diff --git a/engine/sdl2.py b/engine/sdl2.py index 5a1f982..4f7e416 100644 --- a/engine/sdl2.py +++ b/engine/sdl2.py @@ -14,7 +14,7 @@ class GameWindow: self.cell_size = cell_size self.width = width * cell_size self.height = height * cell_size - actual_screen_size = os.environ.get("RESOLUTION", "640x480").split("x") + actual_screen_size = os.environ.get("RESOLUTIONz", "640x480").split("x") actual_screen_size = tuple(map(int, actual_screen_size)) 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) self.w_start_offset = (self.target_size[0] - self.width) // 2 @@ -89,8 +89,7 @@ class GameWindow: self.renderer.copy(sprite, dstrect=sprite.position) def draw_background(self, bg_texture): - self.renderer.copy(bg_texture, dstrect=sdl2.SDL_Rect(0, 0, self.width, self.height)) - + self.renderer.copy(bg_texture, dstrect=sdl2.SDL_Rect(self.w_offset, self.h_offset, self.width, self.height)) def draw_image(self, x, y, sprite, tag, anchor="nw"): if not self.is_in_visible_area(x, y): return @@ -190,7 +189,8 @@ class GameWindow: # Disegna qui gli sprite - #sdl2.SDL_RenderSetClipRect(self.renderer.sdlrenderer, sdl2.SDL_Rect(self.w_offset, self.h_offset, self.target_size[0], self.target_size[1])) + #rect = sdl2.SDL_Rect(self.w_offset, self.h_offset, self.target_size[0], self.target_size[1]) + #sdl2.SDL_RenderSetClipRect(self.renderer.sdlrenderer, rect) self.renderer.present() self.performance = (sdl2.SDL_GetPerformanceCounter() - performance_start) / sdl2.SDL_GetPerformanceFrequency() * 1000 if self.performance < self.delay: