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I'm honestly not quite sure what you are asking here. It sounds like you are just asking if you can draw according to world position rather than screen position? If so, yes, the positioning of sprites is completely up to you. You might want to visit our discord to discuss this quicker.
On Sat, Oct 12, 2019 at 11:54 AM 'Josh Snaith' via pyglet-users <pyglet...@googlegroups.com> wrote:
Evening all,--At the strong recommendation of some associates I am moving from pygame to pyglet. I think i've got my head around the basic approach of the event system but the next hurdle is migrating the way I draw my screen's various elements and any help would be greatly appreciated.With pygame I created a sub-section (a surface in pygame's terms) of the screen and drew all the related images relative to that. For example, one such sub-section displayed the game map and I drew each tile of the map relative to the sub-section, rather than the window as a whole.I am struggling to find a way to follow that approach with pyglet. Am I missing something, or am I misusing the library? If it's the latter, how would you recommend I approach it instead? And does it make a different that I intent to use glooey for the GUI?Thanks in advance for any help!-Snayff
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I think you want to look at these classes/functions:
Basically, the idea is that when you enter a group, you use glTranslatef() to change the coordinates of everything that'll be drawn in that group. The push/pop functions reset the coordinates when you leave the group.
If you haven't encountered this kind of thing before, you might
find it useful to go through an OpenGL tutorial. Pyglet is
definitely a lot more powerful than pygame, but working with
OpenGL isn't always intuitive.
-Kale
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