def draw_in_buffer_need_camera(self, camera: Camera): will_x = int(self.x) - int(camera.look_x) + int( console.get_max_width() / 2) will_y = int(self.y) - int(camera.look_y) + int( console.get_max_height() / 2) if will_x >= 0 and will_y >= 0 and will_x < console.get_max_width( ) and will_y < console.get_max_height() - 1: console.move_buffer_cursor(int(will_x), int(will_y)) console.add_str(self.style, self.forecolor, self.backcolor)
def draw_need_camera(self, camera: Camera): will_x = int(self.x) - int(camera.look_x) + int( console.get_max_width() / 2) will_y = int(self.y) - int(camera.look_y) + int( console.get_max_height() / 2) if will_x >= 0 and will_y >= 0 and will_x < console.get_max_width( ) and will_y < console.get_max_height() - 1: console.move_cursor(int(will_x), int(will_y)) print(self.style)
def draw_in_buffer(self): #console.move_cursor(self.x,self.y); #print(self.style); if self.x >= 0 and self.y >= 0 and self.x < console.get_max_width( ) and self.y < console.get_max_height() - 1: console.move_buffer_cursor(int(self.x), int(self.y)) console.add_str(self.style, self.forecolor, self.backcolor)
def draw_in_buffer_need_camera(self, camera: Camera): will_x = int(self.x) - int(camera.look_x) + int( console.get_max_width() / 2) will_y = int(self.y) - int(camera.look_y) + int( console.get_max_height() / 2) console.move_buffer_cursor(int(will_x), int(will_y)) console.add_str(self._style)
def game_clear(): console.move_cursor(0, 0) i = 0 while i < console.get_max_height(): print( " " ) i += 1
def draw(self): if int(self.x) >= 0 and int(self.y) >= 0 and int( self.x) < console.get_max_width() and int( self.y) < console.get_max_height() - 1: console.move_cursor(int(self.x), int(self.y)) print(self.style)