def drawbackground(self, surface): horizontalOffset = int(round(float(GameCamera.pos[0]) / self.window.get_width())) layer = int(round(float(GameCamera.pos[1]) / self.window.get_height())) self.layer = layer for i in range(-1, 2): for i2 in range(-1, 2): if layer == 0 and i2 != 0: continue if self.layers[layer-i2] == [0, 0]: self.layers[layer-i2] = terraingen.generateLayer(layer-i2, config.SCREEN_SIZE, 10) self.generatePowerUps((0, self.window.get_height() * (layer - 1)), (self.window.get_width(), self.window.get_height() * (layer + 0))) layersurf = self.layers[layer-i2][0] if i == -1 and i2 == -1: surface.fill(self.layers[layer][1]) surface.blit(layersurf, GameCamera.adjust_pos(surface.get_width() * (i - horizontalOffset), -(self.window.get_height() * layer) + self.window.get_height() * i2))
def checkCollide(self, rect): return rect.collidepoint(GameCamera.adjust_pos(self.pos))
def draw(self, surface): surface.blit(self.image, GameCamera.adjust_pos(self.pos))