Multithreaded Operation

Debugging
Doors, when no Doors are present
Smaller Bugfixes
This commit is contained in:
Steffen Illium
2021-08-31 17:27:19 +02:00
parent 2bf9aaed15
commit 4fb32c98c6
11 changed files with 228 additions and 149 deletions

View File

@ -79,14 +79,15 @@ class Renderer:
rects = []
for i, j in product(range(-self.view_radius, self.view_radius+1),
range(-self.view_radius, self.view_radius+1)):
if bool(view[self.view_radius+j, self.view_radius+i]):
visibility_rect = bp['dest'].copy()
visibility_rect.centerx += i*self.cell_size
visibility_rect.centery += j*self.cell_size
shape_surf = pygame.Surface(visibility_rect.size, pygame.SRCALPHA)
pygame.draw.rect(shape_surf, self.AGENT_VIEW_COLOR, shape_surf.get_rect())
shape_surf.set_alpha(64)
rects.append(dict(source=shape_surf, dest=visibility_rect))
if view is not None:
if bool(view[self.view_radius+j, self.view_radius+i]):
visibility_rect = bp['dest'].copy()
visibility_rect.centerx += i*self.cell_size
visibility_rect.centery += j*self.cell_size
shape_surf = pygame.Surface(visibility_rect.size, pygame.SRCALPHA)
pygame.draw.rect(shape_surf, self.AGENT_VIEW_COLOR, shape_surf.get_rect())
shape_surf.set_alpha(64)
rects.append(dict(source=shape_surf, dest=visibility_rect))
return rects
def render(self, entities):