示例#1
0
文件: camera.py 项目: witheld9/r3-tdw
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
示例#2
0
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')
示例#3
0
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')
示例#4
0
文件: camera.py 项目: penny64/r3-tdw
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