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self.walls.append(pygame.Rect(
object.x, object.y,
object.width, object.height))
# create new data source for pyscroll
map_data = pyscroll.data.TiledMapData(tmx_data)
# create new renderer (camera)
self.map_layer = pyscroll.BufferedRenderer(map_data, screen.get_size(), clamp_camera=False, tall_sprites=1)
self.map_layer.zoom = 2
# pyscroll supports layered rendering. our map has 3 'under' layers
# layers begin with 0, so the layers are 0, 1, and 2.
# since we want the sprite to be on top of layer 1, we set the default
# layer for sprites as 2
self.group = PyscrollGroup(map_layer=self.map_layer, default_layer=2)
self.hero = Hero()
# put the hero in the center of the map
self.hero.position = self.map_layer.map_rect.center
self.hero._position[0] += 200
self.hero._position[1] += 400
# add our hero to the group
self.group.add(self.hero)
self.walls.append(pygame.Rect(
object.x, object.y,
object.width, object.height))
# create new data source for pyscroll
map_data = pyscroll.data.TiledMapData(tmx_data)
# create new renderer (camera)
self.map_layer = pyscroll.BufferedRenderer(map_data, screen.get_size())
self.map_layer.zoom = 2
# pyscroll supports layered rendering. our map has 3 'under' layers
# layers begin with 0, so the layers are 0, 1, and 2.
# since we want the sprite to be on top of layer 1, we set the default
# layer for sprites as 2
self.group = PyscrollGroup(map_layer=self.map_layer, default_layer=2)
self.hero = Hero()
# put the hero in the center of the map
self.hero.position = self.map_layer.map_rect.center
# add our hero to the group
self.group.add(self.hero)