本文整理汇总了Python中utils.utils.Utils.transformRectPosition方法的典型用法代码示例。如果您正苦于以下问题:Python Utils.transformRectPosition方法的具体用法?Python Utils.transformRectPosition怎么用?Python Utils.transformRectPosition使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类utils.utils.Utils
的用法示例。
在下文中一共展示了Utils.transformRectPosition方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Python代码示例。
示例1: render
# 需要导入模块: from utils.utils import Utils [as 别名]
# 或者: from utils.utils.Utils import transformRectPosition [as 别名]
def render(self, surface, viewPortRect ):
for eachEntity in self.gameEntities.values():
if eachEntity.activeDirectionIndex != -1:
currentMode = eachEntity.currentMode
max = self.myImgMngr.getMaxAnimationScenes( eachEntity.name, currentMode )
if int(max) > 0:
rotationMode = int( eachEntity.activeDirectionIndex ) % int( max )
else:
rotationMode = int( eachEntity.activeDirectionIndex )
someStr = str( rotationMode )
#rotationMode = eachEntity.getRotationModeAsString()
strAnimationMode = eachEntity.getAnimationModeAsString()
# Which mode?
if len( someStr ) == 1:
someStr = "000" + someStr
else:
someStr = "00" + someStr
activeImage = self.myImgMngr.getImage( eachEntity.name, currentMode, someStr, strAnimationMode )
if activeImage is not None:
# Set activeImage to entity
eachEntity.setImage( activeImage )
renderRect = Utils.transformRectPosition( eachEntity.rect, viewPortRect )
# Visibility test to avoid unnescary rendering
if eachEntity.checkVisibility is True:
entityRect = eachEntity.rect
if viewPortRect.collidepoint( entityRect.topleft ) or viewPortRect.collidepoint( entityRect.bottomright ):
eachEntity.render( surface, renderRect )
else:
eachEntity.render( surface, renderRect )