mima-engine 0.1.0__py3-none-any.whl
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
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- mima/__init__.py +1 -0
- mima/backend/__init__.py +1 -0
- mima/backend/pygame_assets.py +345 -0
- mima/backend/pygame_audio.py +75 -0
- mima/backend/pygame_backend.py +399 -0
- mima/backend/pygame_events.py +430 -0
- mima/collision.py +237 -0
- mima/engine.py +197 -0
- mima/maps/__init__.py +0 -0
- mima/maps/template.py +41 -0
- mima/maps/tile.py +20 -0
- mima/maps/tile_animation.py +7 -0
- mima/maps/tile_info.py +10 -0
- mima/maps/tile_layer.py +52 -0
- mima/maps/tiled/__init__.py +0 -0
- mima/maps/tiled/tiled_layer.py +48 -0
- mima/maps/tiled/tiled_map.py +95 -0
- mima/maps/tiled/tiled_object.py +79 -0
- mima/maps/tiled/tiled_objectgroup.py +25 -0
- mima/maps/tiled/tiled_template.py +49 -0
- mima/maps/tiled/tiled_tile.py +90 -0
- mima/maps/tiled/tiled_tileset.py +45 -0
- mima/maps/tilemap.py +159 -0
- mima/maps/tileset.py +32 -0
- mima/maps/tileset_info.py +9 -0
- mima/maps/transition_map.py +148 -0
- mima/objects/__init__.py +0 -0
- mima/objects/animated_sprite.py +198 -0
- mima/objects/attribute_effect.py +26 -0
- mima/objects/attributes.py +123 -0
- mima/objects/creature.py +332 -0
- mima/objects/dynamic.py +182 -0
- mima/objects/effects/__init__.py +0 -0
- mima/objects/effects/colorize_screen.py +36 -0
- mima/objects/effects/light.py +107 -0
- mima/objects/effects/walking_on_grass.py +38 -0
- mima/objects/effects/walking_on_water.py +41 -0
- mima/objects/loader.py +103 -0
- mima/objects/projectile.py +86 -0
- mima/objects/sprite.py +110 -0
- mima/objects/world/__init__.py +0 -0
- mima/objects/world/color_gate.py +68 -0
- mima/objects/world/color_switch.py +105 -0
- mima/objects/world/container.py +171 -0
- mima/objects/world/floor_switch.py +111 -0
- mima/objects/world/gate.py +174 -0
- mima/objects/world/light_source.py +124 -0
- mima/objects/world/logic_gate.py +163 -0
- mima/objects/world/movable.py +338 -0
- mima/objects/world/oneway.py +168 -0
- mima/objects/world/pickup.py +88 -0
- mima/objects/world/switch.py +165 -0
- mima/objects/world/teleport.py +288 -0
- mima/scene_engine.py +79 -0
- mima/scripts/__init__.py +2 -0
- mima/scripts/command.py +24 -0
- mima/scripts/commands/__init__.py +0 -0
- mima/scripts/commands/add_quest.py +19 -0
- mima/scripts/commands/change_map.py +15 -0
- mima/scripts/commands/close_dialog.py +8 -0
- mima/scripts/commands/give_item.py +24 -0
- mima/scripts/commands/give_resource.py +51 -0
- mima/scripts/commands/move_map.py +152 -0
- mima/scripts/commands/move_to.py +49 -0
- mima/scripts/commands/oneway_move.py +57 -0
- mima/scripts/commands/parallel.py +53 -0
- mima/scripts/commands/play_sound.py +13 -0
- mima/scripts/commands/present_item.py +51 -0
- mima/scripts/commands/progress_quest.py +12 -0
- mima/scripts/commands/quit_game.py +8 -0
- mima/scripts/commands/save_game.py +13 -0
- mima/scripts/commands/screen_fade.py +65 -0
- mima/scripts/commands/serial.py +46 -0
- mima/scripts/commands/set_facing_direction.py +21 -0
- mima/scripts/commands/set_spawn_map.py +14 -0
- mima/scripts/commands/show_choices.py +43 -0
- mima/scripts/commands/show_dialog.py +11 -0
- mima/scripts/commands/take_coins.py +23 -0
- mima/scripts/script_processor.py +40 -0
- mima/states/__init__.py +0 -0
- mima/states/game_state.py +162 -0
- mima/states/quest.py +72 -0
- mima/types/__init__.py +0 -0
- mima/types/alignment.py +7 -0
- mima/types/blend.py +8 -0
- mima/types/damage.py +42 -0
- mima/types/direction.py +44 -0
- mima/types/gate_color.py +7 -0
- mima/types/graphic_state.py +22 -0
- mima/types/keys.py +16 -0
- mima/types/mode.py +15 -0
- mima/types/nature.py +12 -0
- mima/types/object.py +22 -0
- mima/types/start.py +7 -0
- mima/types/terrain.py +9 -0
- mima/types/weapon_slot.py +6 -0
- mima/usables/__init__.py +0 -0
- mima/usables/item.py +31 -0
- mima/usables/weapon.py +48 -0
- mima/util/__init__.py +1 -0
- mima/util/colors.py +45 -0
- mima/util/constants.py +47 -0
- mima/util/functions.py +13 -0
- mima/util/input_defaults.py +49 -0
- mima/util/logging.py +51 -0
- mima/util/property.py +8 -0
- mima/util/runtime_config.py +133 -0
- mima/view/__init__.py +0 -0
- mima/view/camera.py +51 -0
- mima/view/scene.py +350 -0
- mima_engine-0.1.0.dist-info/METADATA +14 -0
- mima_engine-0.1.0.dist-info/RECORD +114 -0
- mima_engine-0.1.0.dist-info/WHEEL +5 -0
- mima_engine-0.1.0.dist-info/top_level.txt +1 -0
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from __future__ import annotations
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import logging
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from typing import TYPE_CHECKING
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import pygame
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from ..types.blend import Blend
