import os import pygame from utils.resource_loader import import_assets class Camera(pygame.sprite.Group): def __init__(self): super().__init__() # General Setup self.display_surface = pygame.display.get_surface() self.half_width = self.display_surface.get_size()[0] // 2 self.half_height = self.display_surface.get_size()[1] // 2 self.offset = pygame.math.Vector2(100, 200) # Creating the floor image_path = import_assets(os.path.join('graphics', 'tilemap', 'ground.png')) self.floor_surf = pygame.image.load( import_assets( os.path.join('graphics', 'tilemap', 'ground.png') ) ).convert() self.floor_rect = self.floor_surf.get_rect(topleft=(0, 0)) def custom_draw(self, entity): self.sprite_type = entity.sprite_type # Getting the offset if hasattr(entity, 'animation'): self.offset.x = entity.animation.rect.centerx - self.half_width self.offset.y = entity.animation.rect.centery - self.half_height else: self.offset.x = entity.rect.centerx - self.half_width self.offset.y = entity.rect.centery - self.half_height # Drawing the floor floor_offset_pos = self.floor_rect.topleft - self.offset self.display_surface.blit(self.floor_surf, floor_offset_pos) for sprite in sorted(self.sprites(), key=lambda sprite: sprite.animation.rect.centery if hasattr(sprite, 'animation') else sprite.rect.centery): if hasattr(sprite, 'animation'): offset_pos = sprite.animation.rect.topleft - self.offset self.display_surface.blit(sprite.animation.image, offset_pos) else: offset_pos = sprite.rect.topleft - self.offset self.display_surface.blit(sprite.image, offset_pos)