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Re: [pygsear] A layer as a viewport
From: |
Lee Harr |
Subject: |
Re: [pygsear] A layer as a viewport |
Date: |
Sun, 08 Jun 2003 01:24:04 +0000 |
I've been trying to figure out how to use a Drawable.Layer as a viewport so
the game doesn't take up the entire window and I can have a smaller game
area. While I can create a Layer and make the sprites use it instead of the
entire window, I can't seem to make the Layer change backgrounds, or move
to anywhere but the top left corner, or draw a border around it !
Anyone know why this is ?
I can color the layer, and make it move with this:
# layertest.py
from pygsear.Drawable import Layer, Circle
from pygsear.Game import Game
from pygsear.locals import BLUE, RED
class L2(Layer):
def move(self):
Layer.move(self)
x, y = self.getPosition()
#print x
if 50 > x > 45:
#print 'change'
self.setBackground(color=RED)
layer = L2()
layer.center()
layer.setBackground(color=BLUE)
layer.path.set_velocity(vx=10, vy=10)
circle = Circle(layer)
circle.center(y=20)
circle.path.set_velocity(vx=5)
game = Game()
game.sprites.add(layer)
game.sprites.add(circle)
game.mainloop()
#
but it looks like Paths do not really understand layers...
I am looking at it now, but layers are still kind of experimental. Looks
like
it would be good to have some way to say which objects are in front of
or behind others too....
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