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from ..util.colors import BLACK, WHITE, Color
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from ..util.constants import (
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BIG_FONT_HEIGHT,
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BIG_FONT_NAME,
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BIG_FONT_WIDTH,
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SMALL_FONT_HEIGHT,
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SMALL_FONT_NAME,
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SMALL_FONT_WIDTH,
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)
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from .pygame_assets import PygameAssets
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from .pygame_audio import PygameAudio
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from .pygame_events import SDL2_BACKGROUND_EVENTS, PygameUserInput
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if TYPE_CHECKING:
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from ..engine import MimaEngine
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from ..util import RuntimeConfig
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LOG = logging.getLogger(__name__)
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class PygameBackend:
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engine: MimaEngine
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def __init__(self, rtc: RuntimeConfig, init_file: str, platform: str):
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self.rtc = rtc
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self.init_file: str = init_file
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self.platform: str = platform
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self.icon_path: str = ""
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self.splash_path: str = ""
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self.render_width: int
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self.render_height: int
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self.pixel_size: int
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self.display_width: int
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self.display_height: int
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self.target_fps: int
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self.clock: pygame.time.Clock
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self.manual_scale: bool = False
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self.terminate: bool = False
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self.user_input: PygameUserInput
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self.assets: PygameAssets
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self.audio: PygameAudio
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self.display: pygame.Surface
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self._screen: pygame.Surface
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self._filter: pygame.Surface
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self._filter_color: Color = BLACK
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self._filter_blend: Blend = Blend.DEFAULT
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self._last_sprite_name: str = ""
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self._last_sprite: pygame.Surface
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def init(self):
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LOG.info("Initializing pygame backend.")
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pygame.mixer.pre_init(44100, -16, 2, 2048)
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pygame.init()
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self.clock = pygame.time.Clock()
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self.user_input = PygameUserInput(platform=self.platform)
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self.assets = PygameAssets(self.rtc, self.init_file)
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self.audio = PygameAudio(self.assets)
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def construct(
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self,
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width: int,
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height: int,
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pixel_size: int,
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fullscreen: bool = False,
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target_fps: int = 60,
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resizeable: bool = False,
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):
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LOG.info("Constructing window.")
