|
|
|
@ -14,7 +14,7 @@ class GameWindow: |
|
|
|
self.cell_size = cell_size |
|
|
|
self.cell_size = cell_size |
|
|
|
self.width = width * cell_size |
|
|
|
self.width = width * cell_size |
|
|
|
self.height = height * 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)) |
|
|
|
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.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 |
|
|
|
self.w_start_offset = (self.target_size[0] - self.width) // 2 |
|
|
|
@ -89,8 +89,7 @@ class GameWindow: |
|
|
|
self.renderer.copy(sprite, dstrect=sprite.position) |
|
|
|
self.renderer.copy(sprite, dstrect=sprite.position) |
|
|
|
|
|
|
|
|
|
|
|
def draw_background(self, bg_texture): |
|
|
|
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"): |
|
|
|
def draw_image(self, x, y, sprite, tag, anchor="nw"): |
|
|
|
if not self.is_in_visible_area(x, y): |
|
|
|
if not self.is_in_visible_area(x, y): |
|
|
|
return |
|
|
|
return |
|
|
|
@ -190,7 +189,8 @@ class GameWindow: |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
# Disegna qui gli sprite |
|
|
|
# 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.renderer.present() |
|
|
|
self.performance = (sdl2.SDL_GetPerformanceCounter() - performance_start) / sdl2.SDL_GetPerformanceFrequency() * 1000 |
|
|
|
self.performance = (sdl2.SDL_GetPerformanceCounter() - performance_start) / sdl2.SDL_GetPerformanceFrequency() * 1000 |
|
|
|
if self.performance < self.delay: |
|
|
|
if self.performance < self.delay: |
|
|
|
|