Initialize SDL and load graphics assets in GameWindow constructor

This commit is contained in:
2025-08-12 15:30:45 +02:00
parent aa907ed80a
commit 3266ce8209
2 changed files with 4 additions and 1 deletions
+3
View File
@@ -25,6 +25,7 @@ class GameWindow:
self.max_h_offset = self.target_size[1] - self.height self.max_h_offset = self.target_size[1] - self.height
self.scale = self.target_size[1] // self.cell_size self.scale = self.target_size[1] // self.cell_size
print(f"Screen size: {self.width}x{self.height}") print(f"Screen size: {self.width}x{self.height}")
sdl2.ext.init(joystick=True) sdl2.ext.init(joystick=True)
sdl2.SDL_Init(sdl2.SDL_INIT_AUDIO) sdl2.SDL_Init(sdl2.SDL_INIT_AUDIO)
@@ -35,6 +36,8 @@ class GameWindow:
self.renderer = sdl2.ext.Renderer(self.window, flags=sdl2.SDL_RENDERER_ACCELERATED) self.renderer = sdl2.ext.Renderer(self.window, flags=sdl2.SDL_RENDERER_ACCELERATED)
self.factory = sdl2.ext.SpriteFactory(renderer=self.renderer) self.factory = sdl2.ext.SpriteFactory(renderer=self.renderer)
self.fonts = self.generate_fonts("assets/decterm.ttf") self.fonts = self.generate_fonts("assets/decterm.ttf")
self.dialog("Loading assets...")
self.renderer.present()
self.running = True self.running = True
self.key_down, self.key_up, self.axis_scroll = key_callback self.key_down, self.key_up, self.axis_scroll = key_callback
self.performance = 0 self.performance = 0
+1 -1
View File
@@ -17,10 +17,10 @@ class MiceMaze(controls.KeyBindings):
self.engine = engine.GameWindow(self.map.width, self.map.height, self.engine = engine.GameWindow(self.map.width, self.map.height,
self.cell_size, "Mice!", self.cell_size, "Mice!",
key_callback=(self.key_pressed, self.key_released, self.axis_scroll)) key_callback=(self.key_pressed, self.key_released, self.axis_scroll))
self.graphics_load()
self.pointer = (random.randint(1, self.map.width-2), random.randint(1, self.map.height-2)) self.pointer = (random.randint(1, self.map.width-2), random.randint(1, self.map.height-2))
self.scroll_cursor() self.scroll_cursor()
self.points = 0 self.points = 0
self.graphics_load()
self.units = {} self.units = {}
self.unit_positions = {} self.unit_positions = {}
self.unit_positions_before = {} self.unit_positions_before = {}