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self.render_width, self.display_width = width, width
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self.render_height, self.display_height = height, height
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self.pixel_size = pixel_size
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self.target_fps = target_fps
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flags = pygame.HWSURFACE | pygame.DOUBLEBUF
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if fullscreen:
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flags = flags | pygame.FULLSCREEN | pygame.SCALED
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self.pixel_size = -1 # Calculate later
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elif pixel_size == 0:
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flags = flags | pygame.SCALED
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self.pixel_size = -1 # Calculate later
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else:
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self.display_width = self.render_width * self.pixel_size
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self.display_height = self.render_height * self.pixel_size
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self._screen = pygame.display.set_mode(
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(self.display_width, self.display_height), flags
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)
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if pixel_size > 1:
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self.manual_scale = True
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self.display = pygame.Surface(
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(self.render_width, self.render_height)
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)
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else:
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self.display = self._screen
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if self.platform == "PC":
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if self.icon_path:
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icon = pygame.image.load(self.icon_path).convert_alpha()
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pygame.display.set_icon(icon)
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if self.splash_path:
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splash_screen = pygame.image.load(
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self.splash_path
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).convert_alpha()
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self.display.blit(splash_screen, (0, 0))
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pygame.display.flip()
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self.user_input.width = self.render_width
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self.user_input.height = self.render_height
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self.assets.load()
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# self.assets.load_items()
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def clear(self, color: Color = Color(0, 0, 0)):
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self.display.fill(color.getRGBA())
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self._filter = pygame.Surface((self.render_width, self.render_height))
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self._filter.fill(self._filter_color.getRGBA())
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def configure_filter(
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self, color: Color = BLACK, blend_mode: Blend = Blend.DEFAULT
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):
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self._filter_color = color
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self._filter_blend = blend_mode
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def apply_filter(self):
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if self._filter_blend != Blend.DEFAULT:
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self.display.blit(
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self._filter,
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pygame.Vector2(0, 0),
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special_flags=blend_to_pygame_flag(self._filter_blend),
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)
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def draw_partial_sprite(
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self,
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px: float,
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py: float,
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sprite_name: float,
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sx: float,
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sy: float,
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width: float,
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height: float,
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blend_mode: Blend = Blend.DEFAULT,
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draw_to_filter: bool = False,
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):
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if sprite_name:
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if draw_to_filter:
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display = self._filter
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else:
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display = self.display
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if sprite_name != self._last_sprite_name:
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self._last_sprite_name = sprite_name
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self._last_sprite = self.assets.get_sprite(sprite_name)
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sprite = self._last_sprite
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if sprite is not None:
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try:
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display.blit(
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sprite,
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pygame.Vector2(px, py),
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pygame.Rect(sx, sy, width, height),
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special_flags=0
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if blend_mode == Blend.DEFAULT
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else blend_to_pygame_flag(blend_mode),
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)
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except Exception as e:
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print(
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f"Exception drawing sprite {sprite_name}: {px}, {py}, {sx}, {sy}, {width}, {height}"
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)
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raise e
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# else:
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# print(f"Draw sprite {sprite_name} at {(px, py)}.")
