def update(): global X global Y global LAST_X global LAST_Y X = numbers.clip(X, X_MIN, X_MAX) Y = numbers.clip(Y, Y_MIN, Y_MAX) _zone = zones.ZONES[zones.ACTIVE_ZONE] display.set_surface_camera("tiles", X, Y) display.reset_surface_shaders("tiles") if world_action.FADE_VALUE < 255: display.apply_surface_shader( "tiles", zones.get_active_fader(), constants.MAP_VIEW_WIDTH, constants.MAP_VIEW_HEIGHT ) for shader in _zone["shaders"]: display.apply_surface_shader("tiles", shader, constants.MAP_VIEW_WIDTH, constants.MAP_VIEW_HEIGHT) display.blit_surface_viewport("tiles", X, Y, constants.MAP_VIEW_WIDTH, constants.MAP_VIEW_HEIGHT) LAST_X = X LAST_Y = Y
def draw(): if SELECTED_SQUAD: _x, _y = movement.get_position(entities.get_entity(SELECTED_SQUAD)) _selected_grid = _x, _y else: _selected_grid = None ui_strategy.draw_map_grid(selected_grid=_selected_grid, fade=FADE_VALUE / 255.0) ui_strategy.draw_squads(selected_squad=SELECTED_SQUAD) ui_strategy.draw_time() ui_strategy.draw_money() if DRAW_MODE == 'squad_info': ui_strategy.draw_squad_info(SELECTED_SQUAD) elif DRAW_MODE == 'camp_info': ui_strategy.draw_camp_info(SELECTED_CAMP) elif DRAW_MODE == 'news': ui_strategy.draw_news(NEWS) elif DRAW_MODE == 'raid': ui_strategy.draw_raid_info(SELECTED_SQUAD, SELECTED_CAMP) ui_strategy.draw_raid_path(MAP_PATH) display.blit_surface('map_path') display.blit_surface('map_markers') display.blit_surface('map_squads') display.blit_surface_viewport('ui_bar', 0, 0, constants.WINDOW_WIDTH, constants.WINDOW_HEIGHT - constants.STRAT_MAP_HEIGHT, dy=constants.STRAT_MAP_HEIGHT) events.trigger_event('draw') display.reset_surface_shaders('map')
def draw(): if SELECTED_SQUAD: _x, _y = movement.get_position(entities.get_entity(SELECTED_SQUAD)) _selected_grid = _x, _y else: _selected_grid = None ui_strategy.draw_map_grid(selected_grid=_selected_grid, fade=FADE_VALUE/255.0) ui_strategy.draw_squads(selected_squad=SELECTED_SQUAD) ui_strategy.draw_time() ui_strategy.draw_money() if DRAW_MODE == 'squad_info': ui_strategy.draw_squad_info(SELECTED_SQUAD) elif DRAW_MODE == 'camp_info': ui_strategy.draw_camp_info(SELECTED_CAMP) elif DRAW_MODE == 'news': ui_strategy.draw_news(NEWS) elif DRAW_MODE == 'raid': ui_strategy.draw_raid_info(SELECTED_SQUAD, SELECTED_CAMP) ui_strategy.draw_raid_path(MAP_PATH) display.blit_surface('map_path') display.blit_surface('map_markers') display.blit_surface('map_squads') display.blit_surface_viewport('ui_bar', 0, 0, constants.WINDOW_WIDTH, constants.WINDOW_HEIGHT-constants.STRAT_MAP_HEIGHT, dy=constants.STRAT_MAP_HEIGHT) events.trigger_event('draw') display.reset_surface_shaders('map')
def update(): global X global Y global LAST_X global LAST_Y X = numbers.clip(X, X_MIN, X_MAX) Y = numbers.clip(Y, Y_MIN, Y_MAX) _zone = zones.ZONES[zones.ACTIVE_ZONE] display.set_surface_camera('tiles', X, Y) display.reset_surface_shaders('tiles') if world_action.FADE_VALUE < 255: display.apply_surface_shader('tiles', zones.get_active_fader(), constants.MAP_VIEW_WIDTH, constants.MAP_VIEW_HEIGHT) for shader in _zone['shaders']: display.apply_surface_shader('tiles', shader, constants.MAP_VIEW_WIDTH, constants.MAP_VIEW_HEIGHT) display.blit_surface_viewport('tiles', X, Y, constants.MAP_VIEW_WIDTH, constants.MAP_VIEW_HEIGHT) LAST_X = X LAST_Y = Y