def render(self): FlxCore.render(self); self.getScreenXY(self._p); opx = self._p.x; for i in range( len(self._rects)): if(self._rects[i] != None): FlxG.buffer.blit(self._pixels,_rects[i],self._p,None,None,true); self._p.x += self._tileSize; if(self._p.x >= opx + self.width): self._p.x = opx; self._p.y += self._tileSize;
def render(self): #NOTE: While this will only draw the tiles that are actually on screen, it will ALWAYS draw one screen's worth of tiles FlxCore.render(self) self.getScreenXY(self._p) #print self._p.x,self._p.y #self.position=(self._p.x,self._p.y) #raw_input() tx = Math.floor(-self._p.x / self._tileSize) ty = Math.floor(-self._p.y / self._tileSize) if (tx < 0): tx = 0 if (tx > self.widthInTiles - self._screenCols): tx = self.widthInTiles - self._screenCols if (ty < 0): ty = 0 if (ty > self.heightInTiles - self._screenRows): ty = self.heightInTiles - self._screenRows ri = int(ty * self.widthInTiles + tx) self._p.x += tx * self._tileSize self._p.y += ty * self._tileSize opx = self._p.x for r in range(self._screenRows): cri = ri for c in range(self._screenCols): #print self._rects[cri] #raw_input() if (self._rects[cri] != None): im = self._pixels.get_region( self._rects[cri].x, self._rects[cri].y, self._rects[cri].width, self._rects[cri].height ) #.x,self._rects[cri].y, self._rects[cri].width,self._rects[cri].height) #tmp=Sprite(im) #tmp.position=(self._p.x,self._p.y) #print r,c,"tile",self._p.x,self._p.y #self.add(tmp) r = FlxRect(self._p.x, self._p.y, self._rects[cri].width, self._rects[cri].height) im.blit(self._p.x, self._p.y) cri += 1 self._p.x += self._tileSize ri += self.widthInTiles self._p.x = opx self._p.y += self._tileSize
def render(self): #NOTE: While this will only draw the tiles that are actually on screen, it will ALWAYS draw one screen's worth of tiles FlxCore.render(self) self.getScreenXY(self._p); #print self._p.x,self._p.y #self.position=(self._p.x,self._p.y) #raw_input() tx = Math.floor(-self._p.x/self._tileSize); ty = Math.floor(-self._p.y/self._tileSize); if(tx < 0): tx = 0; if(tx > self.widthInTiles-self._screenCols): tx = self.widthInTiles-self._screenCols; if(ty < 0): ty = 0; if(ty > self.heightInTiles-self._screenRows): ty = self.heightInTiles-self._screenRows; ri =int(ty*self.widthInTiles+tx); self._p.x += tx*self._tileSize; self._p.y += ty*self._tileSize; opx = self._p.x; for r in range(self._screenRows): cri = ri; for c in range(self._screenCols): #print self._rects[cri] #raw_input() if(self._rects[cri] != None): im=self._pixels.get_region(self._rects[cri].x,self._rects[cri].y,self._rects[cri].width,self._rects[cri].height)#.x,self._rects[cri].y, self._rects[cri].width,self._rects[cri].height) #tmp=Sprite(im) #tmp.position=(self._p.x,self._p.y) #print r,c,"tile",self._p.x,self._p.y #self.add(tmp) r=FlxRect(self._p.x,self._p.y,self._rects[cri].width,self._rects[cri].height) im.blit(self._p.x,self._p.y); cri+=1; self._p.x += self._tileSize; ri += self.widthInTiles; self._p.x = opx; self._p.y += self._tileSize;
def render(self): FlxCore.render(self) for i in range(len(self._children)): if ((self._children[i] != None) and self._children[i].exists and self._children[i].visible): self._children[i].render()
def render(self): FlxCore.render(self); for i in range(len(self._children)): if((self._children[i] != None) and self._children[i].exists and self._children[i].visible): self._children[i].render();