This commit is contained in:
Niels Serup 2012-08-12 20:45:51 +02:00
commit 536df5f329
2 changed files with 20 additions and 17 deletions

View File

@ -69,20 +69,25 @@ class Level(object):
screen_size = self.game.window.get_size() screen_size = self.game.window.get_size()
self.camera_x = (self.player.x - screen_size[0] / 2 + 32) self.camera_x = max(0, min(self.size[0] - screen_size[0],
self.camera_y = (self.player.y - screen_size[1] / 2 - 24) (self.player.x - screen_size[0] / 2 + 32)))
self.camera_y = max(0, min(self.size[1] - screen_size[1] - 48,
(self.player.y - screen_size[1] / 2 - 24)))
def _blit_background(self, window): def _blit_background(self, window):
window.blit(self.background, (0 - self.camera_x, 0 - self.camera_y)) window.blit(self.background, (0 - self.camera_x, 0 - self.camera_y))
def _sorted_objs(self, objs=None): def _sorted_objs(self, objs=None):
objs = self.objects if objs is None else objs return sorted(self.objects if objs is None else objs,
return sorted(objs, key=lambda obj: (obj.y + obj.z)) key=lambda obj: (obj.y + obj.z))
def draw(self, window): def draw(self, window):
self._blit_background(window) self._blit_background(window)
for obj in self._sorted_objs(): for obj in self._sorted_objs():
try:
obj.draw(window) obj.draw(window)
except IndexError:
print("Skipping frames ...")
self.darkness.draw(window) self.darkness.draw(window)

View File

@ -44,8 +44,8 @@ import logic.colourboxes
class Level1(level.Level): class Level1(level.Level):
def __init__(self, game, graphics_dir, paused=False): def __init__(self, game, graphics_dir, paused=False):
level.Level.__init__(self, game, graphics_dir, size=(64 * 100, level.Level.__init__(self, game, graphics_dir, size=(64 * 40,
48 * 100), 48 * 40),
paused=paused) paused=paused)
self.solution = range(1, 6) self.solution = range(1, 6)
@ -54,30 +54,28 @@ class Level1(level.Level):
self.task_completions = [0, 0, 0] self.task_completions = [0, 0, 0]
self.dimensions = 50, 50
self.set_darkness(0) self.set_darkness(0)
for i in range(self.dimensions[0]): for i in range(self.size[0] / 64):
for j in range(self.dimensions[1]): for j in range(self.size[1] / 48):
self.tiles.append( self.tiles.append(
tile.Tile(self, i*64, j*48, self.imgs['ground1'])) tile.Tile(self, i*64, j*48, self.imgs['ground1']))
self.player.set_pos(64 * 15, 48 * 30) self.player.set_pos(64 * 15, 48 * 30)
self.player.set_init_pos() self.player.set_init_pos()
for i in range(self.dimensions[0]): for i in range(self.size[0] / 64):
if not i % 3: if not i % 3:
self.objects.append(block.Block(self, i * 64, self.objects.append(block.Block(self, i * 64,
48 * 3, 48 * 3,
self.imgs['wall_outside'], self.imgs['wall_outside'],
width=3)) width=3))
self.objects.append(block.InvisBlock(self, i * 64, self.objects.append(block.InvisBlock(self, i * 64,
(self.dimensions[1]) * 48)) self.size[1] * 48))
for i in range(self.dimensions[1]): for i in range(self.size[1] / 48):
self.objects.append(block.InvisBlock(self, - 64, self.objects.append(block.InvisBlock(self, - 64,
i * 48)) i * 48))
self.objects.append(block.InvisBlock(self, self.dimensions[0] * 64, self.objects.append(block.InvisBlock(self, self.size[0],
i * 48)) i * 48))
@ -507,7 +505,7 @@ class Level1(level.Level):
for i in range(3): for i in range(3):
self.objects.append( self.objects.append(
CompletionBlock(self, 64 * (door_x - 6 + i), 48 * 4, CompletionBlock(self, 64 * (door_x - 5 + i), 48 * 4,
self.solution[i], i + 1)) self.solution[i], i + 1))
# DRAW THE BACKGROUND # DRAW THE BACKGROUND