diff --git a/__init__.py b/__init__.py index 2f3aa2d..e6aed0a 100644 --- a/__init__.py +++ b/__init__.py @@ -48,11 +48,18 @@ class Game: self.spinInc = 0 #render variables - self.screenMid = self.size[0]/2 - self.gunScale = self.size[1]/1080 - self.gunMid = self.screenMid-(self.gun[0][0].size[0]*self.gunScale/2) - # TODO - # Make the gun scale based on width of screen as well as height + self.gunw=self.gun[0][0].size[0] #calculates width of gun anim + self.gunh=self.gun[0][0].size[1] #calculates height of gun anim + #NOTE: Brosef, istg you better not make the gun webm + # change sizes mid file, or so help me + + self.screenMidx = self.size[0]/2 #calculates horizontal midpoint of screen + self.screenMidy = self.size[1]/2 #calculates verticle midpoint of screen + + self.gunScale = min(self.size[1]/self.gunh,self.size[0]/self.gunw) #calculates how to scale the gun so that it stays on the screen + + self.gunMidx = self.screenMidx-(self.gunw*self.gunScale/2) #gun midpoint on the x axis + self.gunMidy = self.screenMidy-(self.gunh*self.gunScale/2) #gun midpoint on the y axis def fire(self):#LETS GO GAMBLING if randint(1,6) == 6: @@ -99,7 +106,7 @@ class Game: #screen code self.surface.fill("black") - self.surface.blit(pygame.transform.scale_by(self.gun[self.spinInc][0],self.gunScale),(self.gunMid,0))#draw the gun + self.surface.blit(pygame.transform.scale_by(self.gun[self.spinInc][0],self.gunScale),(self.gunMidx,self.gunMidy))#draw the gun #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: