def render(self, trans, update): env = self.realm.world.env tiles = env.tiles R, C = tiles.shape counts = np.array([tile.counts for tile in tiles.ravel()]) nCounts = counts.shape[1] counts = counts.reshape(R, C, counts.shape[1]) counts = [counts[:, :, i] for i in range(counts.shape[2])] if nCounts <= 12: colors = Neon.color12() else: colors = Color256.colors[0::256 // nCounts] for idx, count in enumerate(counts): counts[idx] = 20 * counts[idx][:, :, np.newaxis] * np.array( colors[idx].value) / 255.0 sumCounts = sum(counts) R, C, _ = sumCounts.shape counts = np.clip(sumCounts, 0, 255).astype(np.uint8) counts = np.clip(counts, 0, 255).astype(np.uint8) valCrop, txSz = embyr.mapCrop(self, counts, self.tileSz, trans) txSz = embyr.mipKey(txSz, self.mipLevels) embyr.renderMap(self, valCrop, txSz) return self.surf
def render(self): anns = self.realm.sword.anns deps = [ann.visDeps() for ann in anns] grids = [] for dep in deps: vals = dep vList = [e[1] for e in vals] vMean, vStd = np.mean(vList), np.std(vList) + 1e-3 nStd, nTol = 4.0, 0.5 grayVal = int(255 / nStd * nTol) grid = np.zeros((16, 16, 3)) for v in vals: pos, mat = v r, c = pos mat = (mat - vMean) / vStd color = np.clip(mat, -nStd, nStd) color = int(color * 255.0 / nStd) if color > 0: color = (0, color, 128) else: color = (-color, 0, 128) grid[r, c] = color grids.append(grid) grids += 15 * [0 * grids[0]] grids = grids[:16] grids1 = np.vstack(grids[:4]) grids2 = np.vstack(grids[4:8]) grids3 = np.vstack(grids[8:12]) grids4 = np.vstack(grids[12:16]) grids = np.hstack((grids1, grids2, grids3, grids4)) embyr.renderMap(self, grids, self.tileSz) return self.surf
def render(self, trans, update): self.reset() if update: self.update() valCrop, txSz = embyr.mapCrop(self, self.vals, self.tileSz, trans) txSz = embyr.mipKey(txSz, self.mipLevels) embyr.renderMap(self, valCrop, txSz) return self.surf
def render(self, trans): self.reset() envCrop, txSz = embyr.mapCrop(self, self.realm.world.env.inds(), self.tileSz, trans) txSz = embyr.mipKey(txSz, self.mipLevels) embyr.renderMap(self, envCrop, txSz, self.textures.material[txSz], self.iso) self.flip() return self.surf
def render(self): ents = [e.server for e in self.realm.desciples.values()] self.updateMaps(ents) maps = self.maps maps = maps + 15 * [0 * maps[0]] maps = maps[:16] mapv1 = np.vstack(maps[:4]) mapv2 = np.vstack(maps[4:8]) mapv3 = np.vstack(maps[8:12]) mapv4 = np.vstack(maps[12:16]) maps = np.hstack((mapv1, mapv2, mapv3, mapv4)) maps = maps.astype(np.uint8) #maps = pygame.pixelcopy.make_surface(maps) #valCrop, txSz = embyr.mapCrop(self, maps, # self.tileSz, trans) #txSz = embyr.mipKey(txSz, self.mipLevels) embyr.renderMap(self, maps, int(1.7 * self.tileSz)) return self.surf