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Calculate lastframe_limit only one time, as it does not change
author
Antonio Ospite <ospite@studenti.unina.it>
Tue, 19 Mar 2013 10:30:59 +0000
(11:30 +0100)
committer
Antonio Ospite <ospite@studenti.unina.it>
Tue, 19 Mar 2013 10:32:32 +0000
(11:32 +0100)
pygame-vertical-scrolling-map.py
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diff --git
a/pygame-vertical-scrolling-map.py
b/pygame-vertical-scrolling-map.py
index
132b44a
..
75227e1
100755
(executable)
--- a/
pygame-vertical-scrolling-map.py
+++ b/
pygame-vertical-scrolling-map.py
@@
-50,15
+50,15
@@
class VerticalScrollingMap(pygame.Surface):
# Center along X
self.x = (self.viewport_width - self.texture_widht) / 2.0
# Center along X
self.x = (self.viewport_width - self.texture_widht) / 2.0
- def draw(self, screen):
- self.y += self.offset
-
# NOTE, we assume that the texture has at least twice the height of the
# viewport
# NOTE, we assume that the texture has at least twice the height of the
# viewport
- lastframe_limit = -(self.texture_height - self.viewport_height)
+ self.lastframe_limit = -(self.texture_height - self.viewport_height)
+
+ def draw(self, screen):
+ self.y += self.offset
# Wrap around to cycle seamlessly
# Wrap around to cycle seamlessly
- self.y %= lastframe_limit
+ self.y %=
self.
lastframe_limit
screen.blit(self.texture, (self.x, self.y))
screen.blit(self.texture, (self.x, self.y))