定义地图的角点:
map_outline = [
pygame.math.Vector2(left_x, left_y),
pygame.math.Vector2(top_x, top_y),
pygame.math.Vector2(right_x, right_y,
pygame.math.Vector2(bottom_x, bottom_y)
]
利用此信息,您可以计算地图的 x 轴和 y 轴:
origin = map_outline[0]
x_axis = (map_outline[1] - map_outline[0]) / columns
y_axis = (map_outline[3] - map_outline[0]) / rows
您可以使用 x 轴和 y 轴来计算地图中的点作为行和列的函数:
def transform(p, mat2x2):
x = p[0] * mat2x2[0][0] + p[1] * mat2x2[1][0]
y = p[0] * mat2x2[0][1] + p[1] * mat2x2[1][1]
return pygame.math.Vector2(x, y)
p_position = transform((column + 0.5, row + 0.5), (x_axis, y_axis)) + origin
如果你想根据鼠标光标获取行和列,则需要执行相反的操作。您需要计算2x2 逆矩阵 https://en.wikipedia.org/wiki/Invertible_matrix从 x 和 y 轴。使用逆矩阵,您可以将行和列计算为地图上点的函数:
def inverseMat2x2(m):
a, b, c, d = m[0].x, m[0].y, m[1].x, m[1].y
det = 1 / (a*d - b*c)
return [(d*det, -b*det), (-c*det, a*det)]
m_pos = pygame.mouse.get_pos()
m_grid_pos = transform(pygame.math.Vector2(m_pos) - origin, point_to_grid)
m_col, m_row = int(m_grid_pos[0]), int(m_grid_pos[1])
另请参阅PyGameExamplesAndAnswers - 等距 https://github.com/Rabbid76/PyGameExamplesAndAnswers/blob/master/documentation/pygame/pygame_isometric.md
最小的例子:
replit.com/@Rabbid76/Pygame-IsometircMap
import pygame
pygame.init()
window = pygame.display.set_mode((500, 300))
clock = pygame.time.Clock()
colors = {'g': (40, 128, 40), 'd': (90, 60, 40)}
tilemap = [
'gdddg',
'dgddd',
'ggddg',
'ggddg',
'ddddg',
'dgggd'
]
columns, rows = len(tilemap[0]), len(tilemap)
isometric_tiles = {}
for key, color in colors.items():
tile_surf = pygame.Surface((50, 50), pygame.SRCALPHA)
tile_surf.fill(color)
tile_surf = pygame.transform.rotate(tile_surf, 45)
isometric_size = tile_surf.get_width()
tile_surf = pygame.transform.scale(tile_surf, (isometric_size, isometric_size//2))
isometric_tiles[key] = tile_surf
tile_size = (isometric_size, isometric_size//2)
def tileRect(column, row, tile_size):
x = (column + row) * tile_size[0] // 2
y = ((columns - column - 1) + row) * tile_size[1] // 2
return pygame.Rect(x, y, *tile_size)
game_map = pygame.Surface(((columns+rows) * isometric_size // 2, (columns+rows) * isometric_size // 4), pygame.SRCALPHA)
for column in range(columns):
for row in range(rows):
tile_surf = isometric_tiles[tilemap[row][column]]
tile_rect = tileRect(column, row, tile_size)
game_map.blit(tile_surf, tile_rect)
map_rect = game_map.get_rect(center = window.get_rect().center)
map_outline = [
pygame.math.Vector2(0, columns * isometric_size / 4),
pygame.math.Vector2(columns * isometric_size / 2, 0),
pygame.math.Vector2((columns+rows) * isometric_size // 2, rows * isometric_size / 4),
pygame.math.Vector2(rows * isometric_size / 2, (columns+rows) * isometric_size // 4)
]
for pt in map_outline:
pt += map_rect.topleft
origin = map_outline[0]
x_axis = (map_outline[1] - map_outline[0]) / columns
y_axis = (map_outline[3] - map_outline[0]) / rows
def inverseMat2x2(m):
a, b, c, d = m[0].x, m[0].y, m[1].x, m[1].y
det = 1 / (a*d - b*c)
return [(d*det, -b*det), (-c*det, a*det)]
point_to_grid = inverseMat2x2((x_axis, y_axis))
def transform(p, mat2x2):
x = p[0] * mat2x2[0][0] + p[1] * mat2x2[1][0]
y = p[0] * mat2x2[0][1] + p[1] * mat2x2[1][1]
return pygame.math.Vector2(x, y)
font = pygame.font.SysFont(None, 30)
textO = font.render("O", True, (255, 255, 255))
textX = font.render("X", True, (255, 0, 0))
textY = font.render("Y", True, (0, 255, 0))
p_col, p_row = 2, 2
run = True
while run:
clock.tick(100)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_a and p_col > 0:
p_col -= 1
if event.key == pygame.K_d and p_col < columns-1:
p_col += 1
if event.key == pygame.K_w and p_row > 0:
p_row -= 1
if event.key == pygame.K_s and p_row < rows-1:
p_row += 1
p_position = transform((p_col + 0.5, p_row + 0.5), (x_axis, y_axis)) + origin
m_pos = pygame.mouse.get_pos()
m_grid_pos = transform(pygame.math.Vector2(m_pos) - origin, point_to_grid)
m_col, m_row = int(m_grid_pos[0]), int(m_grid_pos[1])
window.fill((0, 0, 0))
window.blit(game_map, map_rect)
pygame.draw.lines(window, (164, 164, 164), True, map_outline, 3)
pygame.draw.line(window, (255, 0, 0), origin, origin+x_axis, 3)
pygame.draw.line(window, (0, 255, 0), origin, origin+y_axis, 3)
pygame.draw.circle(window, (255, 255, 255), origin, 5)
pygame.draw.circle(window, (255, 0, 0), origin+x_axis, 5)
pygame.draw.circle(window, (0, 255, 0), origin+y_axis, 5)
window.blit(textO, textO.get_rect(topright = origin+(-5, 5)))
window.blit(textX, textX.get_rect(bottomright = origin+x_axis+(-5, -5)))
window.blit(textY, textX.get_rect(topright = origin+y_axis+(-5, 5)))
pygame.draw.ellipse(window, (255, 255, 0), (p_position[0]-16, p_position[1]-8, 32, 16))
if 0 <= m_grid_pos[0] < columns and 0 <= m_grid_pos[1] < rows:
tile_rect = tileRect(m_col, m_row, tile_size).move(map_rect.topleft)
pts = [tile_rect.midleft, tile_rect.midtop, tile_rect.midright, tile_rect.midbottom]
pygame.draw.lines(window, (255, 255, 255), True, pts, 4)
pygame.display.update()
pygame.quit()
exit()