self._viewport = (self._viewport[0] + offset[0],
self._viewport[1] + offset[1])
+ def calc_offset(self, x, y):
+ """Return a position offset by the viewport"""
+ return x - self._viewport[0], y - self._viewport[1]
+
@apply_events
def update(self, dt):
- return self._scene.update(self._world.proxy(), dt)
+ return self._scene.update(self._world.proxy(), self, dt)
def draw(self):
self._scene.draw(self._app.screen, self._viewport)
self.name = name
self.actors = []
+ def __iter__(self):
+ return iter(self.actors)
+
+ def __getitem__(self, i):
+ return self.actors[i]
+
+ def __len__(self):
+ return len(self.actors)
+
def add(self, actor):
self.actors.append(actor)
return actor
+ def clear(self):
+ self.actors.clear()
+
def remove(self, actor):
self.actors.remove(actor)
return actor
def draw(self, screen):
for lvl, name in self._ordered_layers:
- for actor in self._layers[name].actors:
+ for actor in self._layers[name]:
actor.draw() # TODO: allow an option screen to be passed in
def exit(self, world):
pass
- def update(self, world, dt):
+ def update(self, world, engine, dt):
pass
def draw(self, screen, viewport):