Changed level YAML format to add arbitrary top-level properties and put
the layers list in a 'level' property. Enabled platformtest Camera bbox
bits.
-- name: main
- collage: example1
- surfaces: example1
- things:
+bbox: [0, 0, 1216, 480]
+layers:
+ - name: main
+ collage: example1
+ surfaces: example1
+ things:
- player:
- class: RichterActor
- properties: {position: [64,64]}
- events:
- collide(self, obj): |
- if obj == zombie1:
- print "ZOMBIE!"
- enterRegion(self, region): |
- print "region"
+ player:
+ class: RichterActor
+ properties: {position: [64,64]}
+ events:
+ collide(self, obj): |
+ if obj == zombie1:
+ print "ZOMBIE!"
+ enterRegion(self, region): |
+ print "region"
- candelabra:
- class: Candelabra
- properties: {position: [64,64]}
+ candelabra:
+ class: Candelabra
+ properties: {position: [64,64]}
- zombie1:
- class: Zombie
- properties: {position: [512, 64]}
- events:
- collide(self, obj): |
- print "GRAAAR!", obj
+ zombie1:
+ class: Zombie
+ properties: {position: [512, 64]}
+ events:
+ collide(self, obj): |
+ print "GRAAAR!", obj
-- name: stars
- parallax: 0.25
- collage: stars
+ - name: stars
+ parallax: 0.25
+ collage: stars
player = l.env['player']
camera = Camera(l)
-#camera.setBbox(l.bbox)
+camera.setBbox(l.bbox)
Engine.updaters.append(camera.update)
camera.setFocus(player)
player.jump()
elif e.key == pygame.K_1:
l.toggleDrawSurfaces()
- #elif e.key == pygame.K_2:
- # camera.clearBbox()
- #elif e.key == pygame.K_3:
- # camera.setBbox(l.bbox)
+ elif e.key == pygame.K_2:
+ camera.clearBbox()
+ elif e.key == pygame.K_3:
+ camera.setBbox(l.bbox)
elif e.key == pygame.K_ESCAPE:
Engine.stop()
elif e.type == pygame.KEYUP: