class Column(pygame.sprite.DirtySprite) :
- def __init__(self, group, hue, rect, tone, atBorder) :
+ def __init__(self, group, hue, rect, tone) :
pygame.sprite.DirtySprite.__init__(self, group)
self.state = False
onLeft = rect.centerx - onWidth / 2
rectOn = pygame.Rect((onLeft, 0),
(onWidth, rect.height))
-
- 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
toneRect = pygame.Rect(((w - tw) / 2, h - th), (tw, th))
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
+
+ screenWidth = group.dispWidth
+ if rect.left < 0 :
+ rect.left = 0
+ elif rect.right > screenWidth :
+ rect.right = screenWidth
sylRect = pygame.Rect(((w - sw) / 2, (h - sh) / 2), (sw, sh))
sur.blit(renderedSyl, sylRect)
screen = pygame.display.get_surface()
# taille de la zone d'affichage utile (bordure autour)
- dispWidth = screen.get_width() - 2 * BORDER
- dispHeight = screen.get_height() - 2 * BORDER
+ self.dispWidth = dispWidth = screen.get_width() - 2 * BORDER
+ self.dispHeight = dispHeight = screen.get_height() - 2 * BORDER
columnWidth = int(round(float(dispWidth) / self.keyboardLength))
for i, rect in enumerate(self.keyboardRects) :
hue = FIRST_HUE - hueStep * i
tone = self.distinctNotes[i]
- atBorder = False
- if i == 0 :
- atBorder = 'left'
- elif i == self.keyboardLength -1 :
- atBorder = 'right'
- c = Column(self, hue, rect, tone, atBorder)
+ c = Column(self, hue, rect, tone)
self.add(c, layer=BACKGROUND_LAYER)
self.columns[tone.midi] = c