use texture atlas instead of separate sprites
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6a7a33fe24
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@ -6,6 +6,7 @@ from pygame.rect import Rect
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from survival.player import Player
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from survival.quad_tree import QuadTree
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from survival.stone import Stone
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from survival.textureatlas import TextureAtlas
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from survival.tile import Tile
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@ -18,17 +19,14 @@ class GameMap:
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self.player = Player()
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self.game_objects.append(self.player)
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self.tiles = [[Tile() for x in range(width)] for y in range(height)]
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self.textures = [pygame.image.load(os.path.join('..', 'assets', 'map1.png')),
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pygame.image.load(os.path.join('..', 'assets', 'map2.png')),
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pygame.image.load(os.path.join('..', 'assets', 'map3.png')),
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pygame.image.load(os.path.join('..', 'assets', 'map4.png'))]
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self.atlas = TextureAtlas(os.path.join('..', 'assets', 'atlas.png'))
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self.game_objects.append(Stone([100, 200]))
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self.quad_tree = QuadTree(0, Rect(0, 0, width * 32, height * 32))
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def draw(self, window):
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for y in range(self.height):
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for x in range(self.width):
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window.blit(self.textures[self.tiles[y][x].background_id], (x * 32, y * 32))
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window.blit(self.atlas.image_at(self.tiles[y][x].origin, (32, 32)), (x*32, y*32))
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for game_object in self.game_objects:
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game_object.draw(window)
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@ -5,8 +5,8 @@ class TextureAtlas(object):
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def __init__(self, filename):
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self.atlas = pygame.image.load(filename).convert()
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def image_at(self, rectangle, color_key=None):
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rect = pygame.Rect(rectangle)
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def image_at(self, origin, target, color_key=None):
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rect = pygame.Rect(origin, target)
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image = pygame.Surface(rect.size).convert()
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image.blit(self.atlas, (0, 0), rect)
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if color_key is not None:
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@ -4,4 +4,4 @@ from random import randrange
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class Tile:
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def __init__(self):
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self.background_id = randrange(4)
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self.origin = (0, 0)
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