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import pygame
import helper
import pause
opacity = 0
def draw(canvas, screen, need_update_world, world, mouse, blocks, zoom, offset, block_coordinates, paused, screen_blocks):
global opacity
canvas.fill("red")
width = screen.get_size()[0]
height = width / (16/9)
if width > screen.get_size()[0] or height > screen.get_size()[1]:
height = screen.get_size()[1]
width = height * (16/9)
world_display = pygame.Surface((1280, 720))
if need_update_world:
screen_blocks = []
world.fill("gray")
for layer in range(len(blocks)):
for height in range(len(blocks[layer]) - 1, -1, -1):
for width in range(len(blocks[layer][height]) - 1, -1, -1):
if blocks[layer][height][width] != "air":
x = offset[0] + 500 + (21 * width) - (21 * height)
y = offset[1] + 500 - (13 * layer) - (14 * width) - (12 * height)
world.blit(helper.draw_texture(helper.get_block_texture(blocks[layer][height][width])), (x, y))
for layer in range(len(blocks) - 1, -1, -1):
for height in range(len(blocks[layer]) - 1, -1, -1):
for width in range(len(blocks[layer][height]) - 1, -1, -1):
if blocks[layer][height][width] != "air":
x = offset[0] + 500 + (21 * width) - (21 * height)
y = offset[1] + 500 - (13 * layer) - (14 * width) - (12 * height)
screen_blocks.append((x, y, blocks[layer][height][width], layer, height, width))
need_update_world = False
print(offset)
world_display.blit(world, (0, 0))
if mouse[0] > -1 and mouse[1] > -1 and pygame.mouse.get_focused() and not paused:
cursor_x = original_cursor_x = mouse[0] - 42 / 2
cursor_y = original_cursor_y = mouse[1] - 42 / 2
cursor_changed = False
for block in screen_blocks:
if block[0] <= mouse[0] <= block[0] + 42 and block[1] <= mouse[1] <= block[1] + 42:
cursor_x = block[0]
cursor_y = block[1]
cursor_changed = True
break
if cursor_changed:
world_display.blit(helper.draw_texture(5), (cursor_x, cursor_y))
block_coordinates = (cursor_x, cursor_y)
else:
block_coordinates = (-1, -1)
world_display.blit(helper.draw_texture(2), (original_cursor_x + 42 / 2, original_cursor_y + 42 / 2))
x = 1280 / 2 - zoom[0] / 2
y = 720 / 2 - zoom[1] / 2
if x < 0:
x = 0
if y < 0:
y = 0
if x + zoom[0] > 1280:
x = 0
if y + zoom[1] > 720:
y = 0
canvas.blit(pygame.transform.scale(world_display.subsurface(x, y, zoom[0], zoom[1]), (1280, 720)), (0, 0))
if paused:
canvas.blit(pygame.Surface.convert_alpha(pause.show()), (0, 0))
scaled_win = pygame.transform.scale(canvas, (width, height))
if opacity >= 1:
result = scaled_win
else:
result = helper.transparent(scaled_win, opacity)
screen.blit(result, (screen.get_size()[0] / 2 - width / 2, screen.get_size()[1] / 2 - height / 2))
pygame.display.flip()
if opacity < 1:
opacity += 1/30
if opacity >= 1:
opacity = 1
return canvas, screen, need_update_world, world, mouse, blocks, zoom, offset, block_coordinates, paused, screen_blocks
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