Beispiel #1
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 def draw_idle_at(self, game: Game, unscaled_dst: SDL_Rect):
     # for when ui wants to draw as unit somewhere
     idle_src_0 = self.idle_down.at(0)
     unscaled_dst.w = idle_src_0.w
     unscaled_dst.h = idle_src_0.h
     set_scaled_rect(unscaled_dst, game.engine.scale)
     SDL_RenderCopy(game.engine.renderer, self.image.texture, idle_src_0,
                    unscaled_dst)
Beispiel #2
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 def draw_at(self, game: Game, unscaled_dst: SDL_Rect):
     # for when ui wants to draw the sprite somewhere
     src = self.srcs.at(0)
     unscaled_dst.w = src.w
     unscaled_dst.h = src.h
     set_scaled_rect(unscaled_dst, game.engine.scale)
     SDL_RenderCopy(game.engine.renderer, self.image.texture, src,
                    unscaled_dst)
 def draw(self, game: Game):
     src = self.ability.sprite.srcs.at(self.current_frame_idx)
     SDL_RenderCopy(game.engine.renderer, self.ability.sprite.image.texture,
                    src, self.render_dst.scaled_dst)
Beispiel #4
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def render_system(game: Game, game_database: GameDatabase):
    for go in game_database.render_sprite_table:
        position = addr(game_database.c_positions[go.c_position_idx])
        sprite = addr(game_database.c_sprites[go.c_sprite_idx])
        SDL_RenderCopy(game.engine.renderer, sprite.src, position.dst)
Beispiel #5
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def render_sprite_draw(game: Game, render_sprite: RenderSprite):
    SDL_RenderCopy(game.engine.renderer, render_sprite.texture,
                   render_sprite.src, render_sprite.dst)
Beispiel #6
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 def draw(self, game: Game):
     SDL_RenderCopy(game.engine.renderer, self.image.texture,
                    self.current_src, self.render_dst.scaled_dst)