def loop(self, screen, screen_pos): if self.anim: self.anim.update_animation() self.img = self.anim.img pos = Vector2() if self.pos: pos = self.pos if self.screen_relative_pos is not None: pos = pos + self.screen_relative_pos * engine.get_screen_size() if self.screen_relative: pos = self.pos else: pos = pos - screen_pos center_image = False try: center_image = self.center_image except AttributeError: pass img_manager.show_image(self.img, screen, pos, new_size=self.size, center_image=center_image, angle=self.angle, flip=self.flip) GameObject.loop(self, screen, screen_pos)
def loop(self, screen): if self.anim: self.anim.update_animation() self.img = self.anim.img try: self.show = (self.anim.invincibility % (self.anim.show_frequency * 2)) < self.anim.show_frequency except AttributeError: pass pos = Vector2() if self.pos: pos = self.pos if self.screen_relative_pos is not None: pos = pos + self.screen_relative_pos * engine.get_screen_size() if self.screen_relative: pos = self.pos else: from engine import level_manager pos -= level_manager.level.screen_pos * Vector2(self.parallax_factor, 1.0) if pos.x > 160 or pos.x + self.size.x < 0: return center_image = False try: center_image = self.center_image except AttributeError: pass if self.show: img_manager.show_image( self.img, screen, pos, new_size=self.size, center_image=center_image, angle=self.angle, flip=self.flip ) try: img_manager.show_image( self.anim.deal_with_it, screen, pos + self.anim.deal_pos + self.anim.deal_delta, new_size=Vector2(32, 32), ) except AttributeError: pass GameObject.loop(self, screen)