This is not in the least meant to be a serious solution for super surfaces, it is just an idea I had and tried out for the fun of it.
import pygame def supersurface(*surfaces): """*(surface, rect) -> supersurface, *subsurfaces Takes surfaces with their rectangles and forms a surface made up of all of them and the subsurfaces which represent the originals""" left=min((rect.left for _, rect in surfaces)) right=max((rect.right for _, rect in surfaces)) top=min((rect.top for _, rect in surfaces)) bottom=max((rect.bottom for _, rect in surfaces)) surf=pygame.Surface((right-left, bottom-top)) subs=[surf] for surface, rect in surfaces: tl=(rect.left-left, rect.top-top) surf.blit(surface, tl) sr=pygame.Rect(tl, rect.size) subs.append(surf.subsurface(sr)) return subs if __name__ == '__main__': pygame.init() screen=pygame.display.set_mode((600,600)) surf1=pygame.Surface((300,300)) rect1=surf1.get_rect() surf1.fill((0,0,255)) surf2=pygame.Surface((300,300)) rect2=surf2.get_rect() rect2.left=300 surf2.fill((0,255,0)) surf3=pygame.Surface((300,300)) rect3=surf3.get_rect() rect3.top=300 surf3.fill((255,0,0)) surf, surf1, surf2, surf3=supersurface((surf1, rect1), (surf2, rect2), (surf3, rect3)) clock=pygame.time.Clock() fade=255 while fade: clock.tick(15) fade-=1 for event in pygame.event.get(): if event.type==pygame.QUIT: fade=0 screen.blit(surf, (0,0)) pygame.display.flip() surf1.fill((0,0,fade)) surf2.fill((0,fade,0)) surf3.fill((fade,0,0)) pygame.draw.circle(surf, (255-fade,255-fade,255-fade), (300,300), 20) On Tue, Mar 9, 2010 at 3:39 PM, René Dudfield <ren...@gmail.com> wrote: > On Sun, Mar 7, 2010 at 6:47 PM, B W <stabbingfin...@gmail.com> wrote: > > > > > > On Sat, Mar 6, 2010 at 11:44 AM, Kris Schnee <ksch...@xepher.net> wrote: > >> > >> On 3/5/2010 10:40 AM, René Dudfield wrote: > >>> > >>> However, sometimes we would like to operate on a whole bunch of > >>> smaller surfaces stuck together. > >> > >> I've done several projects using a full-screen scrolling tilemap. That > is, > >> sprites walking around on a blanket of 2D tiles drawn from an array as > big > >> as 1000x1000 referencing a set of 50x50 tiles. That wasn't practical to > do > >> using a Pygame Surface, due to the size, so each frame the system > figured > >> out the range of all visible tiles (based on the POV character's > location) > >> and drew those. It wasn't very efficient, but it did work, and it's an > >> example of a surface built from many actual Surface objects. (Will link > to > >> code if you want.) > >> > > I did something very similar with Gummworld. The supersurface was not a > > single Pygame surface, rather a virtual surface made of a 2D array of > > sprites each with its own image. The Pygame drawing surface was the > visible > > display; only I found that Group.draw()-ing all the terrain sprites and > > allowing Pygame to automatically crop them was in larger cases more > > efficient than cropping the drawing scope in Python. Still, it did indeed > > waste memory having all those sprites, each with their own image, outside > > the display area. The level design was rectangular, and if the map is > > irregular then large portions of the supersurface could possibly have > many > > unused sprites; which led to a crude sparse map implementation, where an > > array cell with a None value would be ignored. It's a simple paradigm in > > which the special cases tend to center around conserving memory and CPU. > > > > > cool, that sounds good. > > > That initial attempt got me thinking about a room paradigm. A level is > > analogous to a building or a floor with rooms connected by exits. Rooms > > don't necessarily have walls, and exits are not necessarily visible. They > > are just internal geographic and navigational elements, respectively. An > > exit links two rooms. Exits can be visible objects such as a door or > portal > > or an invisible line on the ground. Using an exit changes the interactive > > context from room A to room B. If you choose so, your room could scroll. > > With some drawing savvy neighboring rooms could scroll seamlessly. The > > player might not even notice that an exit was used and there was a room > > change. > > > > Though the room paradigm seems elegant to me and potentially > > memory-efficient, it presents its own significant challenges: resource > > management (real-time loading and garbage cleanup); game hiccups from > > resource management; spacial relationship of rooms and exit "hot spots"; > > interacting with objects through an exit; room linkage errors. > > > > > This sounds like 'portals' used in some 3d engines... and called rooms > in engines like the old duke nukem engine. > > > > So on the one hand we have a level structure that is easy on the > programmer > > and harder on the machine; on the other a structure that's easy on the > > machine and harder on the programmer. I know others have solved such > issues, > > and there are game engines that provide a display/resource/world/etc. > > management framework so you can focus on game intelligence, content, and > > world design. But they are systems and languages unto themselves, and if > I > > don't like an aspect I can't always change it. That is why I was happy to > > find Pygame. > > > > But not for the first time I am thinking it would be awesome to have some > > higher level toolkits, somewhere comfortably between Pygame and a > full-blown > > game engine. It seems many of us have put a lot of time and effort into > such > > toolkits, with varying degrees of success. I am wondering if the > > supersurface would fit better as an "official-like" Pygame add-on. It > might > > even trigger a series of integratable toolkits that offer standard ways > of > > solving higher level problems like I've seen suggested: scenes, tiling, > > transitions, map scrolling, path-finding. =) *cough* Me and my grand > > schemes... > > > > That would be grand... I think :) Super surfaces might need to be > done at the C level so that various routines can work with either a > super surface or a surface efficiently. Can probably prototype a > pretty good version in python first... then move it to C if needed. > > An official addon project could be good too. There's a number of > various add on libraries around, perhaps having an official one will > work better. I'm not sure. > > > But if your thoughts go in another direction, René, I would love to hear > > more. > > > > Gumm > > >