zoom level select longer, fix draw order
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parent
8b9c944824
commit
003141b7e4
25
NS.py
25
NS.py
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@ -458,8 +458,8 @@ class LevelSelect(GameChild):
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y = 250
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indent = 10
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dsr = self.get_display_surface().get_rect()
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self.platforms = [Platform(self, (dsr.centerx, y)), Platform(self, (0, y)), Platform(self, (0, y))]
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self.platforms[1].view.location.left = dsr.left + indent
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self.platforms = [Platform(self, (0, y)), Platform(self, (dsr.centerx, y)), Platform(self, (0, y))]
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self.platforms[0].view.location.left = dsr.left + indent
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self.platforms[2].view.location.right = dsr.right - indent
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self.platforms[0].set_glowing((NS.LNW, NS.LSE))
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self.platforms[1].set_glowing((NS.LNW, NS.LSW))
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@ -551,23 +551,24 @@ class LevelSelect(GameChild):
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for level_index in range(3):
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if level_index != self.level_index_selected:
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self.platforms[level_index].view.play(self.platforms[level_index].view.wipe_out)
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self.previews[level_index].play(self.previews[level_index].wipe_out)
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self.previews[level_index].play(self.previews[level_index].wipe_out, interval=100)
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self.get_audio().play_sfx("complete_pattern_3")
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elif not self.get_game().wipe.is_playing() and any(preview.is_hidden() for preview in self.previews):
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self.get_game().wipe.start(self.launch_selected_index)
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for platform in self.platforms:
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platform.update()
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for ii, preview in enumerate(self.previews):
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if ii == self.level_index_selected:
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self.zoom += 0.1
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frame = pygame.transform.scale(
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preview.get_current_frame(), (int(preview.location.w * self.zoom), int(preview.location.h * self.zoom)))
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rect = frame.get_rect()
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rect.center = preview.location.center
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preview.update()
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self.get_display_surface().blit(frame, rect)
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else:
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if ii != self.level_index_selected:
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preview.update()
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if self.level_index_selected is not None:
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preview = self.previews[self.level_index_selected]
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self.zoom += 0.1
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frame = pygame.transform.scale(
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preview.get_current_frame(), (int(preview.location.w * self.zoom), int(preview.location.h * self.zoom)))
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rect = frame.get_rect()
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rect.center = preview.location.center
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preview.update()
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self.get_display_surface().blit(frame, rect)
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class Button(Sprite):
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