def SetTexture(self, texture, forcedSize=None, shaderPass=None): self.sprite = Sprite(texture) self.shaderPass = shaderPass self.forcedSize = Vec2(forcedSize) self.sprite.origin = Vec2(texture.size) / 2
def SetTexture(self, texture, forcedSize=None, shaderPass=None): self.sprite = Sprite(texture) self.shaderPass = shaderPass self.forcedSize = Vec2(forcedSize) self.sprite.origin = Vec2(texture.size)/2
def SetTexture(self, texture, shaderPass=None, hasDirectionSheet=False): self.sprite = Sprite( texture, Rectangle((0, 0), (texture.size.x / (8 if hasDirectionSheet else 1), texture.size.y))) self.shaderPass = shaderPass self.hasDirectionSheet = hasDirectionSheet self.sprite.ratio = Vec2(self.scale, self.scale) self.sprite.origin = Vec2( texture.size.x / (8 if hasDirectionSheet else 1), texture.size.y) / 2
class SpriteComponent(Component): def __init__(self, texture, forcedSize=None, shaderPass=None, offset=(0, 0)): self.sprite = Sprite(texture) self.shaderPass = shaderPass self.offset = Vec2(offset) self.alpha = 255 self.scale = 1 self.forcedSize = None if forcedSize != None: self.forcedSize = Vec2(forcedSize) self.sprite.origin = Vec2(texture.size) / 2 self.sprite.color = Color(255, 255, 255, self.alpha) self.sprite.ratio = Vec2(self.scale, self.scale) if self.forcedSize != None: self.sprite.scale( (float(self.forcedSize.x) / float(self.sprite.texture.size.x), float(self.forcedSize.y) / float(self.sprite.texture.size.y))) def SetTexture(self, texture, forcedSize=None, shaderPass=None): self.sprite = Sprite(texture) self.shaderPass = shaderPass self.forcedSize = Vec2(forcedSize) self.sprite.origin = Vec2(texture.size) / 2 def Draw(self): self.sprite.position = self.entity.position + self.offset self.sprite.rotation = -self.entity.rotation self.core.renderer.Draw(self.sprite, self.shaderPass)
def __init__(self, texture, forcedSize=None, shaderPass=None, offset=(0, 0)): self.sprite = Sprite(texture) self.shaderPass = shaderPass self.offset = Vec2(offset) self.alpha = 255 self.scale = 1 self.forcedSize = None if forcedSize != None: self.forcedSize = Vec2(forcedSize) self.sprite.origin = Vec2(texture.size) / 2 self.sprite.color = Color(255, 255, 255, self.alpha) self.sprite.ratio = Vec2(self.scale, self.scale) if self.forcedSize != None: self.sprite.scale( (float(self.forcedSize.x) / float(self.sprite.texture.size.x), float(self.forcedSize.y) / float(self.sprite.texture.size.y)))
class SpriteComponent(Component): def __init__(self, texture, forcedSize=None, shaderPass=None, offset=(0,0)): self.sprite = Sprite(texture) self.shaderPass = shaderPass self.offset = Vec2(offset) self.alpha = 255 self.scale = 1 self.forcedSize = None if forcedSize != None: self.forcedSize = Vec2(forcedSize) self.sprite.origin = Vec2(texture.size)/2 self.sprite.color = Color(255, 255, 255, self.alpha) self.sprite.ratio = Vec2(self.scale, self.scale) if self.forcedSize != None: self.sprite.scale( ( float(self.forcedSize.x)/float(self.sprite.texture.size.x), float(self.forcedSize.y)/float(self.sprite.texture.size.y) ) ) def SetTexture(self, texture, forcedSize=None, shaderPass=None): self.sprite = Sprite(texture) self.shaderPass = shaderPass self.forcedSize = Vec2(forcedSize) self.sprite.origin = Vec2(texture.size)/2 def Draw(self): self.sprite.position = self.entity.position + self.offset self.sprite.rotation = -self.entity.rotation self.core.renderer.Draw(self.sprite, self.shaderPass)
def __init__(self, texture, shaderPass=None, hasDirectionSheet=False): self.sprite = Sprite( texture, Rectangle((0, 0), (texture.size.x / (8 if hasDirectionSheet else 1), texture.size.y))) self.shaderPass = shaderPass self.alpha = 255 self.scale = pixelDoubleFactor self.hasDirectionSheet = hasDirectionSheet self.sprite.origin = Vec2( texture.size.x / (8 if hasDirectionSheet else 1), texture.size.y) / 2 self.sprite.color = Color(255, 255, 255, self.alpha) self.sprite.ratio = Vec2(self.scale, self.scale)
def __init__(self, texture, forcedSize=None, shaderPass=None, offset=(0,0)): self.sprite = Sprite(texture) self.shaderPass = shaderPass self.offset = Vec2(offset) self.alpha = 255 self.scale = 1 self.forcedSize = None if forcedSize != None: self.forcedSize = Vec2(forcedSize) self.sprite.origin = Vec2(texture.size)/2 self.sprite.color = Color(255, 255, 255, self.alpha) self.sprite.ratio = Vec2(self.scale, self.scale) if self.forcedSize != None: self.sprite.scale( ( float(self.forcedSize.x)/float(self.sprite.texture.size.x), float(self.forcedSize.y)/float(self.sprite.texture.size.y) ) )