Updated to use v1.0.0 of GameUtils

This commit is contained in:
2025-06-21 23:32:09 +01:00
parent d38eadd6c3
commit 22c6903783

18
game.py
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@ -103,23 +103,13 @@ class Game(gameUtils.Game):
Ran once per frame, put your drawing code and any Ran once per frame, put your drawing code and any
game logic that should be ran once per frame in here. game logic that should be ran once per frame in here.
""" """
# Don't remove this. It does important things. :3
super().update()
#screen code #screen code
self.surf.fill("black") self.surf.fill("black")
self.surf.blit(pygame.transform.scale_by(self.gun.getFrame(),self.gunScale),(self.gunMidx,self.gunMidy))#draw the gun self.surf.blit(gameUtils.utils.centre(pygame.transform.scale_by(self.gun.getFrame(), self.gunScale), self.size))
#screen.blit(pygame.transform.scale_by(MainSurface,1),(0,yOffset))#renders the main surface to the screen, while also scaling it for the required display resolution
# TODO:
# I've removed the whole "main surface" thing for now,
# because I'm not sure how we're going to deal with it
# from now on right now. I'll fix this later when it's
# a bit clearer on how NoPE-Lib will draw the players
# and how the base game should draw that.
# - Brosef
pygame.display.flip()
self.clock.tick(60)
def close(self): def close(self):
""" """