1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
|
from blocks import blocks
import pygame
from math import floor
from sys import platform
from pathlib import Path
import os
texture_map = pygame.image.load('./assets/textures/texture_atlas.png')
def get_data_path():
path = str(Path.home()) + "/.blocks"
if platform == "darwin":
path = str(Path.home()) + "/Library/Application Support/Blocks"
elif platform == "win32":
path = str(Path.home()).replace("\\", "/") + "/.blocks"
if not os.path.exists(path):
os.mkdir(path)
if not os.path.exists(path + "/saves"):
os.mkdir(path + "/saves")
if not os.path.exists(path + "/crash_reports"):
os.mkdir(path + "/crash_reports")
return path
def transparent(surface, percentage):
screen = pygame.Surface((1280, 720))
screen.fill("black")
screen.blit(surface, (0, 0))
surface2 = pygame.Surface((1280, 720))
surface2.fill((0, 0, 0, 255*(1-percentage)))
screen.blit(pygame.Surface.convert_alpha(surface2), (0, 0))
return screen
def text(text, size, color):
return pygame.font.Font("./assets/font/main.ttf", size).render(text, False, color)
def get_block_texture(block):
return blocks[block]['texture']
def draw_texture(id):
if id < 10:
pos = (42 * id, 0)
else:
pos = (42 * (id - (floor(((id + 1) / 10) - 1) * 10)), 42 * (floor(((id + 1) / 10) - 1)))
return texture_map.subsurface((pos[0], pos[1], 42, 42))
|