Beispiel #1
0
 def draw(self, view):
   view.setCamera(self.camera)
   self.camera.viewport = Rectangle((self._ax / view._window.width,
                                    self._ay / view._window.height),
                                    (self._w / view._window.width,
                                    self._h / view._window.height))
   self.clearDrawList()
   self.updateDrawList()
   for layer in self.drawList:
     for sprite in layer:
       view.drawSprite(sprite)
   view.resetCamera()
   NGUIBase.draw(self, view)
Beispiel #2
0
 def __init__(self, x, y, w, h, world):
   NGUIBase.__init__(self, x, y, w, h)
   self.ratio = self._w / self._h 
   self._world = world
   self.camera = Camera()
   self.camera.reset(Rectangle((0, 0), (self.ratio*GameView.DEFAULT_VIEW_HEIGHT, GameView.DEFAULT_VIEW_HEIGHT)))
   self.clearDrawList()
   self._views = []
   self.entityToViewName = {} # Stores viewnames to construct views when entities are created
   self.entityToView = {}     # Stores the actual views for actual entities
   
   # Make sure that removed entities are truly removed.
   self._world._em.registerListener(Event.ENTITY_REMOVED, self.entityRemoved, [])