Correggi la variabile di ambiente RESOLUTION e aggiorna il disegno dello sfondo per considerare gli offset
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+4
-4
@@ -14,7 +14,7 @@ class GameWindow:
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self.cell_size = cell_size
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self.width = width * cell_size
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self.height = height * cell_size
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actual_screen_size = os.environ.get("RESOLUTION", "640x480").split("x")
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actual_screen_size = os.environ.get("RESOLUTIONz", "640x480").split("x")
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actual_screen_size = tuple(map(int, actual_screen_size))
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self.target_size = actual_screen_size if self.width > actual_screen_size[0] or self.height > actual_screen_size[1] else (self.width, self.height)
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self.w_start_offset = (self.target_size[0] - self.width) // 2
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@@ -89,8 +89,7 @@ class GameWindow:
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self.renderer.copy(sprite, dstrect=sprite.position)
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def draw_background(self, bg_texture):
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self.renderer.copy(bg_texture, dstrect=sdl2.SDL_Rect(0, 0, self.width, self.height))
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self.renderer.copy(bg_texture, dstrect=sdl2.SDL_Rect(self.w_offset, self.h_offset, self.width, self.height))
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def draw_image(self, x, y, sprite, tag, anchor="nw"):
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if not self.is_in_visible_area(x, y):
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return
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@@ -190,7 +189,8 @@ class GameWindow:
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# Disegna qui gli sprite
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#sdl2.SDL_RenderSetClipRect(self.renderer.sdlrenderer, sdl2.SDL_Rect(self.w_offset, self.h_offset, self.target_size[0], self.target_size[1]))
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#rect = sdl2.SDL_Rect(self.w_offset, self.h_offset, self.target_size[0], self.target_size[1])
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#sdl2.SDL_RenderSetClipRect(self.renderer.sdlrenderer, rect)
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self.renderer.present()
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self.performance = (sdl2.SDL_GetPerformanceCounter() - performance_start) / sdl2.SDL_GetPerformanceFrequency() * 1000
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if self.performance < self.delay:
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