Пример #1
0
    def resize_game_field(self, action):
        if action == EXPAND_FIELD_RIGHT:
            LevelDesign.GAME_MEASURES[0] += 32
        elif action == EXPAND_FIELD_UP:
            LevelDesign.GAME_MEASURES[1] += 32
            self.move_blocks_down()
        elif action == RETRACT_FIELD_LEFT:
            LevelDesign.GAME_MEASURES[0] -= 32
        elif action == RETRACT_FIELD_DOWN:
            LevelDesign.GAME_MEASURES[1] -= 32
        else:
            return

        self.camera = Camera(LevelDesign.GAME_MEASURES[0],
                             LevelDesign.GAME_MEASURES[1],
                             LevelDesign.GAME_MEASURES[2],
                             LevelDesign.GAME_MEASURES[3])

        self.settings.width = LevelDesign.GAME_MEASURES[0]
        self.settings.height = LevelDesign.GAME_MEASURES[1]

        self.set_up_boundaries()

        self.world = self.world[-4:] + self.world[4:-4]

        Light.update_surfaces(LevelDesign.GAME_MEASURES[0],
                              LevelDesign.GAME_MEASURES[1])

        for light in self.lights:
            light.update_obstacles(self.world)
            light.update_local_surfaces()
Пример #2
0
    def resize_game_field(self, action):
        if action == EXPAND_FIELD_RIGHT:
            LevelDesign.GAME_MEASURES[0] += 32
        elif action == EXPAND_FIELD_UP:
            LevelDesign.GAME_MEASURES[1] += 32
            self.move_blocks_down()
        elif action == RETRACT_FIELD_LEFT:
            LevelDesign.GAME_MEASURES[0] -= 32
        elif action == RETRACT_FIELD_DOWN:
            LevelDesign.GAME_MEASURES[1] -= 32
        else:
            return

        self.camera = Camera(LevelDesign.GAME_MEASURES[0],
                             LevelDesign.GAME_MEASURES[1],
                             LevelDesign.GAME_MEASURES[2],
                             LevelDesign.GAME_MEASURES[3])

        self.settings.width = LevelDesign.GAME_MEASURES[0]
        self.settings.height = LevelDesign.GAME_MEASURES[1]

        self.set_up_boundaries()

        self.world = self.world[-4:] + self.world[4:-4]

        Light.update_surfaces(LevelDesign.GAME_MEASURES[0],
                              LevelDesign.GAME_MEASURES[1])

        for light in self.lights:
            light.update_obstacles(self.world)
            light.update_local_surfaces()