def setheight(self, h=0):
     self.z = terrain.height(self.x, self.y) + h
 def rendershadow(self, screen):
     px, py = camera.screenpos(self.x, self.y,
                               terrain.height(self.x, self.y))
     pygame.draw.ellipse(screen, (20, 20, 20, 100), (px - 4, py - 2, 8, 4))
 def lookatme(self):
     camera.lookat(self.x, self.y, terrain.height(self.x, self.y))
 def trackme(self):
     camera.track(self.x, self.y, terrain.height(self.x, self.y),
                  settings.trackvalue)
	def rendershadow(self, screen):
		px, py = camera.screenpos(self.x, self.y, terrain.height(self.x, self.y))
		pygame.draw.ellipse(screen, (20, 20, 20, 100), (px - 4, py - 2, 8, 4))
 def __init__(self, x, y, z=None):
     self.vx, self.vy = 0, 0
     self.x, self.y = terrain.toCenterRender(x, y)
     self.z = terrain.height(self.x, self.y) if z is None else z
     self.alive = True
     self.hp = self.hp0
	def setheight(self, h=0):
		self.z = terrain.height(self.x, self.y) + h
	def trackme(self):
		camera.track(self.x, self.y, terrain.height(self.x, self.y), settings.trackvalue)
	def lookatme(self):
		camera.lookat(self.x, self.y, terrain.height(self.x, self.y))
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	def __init__(self, x, y, z=None):
		self.vx, self.vy = 0, 0
		self.x, self.y = terrain.toCenterRender(x, y)
		self.z = terrain.height(self.x, self.y) if z is None else z
		self.alive = True
		self.hp = self.hp0
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    if cursorpos is not None:
        cx, cy, s = cursorpos
        for a in range(s):
        	for b in range(s):
		        highlighttile(screen, cx-a+b, cy-a-b)
        drawfadinggrid(screen, cx, cy)
    esort = sorted(entities, key = lambda e: -e.y)
    for entity in esort:
        entity.render(screen)


if __name__ == "__main__":
    import pygame
    from pygame import *
    screen = display.set_mode((800, 600))
    display.set_caption("Don't worry, the real game will be much faster at this.")
    for y in range(600):
        for x in range(800):
            h = terrain.height(x, y)
            c = hcolor(h)
            screen.set_at((x, y), c)
        draw.rect(screen, (255, 255, 255), (100, 100, 20, 30), 1)
        pygame.display.flip()
        if any(event.type in (KEYDOWN, QUIT) for event in pygame.event.get()):
            exit()
    while not any(event.type in (KEYDOWN, QUIT) for event in pygame.event.get()):
        pass
    image.save(screen, "map-example.png")