap(gbe.nodes.Node2D):
lcell = self._getCell(fx + ovec[1], fy)
rcell = self._getCell(fx - ovec[1], fy)
else: # Facing East/West
lcell = self._getCell(fx, fy + ovec[0])
rcell = self._getCell(fx, fy - ovec[0])
lcell = self._getCell(fx, fy - ovec[0])
rcell = self._getCell(fx, fy + ovec[0])

hsw = int(size[0]*0.5)
hsh = int(size[1]*0.5)
@@ -515,6 +515,34 @@ class NodeGameMap(gbe.nodes.Node2D):
hsw = int(size[0]*0.5)
hsh = int(size[1]*0.5)

ovec = self._getOrientVec()
lcell = rcell = None
if ovec[0] == 0: # Facing North/South
lcell = self._getCell(pos[0] + ovec[1], pos[1])
rcell = self._getCell(pos[0] - ovec[1], pos[1])
else: # Facing East/West
lcell = self._getCell(pos[0], pos[1] - ovec[0])
rcell = self._getCell(pos[0], pos[1] + ovec[0])

hsw = int(size[0]*0.5)
hsh = int(size[1]*0.5)

# Render from outside inwards!
if lcell is not None:
if lcell[o][0] >= 0:
rect = wdat["walls"][lcell[o][0]]["f_close"]
hw = int(rect[2]*0.5)
hh = int(rect[3]*0.5)
rw = hsw - hw
self.draw_image(wsurf, (0, hsh-hh), (rect[0]+(rect[2]-rw), rect[1], rw, rect[3]))
if rcell is not None:
if rcell[o][0] >= 0:
rect = wdat["walls"][rcell[o][0]]["f_close"]
hw = int(rect[2]*0.5)
hh = int(rect[3]*0.5)
rw = hsw - hw
self.draw_image(wsurf, (size[0]-rw, hsh-hh), (rect[0], rect[1], rw, rect[3]))

# Rendering the main cell!!
frect = None # This will be used to place walls
if fcell[o][0] >= 0:
@@ -558,11 +586,12 @@ class NodeGameMap(gbe.nodes.Node2D):
if ehsurf() is None or egsurf() is None or wsurf() is None:
return

oshift = lambda d: d if d >= 0 and d < 4 else (0 if d > 3 else 3)

px = self._cellpos[0]
py = self._cellpos[1]
orl = self._d_n2s(max(0, self._d_s2n(self._orientation) - 1))
orr = self._d_n2s((self._d_s2n(self._orientation) + 1)%4)
orl = self._d_n2s(oshift(self._d_s2n(self._orientation) - 1))
orr = self._d_n2s(oshift(self._d_s2n(self._orientation) + 1))

cell = self._getCell(px, py)


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