def update(): global X global Y global LAST_X global LAST_Y X = numbers.clip(X, X_MIN, X_MAX) Y = numbers.clip(Y, Y_MIN, Y_MAX) _zone = zones.ZONES[zones.ACTIVE_ZONE] display.set_surface_camera("tiles", X, Y) display.reset_surface_shaders("tiles") if world_action.FADE_VALUE < 255: display.apply_surface_shader( "tiles", zones.get_active_fader(), constants.MAP_VIEW_WIDTH, constants.MAP_VIEW_HEIGHT ) for shader in _zone["shaders"]: display.apply_surface_shader("tiles", shader, constants.MAP_VIEW_WIDTH, constants.MAP_VIEW_HEIGHT) display.blit_surface_viewport("tiles", X, Y, constants.MAP_VIEW_WIDTH, constants.MAP_VIEW_HEIGHT) LAST_X = X LAST_Y = Y
def _fade_out(): global FADE_VALUE FADE_VALUE = numbers.clip(FADE_VALUE - FADE_STEP, 0, 255) _fader = zones.get_active_fader() _fader[0] = _fader[0].clip(0, 0) _fader[0] += FADE_VALUE / 255.0 _fader[1] = _fader[1].clip(0, 0) _fader[1] += FADE_VALUE / 255.0 _fader[2] = _fader[2].clip(0, 0) _fader[2] += FADE_VALUE / 255.0
def update(): global X global Y global LAST_X global LAST_Y X = numbers.clip(X, X_MIN, X_MAX) Y = numbers.clip(Y, Y_MIN, Y_MAX) _zone = zones.ZONES[zones.ACTIVE_ZONE] display.set_surface_camera('tiles', X, Y) display.reset_surface_shaders('tiles') if world_action.FADE_VALUE < 255: display.apply_surface_shader('tiles', zones.get_active_fader(), constants.MAP_VIEW_WIDTH, constants.MAP_VIEW_HEIGHT) for shader in _zone['shaders']: display.apply_surface_shader('tiles', shader, constants.MAP_VIEW_WIDTH, constants.MAP_VIEW_HEIGHT) display.blit_surface_viewport('tiles', X, Y, constants.MAP_VIEW_WIDTH, constants.MAP_VIEW_HEIGHT) LAST_X = X LAST_Y = Y