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def draw_line(
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self, sx: float, sy: float, ex: float, ey: float, color: Color
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):
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pygame.draw.line(self.display, color.getRGBA(), (sx, sy), (ex, ey))
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def fill_circle(
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self,
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px: float,
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py: float,
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radius: float,
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color: Color,
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blend_mode: Blend = Blend.DEFAULT,
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draw_to_filter: bool = False,
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):
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if draw_to_filter:
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display = self._filter
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else:
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display = self.display
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if blend_mode == Blend.DEFAULT:
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pygame.draw.circle(display, color.getRGBA(), (px, py), radius)
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else:
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surf = pygame.Surface((radius * 2, radius * 2))
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surf.fill((0, 0, 0))
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pygame.draw.circle(surf, color.getRGBA(), (radius, radius), radius)
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rect = surf.get_rect(center=(px, py))
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display.blit(
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surf,
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rect,
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special_flags=blend_to_pygame_flag(blend_mode),
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)
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def draw_circle(self, px: float, py: float, radius: float, color: Color):
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pygame.draw.circle(
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self.display, color.getRGBA(), (px, py), radius, width=1
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)
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def fill_rect(
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self,
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px: float,
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py: float,
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width: float,
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height: float,
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color: Color,
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draw_to_filter: bool = False,
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):
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r, g, b, a = color.getRGBA()
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if draw_to_filter:
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display = self._filter
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else:
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display = self.display
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if a < 255:
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surf = pygame.Surface((width, height))
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surf.set_alpha(a)
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surf.fill((r, g, b))
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display.blit(surf, (px, py))
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else:
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pygame.draw.rect(
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display,
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(r, g, b),
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pygame.Rect(px, py, width, height),
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)
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def draw_rect(
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self,
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|
