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()
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()