def drawBackground(self): background_image = media.get("cave_background.png") result = pygame.Surface(self.getPixelSize()) for y in range( int(math.ceil(float(result.get_height()) / background_image.get_height())) ): for x in range( int(math.ceil(float(result.get_width()) / background_image.get_width())) ): result.blit(background_image, (x*background_image.get_width(), y*background_image.get_height())) return result
def __init__(self, width=80, height=160, ores_file="../ores_test.yaml"): # Various Variables self.width = width self.height = height self.tile_size = 16 self.ores_file = ores_file self.ores = Ores(self.ores_file) # Cave generation self.regenerateCave() # Surfaces self.dirt_image = media.get("dirt.png") self.surface = pygame.Surface(self.getPixelSize()) self.cave_surface = pygame.Surface(self.getPixelSize()) self.background_surface = self.drawBackground() self.redrawSurface()
def load_level(self, level_name): # Convert the first layer to make it faster to blit! self.layer0 = media.get("levels/{}/layer0.png".format(level_name)).convert() self.layer1 = media.get("levels/{}/layer1.png".format(level_name)).convert_alpha()
def __init__(self, window): self.window = window #DELETEME--- self.image = media.get("test.png").convert()
def generateOreSurfs(self): ore_image = media.get("ore.png") for name in self.ores_dict: new_ore = ore_image.copy() new_ore.fill(getRandomColor(), None, pygame.BLEND_RGBA_MULT) self.ores_dict[name]['image'] = new_ore