252
|
+
px: float,
|
|
253
|
+
py: float,
|
|
254
|
+
width: float,
|
|
255
|
+
height: float,
|
|
256
|
+
color: Color,
|
|
257
|
+
line_width: int = 1,
|
|
258
|
+
):
|
|
259
|
+
line_width = max(1, line_width)
|
|
260
|
+
pygame.draw.rect(
|
|
261
|
+
self.display,
|
|
262
|
+
color.getRGB(),
|
|
263
|
+
pygame.Rect(px, py, width, height),
|
|
264
|
+
width=line_width,
|
|
265
|
+
)
|
|
266
|
+
|
|
267
|
+
def draw_big_text(
|
|
268
|
+
self, text: str, px: float, py: float, color: Color = WHITE
|
|
269
|
+
):
|
|
270
|
+
self.draw_text(
|
|
271
|
+
text,
|
|
272
|
+
px,
|
|
273
|
+
py,
|
|
274
|
+
BIG_FONT_NAME,
|
|
275
|
+
BIG_FONT_WIDTH,
|
|
276
|
+
BIG_FONT_HEIGHT,
|
|
277
|
+
color,
|
|
278
|
+
)
|
|
279
|
+
|
|
280
|
+
def draw_small_text(
|
|
281
|
+
self, text: str, px: float, py: float, color: Color = WHITE
|
|
282
|
+
):
|
|
283
|
+
self.draw_text(
|
|
284
|
+
text,
|
|
285
|
+
px,
|
|
286
|
+
py,
|
|
287
|
+
SMALL_FONT_NAME,
|
|
288
|
+
SMALL_FONT_WIDTH,
|
|
289
|
+
SMALL_FONT_HEIGHT,
|
|
290
|
+
color,
|
|
291
|
+
)
|
|
292
|
+
|
|
293
|
+
def draw_text(
|
|
294
|
+
self,
|
|
295
|
+
text: str,
|
|
296
|
+
px: float,
|
|
297
|
+
py: float,
|
|
298
|
+
font_name: str,
|
|
299
|
+
font_width: int,
|
|
300
|
+
font_height: int,
|
|
301
|
+
color: Color = WHITE,
|
|
302
|
+
):
|
|
303
|
+
if color != WHITE:
|
|
304
|
+
old_sprite = self.assets.get_sprite(font_name)
|
|
305
|
+
new_sprite = old_sprite.copy()
|
|
306
|
+
new_sprite.fill(
|
|
307
|
+
color.getRGBA(), special_flags=pygame.BLEND_RGBA_MIN
|
|
308
|
+
)
|
|
309
|
+
font_name = f"{font_name}_{color.short_name()}"
|
|
310
|
+
self.assets.new_sprite(font_name, new_sprite)
|
|
311
|
+
|
|
312
|
+
idx = 0
|
|
313
|
+
for c in text:
|
|
314
|
+
sx = ((ord(c) - 32) % 16) * font_width
|
|
315
|
+
sy = ((ord(c) - 32) // 16) * font_height
|
|
316
|
+
self.draw_partial_sprite(
|
|
317
|
+
px + idx * font_width,
|
|
318
|
+
py,
|
|
319
|
+
font_name,
|
|
320
|
+
sx,
|
|
321
|
+
sy,
|
|
322
|
+
font_width,
|
|
323
|
+
font_height,
|
|
324
|
+
)
|
|
325
|
+
idx += 1
|
|
326
|
+
|
|
327
|
+
def draw_pixel(self, px: float, py: float, color: Color):
|
|
328
|
+
self.display.set_at((int(px), int(py)), color.getRGB())
|
|
329
|
+
|
|
330
|
+
def set_caption(self, text: str):
|
|
331
|
+
pygame.display.set_caption(text)
|
|
332
|
+
|
|
333
|
+
def keep_running(self) -> bool:
|
|
334
|
+
return not self.terminate
|
|
335
|
+
|
|
336
|
+
def process_events(self):
|
|
337
|
+
self.user_input.reset()
|
|
338
|
+
|
|
339
|
+
for event in pygame.event.get():
|
|
340
|
+
if event.type == pygame.QUIT:
|
|
341
|
+
self.terminate = True
|
|
342
|
+
break
|
|
343
|
+
if event.type == pygame.KEYDOWN:
|
|
344
|
+
if event.key == pygame.K_ESCAPE:
|
|
345
|
+
self.on_user_terminate()
|
|
346
|
+
continue
|
|
347
|
+
if event.type in SDL2_BACKGROUND_EVENTS:
|
|
348
|
+
self._handle_background(event)
|
|
349
|
+
continue
|
|
350
|
+
|
|
351
|
+
self.user_input.process(event)
|
|
352
|
+
|
|
353
|
+
def update_display(self):
|
|
354
|
+
if self.manual_scale:
|
|
355
|
+
self._screen.blit(
|
|
356
|
+
pygame.transform.scale(
|
|
357
|
+
self.display, (self.display_width, self.display_height)
|
|
358
|
+
),
|
|
359
|
+
(0, 0),
|
|
360
|
+
)
|
|
361
|
+
|
|
362
|
+
pygame.display.flip()
|
|
363
|
+
|
|
364
|
+
def tick(self) -> float:
|
|
365
|
+
return self.clock.tick(self.target_fps) / 1000.0
|
|
366
|
+
|
|
367
|
+
def on_user_terminate(self):
|
|
368
|
+
self.engine.on_user_terminate()
|
|
369
|
+
|
|
370
|
+
def shutdown(self):
|
|
371
|
+
pygame.mixer.quit()
|
|
372
|
+
pygame.quit()
|
|
373
|
+
|
|
374
|
+
def _handle_background(self, event):
|
|
375
|
+
if event.type == 259:
|
|
376
|
+
self.engine.on_enter_background()
|
|
377
|
+
elif event.type == 260:
|
|
378
|
+
self.engine.on_entered_background()
|
|
379
|
+
elif event.type == 261:
|
|
380
|
+
self.engine.on_enter_foreground()
|
|
381
|
+
else:
|
|
382
|
+
self.engine.on_entered_foreground()
|
|
383
|
+
|
|
384
|
+
@property
|
|
385
|
+
def data_path(self):
|
|
386
|
+
return self.assets.data_path
|
|
387
|
+
|
|
388
|
+
|
|
389
|
+
def blend_to_pygame_flag(blend_mode: Blend):
|
|
390
|
+
if blend_mode == Blend.DEFAULT:
|
|
391
|
+
return 0
|
|
392
|
+
elif blend_mode == Blend.ADD:
|
|
393
|
+
return pygame.BLEND_RGBA_ADD
|
|
394
|
+
elif blend_mode == Blend.SUB:
|
|
395
|
+
return pygame.BLEND_RGBA_SUB
|
|
396
|
+
elif blend_mode == Blend.MULT:
|
|
397
|
+
return pygame.BLEND_RGBA_MULT
|
|
398
|
+
else:
|
|
399
|
+
return 0
|