I'm having another problem-- I used the coding in my game, but for some reason, the sprite was a lot lower than it was supposed to be... It was totally under the textbox. At first I couldn't figure out why-- until I noticed that in the options menu for the game, the tutorial is sized at 1024 x 768.
My game, however, is sized at 800 x 600... so the repositioning coding here (at least, I think this is the culprit, haha):
Code: Select all
def draw_char_side(st, at): # same thing as above, just scaled and positioned for the sideimage; there's probably more elegant solution than this...
return LiveComposite(
(384, 674),
(10, 550), im.FactorScale("base.png", .45, .45),
(10, 550), im.FactorScale("skin%d.png"%skin, .45, .45),
(10, 550), im.FactorScale("eyes%d.png"%eyes, .45, .45),
(10, 550), im.FactorScale("pants%d.png"%pants, .45, .45),
(10, 550), im.FactorScale("shirt%d.png"%shirt, .45, .45),
(10, 550), im.FactorScale("jacket%d.png"%jacket, .45, .45),
(10, 550), im.FactorScale("hair%d.png"%hair, .45, .45)
),.1
...doesn't apply.
Do you know how I could adjust the variables to actually be on the side of my dialogue box?
EDIT:
I played around with it, and these are the coordinates I came up with. :^)
Code: Select all
def draw_char_side(st, at): # same thing as above, just scaled and positioned for the sideimage; there's probably more elegant solution than this...
return LiveComposite(
(384, 674),
(0, 375), im.FactorScale("base.png", .45, .45),
(0, 375), im.FactorScale("skin%d.png"%skin, .45, .45),
(0, 375), im.FactorScale("eyes%d.png"%eyes, .45, .45),
(0, 375), im.FactorScale("other%d.png"%other, .45, .45),
(0, 375), im.FactorScale("pants%d.png"%pants, .45, .45),
(0, 375), im.FactorScale("shirt%d.png"%shirt, .45, .45),
(0, 375), im.FactorScale("jacket%d.png"%jacket, .45, .45),
(0, 375), im.FactorScale("hair%d.png"%hair, .45, .45)
),.1