def draw_entities(view): for entity in view.world.entities: if view.viewport.collidepoint(entity.position.x, entity.position.y): v_pt = world_to_viewport(view.viewport, entity.position) view.screen.blit( entities.get_image(entity), (v_pt.x * view.tile_width, v_pt.y * view.tile_height))
def get_tile_image(view, view_tile_pt): pt = viewport_to_world(view.viewport, view_tile_pt) bgnd = worldmodel.WorldModel.get_background_image(view.world, pt) occupant = worldmodel.WorldModel.get_tile_occupant(view.world, pt) if occupant: img = pygame.Surface((view.tile_width, view.tile_height)) img.blit(bgnd, (0, 0)) img.blit(entities.get_image(occupant), (0,0)) return img else: return bgnd
def get_tile_image(view, view_tile_pt): pt = viewport_to_world(view.viewport, view_tile_pt) bgnd = worldmodel.get_background_image(view.world, pt) occupant = worldmodel.get_tile_occupant(view.world, pt) if occupant: img = pygame.Surface((view.tile_width, view.tile_height)) img.blit(bgnd, (0, 0)) img.blit(entities.get_image(occupant), (0, 0)) return img else: return bgnd
def get_tile_image(self, view_tile_pt): pt = viewport_to_world(self.viewport, view_tile_pt) bgnd = self.world.get_background_image(pt) occupant = self.world.get_tile_occupant(pt) if occupant: img = pygame.Surface((self.tile_width, self.tile_height)) img.blit(bgnd, (0, 0)) img.blit(entities.get_image(occupant), (0,0)) return img else: return bgnd
def get_background_image(self, pt): if self.within_bounds(pt): return entities.get_image(occ_grid.get_cell(self.background, pt))
def get_background_image(world, pt): if within_bounds(world, pt): return entities.get_image(occ_grid.get_cell(world.background, pt))
def draw_entities(view): for entity in view.world.entities: if view.viewport.collidepoint(entity.position.x, entity.position.y): v_pt = world_to_viewport(view.viewport, entity.position) view.screen.blit(entities.get_image(entity), (v_pt.x * view.tile_width, v_pt.y * view.tile_height))