First, how do you get the resolution and the scaling factor?
This is tricky, because someone's screen may not have the same aspect ratio as your 1334x800. You can letterbox (in various different ways) or stretch the sprites; you need to decide what you want, but I'll show one letterboxing possibility:
NOMINAL_WIDTH, NOMINAL_HEIGHT = 1334., 800.
surface = display.get_surface()
width, height = surface.get_width(), surface.get_height()
xscale = width / NOMINAL_WIDTH
yscale = height / NOMINAL_HEIGHT
if xscale < 1 and yscale < 1:
scale = max(xscale, yscale)
elif xscale > 1 and yscale > 1:
scale = min(xscale, yscale)
else:
scale = 1.0
Now, how do you scale each sprite and background?
Well, first, are you sure you want to? It may be simpler to just transform the whole surface. Whether this is slower or faster is hard to predict without testing (and probably not relevant anyway), but it will definitely look better (because any interpolation, dithering, antialiasing, etc. happens after compositing, instead of before—unless you're going for that 8-bit look, of course, in which case it will destroy the look…). You can do this by compositing everything to an off-screen surface of 1334x800 (or, better, scaling everything up by a constant factor), then transform
ing that surface for display. (Note that the transform
methods include an optional DestSurface
argument. You can use this to directly transform from the offscreen surface to the display's surface.)
But let's assume you want to do it the way you asked.
You can do this when loading the sprites. For example:
def rescale(surf, scale):
new_width, new_height = surf.get_width() * scale, surf.get_height() * scale
return pygame.transform.smoothscale(surf, (new_width, new_height))
class ScaledSprite(pygame.sprite.Sprite):
def __init__(self, path, scale):
pygame.sprite.Sprite.__init__(self)
self.image = rescale(pygame.image.load(path), scale)
self.rect = self.image.get_rect()
And the same for the backgrounds.