Hintergrundrendering aktualisiert; Wolken werden jetzt auf einem separaten Display gerendert
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2 changed files with 10 additions and 3 deletions
8
game.py
8
game.py
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@ -171,7 +171,7 @@ class Game:
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)
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self.clouds.update()
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self.clouds.render(surface=self.display, offset=render_scroll)
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self.clouds.render(surface=self.display_2, offset=render_scroll)
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self.tilemap.render(surface=self.display, offset=render_scroll)
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for enemy in self.enemies.copy():
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kill = enemy.update(self.tilemap, movement=(0, 0))
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@ -246,7 +246,9 @@ class Game:
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display_mask = pygame.mask.from_surface(self.display)
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display_sillhouette = display_mask.to_surface(setcolor=(0, 0, 0, 180), unsetcolor=(0, 0, 0, 0))
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self.display_2.blit(display_sillhouette, (0, 0))
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for offset in [(-1, 0), (1, 0), (0, -1), (0, 1)]:
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self.display_2.blit(display_sillhouette, offset)
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# self.player.boost(self.boost)
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# print(int(self.player.pos[0]))
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# print(int(self.player.pos[1]))
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@ -306,6 +308,8 @@ class Game:
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transition_surface.set_colorkey((255, 255, 255))
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self.display.blit(transition_surface, (0, 0))
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self.display_2.blit(self.display, (0, 0))
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screenshake_offset = (
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random.random() * self.screenshake - self.screenshake / 2,
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random.random() * self.screenshake - self.screenshake / 2,
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@ -214,7 +214,7 @@ class Player(PhysicsEntity):
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self.air_time += 1
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if self.air_time > 120:
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if self.air_time > 120 and not self.wall_slide:
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if not self.game.dead:
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self.game.screenshake = max(16, self.game.screenshake)
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self.game.dead += 1
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@ -227,6 +227,9 @@ class Player(PhysicsEntity):
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if (self.collisions.right or self.collisions.left) and self.air_time > 4:
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self.wall_slide = True
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self.air_time = 5
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self.velocity[1] = min(self.velocity[1], 0.5)
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if self.collisions.right:
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