onLeft = rect.centerx - onWidth / 2
rectOn = pygame.Rect((onLeft, 0),
(onWidth, rect.height))
onLeft = rect.centerx - onWidth / 2
rectOn = pygame.Rect((onLeft, 0),
(onWidth, rect.height))
- if atBorder :
- setattr(rectOn, atBorder, getattr(rect, atBorder))
+
+ self.atBorder = atBorder
+ if self.atBorder :
+ setattr(rectOn, self.atBorder, getattr(rect, self.atBorder))
self.surOn = gradients.vertical(rectOn.size, topRgba, bottomRgba)
w, h = rectOn.w, rectOn.h
self.surOn = gradients.vertical(rectOn.size, topRgba, bottomRgba)
w, h = rectOn.w, rectOn.h
sur = self.surOn
if syllabus :
sur = sur.copy()
sur = self.surOn
if syllabus :
sur = sur.copy()
renderedSyl = FONT.render(syllabus, True, FONT_COLOR)
sw, sh, = renderedSyl.get_size()
w, h = self.rectOn.w, self.rectOn.h
renderedSyl = FONT.render(syllabus, True, FONT_COLOR)
sw, sh, = renderedSyl.get_size()
w, h = self.rectOn.w, self.rectOn.h
+
+ if sw > self.rectOn.w :
+ sur = pygame.transform.scale(sur, (sw, h))
+ rect = rect.inflate(sw - w, 0)
+ if self.atBorder :
+ setattr(rect, self.atBorder, getattr(self.rectOn, self.atBorder))
+ w = sw
+
sylRect = pygame.Rect(((w - sw) / 2, (h - sh) / 2), (sw, sh))
sur.blit(renderedSyl, sylRect)
self.image = sur
sylRect = pygame.Rect(((w - sw) / 2, (h - sh) / 2), (sw, sh))
sur.blit(renderedSyl, sylRect)
self.image = sur
- self.rect = self.rectOn
else :
group.change_layer(self, BACKGROUND_LAYER)
self.image = self.surOff
else :
group.change_layer(self, BACKGROUND_LAYER)
self.image = self.surOff