IMG16=$(MOULD_BODY)
IMG32=$(TURNIP) $(MOULD_BODY) $(MOULD) $(LIGHT)
-IMG64=$(MOULD_BODY) $(LIGHT)
+IMG48=$(LIGHT)
+IMG64=$(MOULD_BODY)
CURSORS=seed $(LIGHT)
PNG16=$(patsubst %, 16/%.png, $(IMG16))
PNG32=$(patsubst %, 32/%.png, $(IMG32))
+PNG48=$(patsubst %, 48/%.png, $(IMG48))
PNG64=$(patsubst %, 64/%.png, $(IMG64))
PNG_CURSORS=$(patsubst %, cursors/%.png, $(CURSORS))
-all: $(PNG16) $(PNG32) $(PNG64) $(PNG_CURSORS)
+all: $(PNG16) $(PNG32) $(PNG48) $(PNG64) $(PNG_CURSORS)
16/%.png: %.svg
@mkdir -p `dirname $@`
@inkscape -z -e $@ -w 16 -h 16 $<
-
+
32/%.png: %.svg
@mkdir -p `dirname $@`
@inkscape -z -e $@ -w 32 -h 32 $<
-
+
+48/%.png: %.svg
+ @mkdir -p `dirname $@`
+ @inkscape -z -e $@ -w 48 -h 48 $<
+
64/%.png: %.svg
@mkdir -p `dirname $@`
@inkscape -z -e $@ -w 64 -h 64 $<
if self._image is None:
fitting_colour = self.COLOURS[self.colour]
self._image = loader.load_image(
- "64", self.FITTING_IMG,
+ "48", self.FITTING_IMG,
transform=Multiply(colour=fitting_colour))
return self._image
def render_fitting(self, surface):
rx, ry = pymunk.pygame_util.to_pygame(self.position, surface)
- surface.blit(self.get_image(), (rx - 32, ry - 32), None, 0)
+ surface.blit(self.get_image(), (rx - 24, ry - 24), None, 0)
def tick(self):
pass