def render(): if gamemode == MENU: menu.render(screen) elif gamemode == PLAYING: screen.fill(SKY) world.render(screen, viewport) if DEBUG: #render debug text h = 10 fpsimg = font.render("fps: " + str(clock.get_fps()), 0, WHITE) screen.blit(fpsimg, (10, h)) h += fpsimg.get_height() posimg = font.render("pos: [{0:.2f}".format(player.pos[0]) + ", {0:.2f}]".format(player.pos[1]), 0, WHITE) screen.blit(posimg, (10, h)) h += posimg.get_height() chunk = world.loaded_chunks.get(Convert.world_to_chunk(player.pos[0])[1]) chunkimg = font.render("chunk: " + str(chunk.x), 0, WHITE) screen.blit(chunkimg, (10, h)) h += chunkimg.get_height() biomeimg = font.render("biome: " + str(chunk.biome["name"]), 0, WHITE) screen.blit(biomeimg, (10, h)) h += biomeimg.get_height() player.render(screen, Convert.world_to_viewport(player.pos, viewport)) if gui is None: target_pos = world.find_pos(world.find_angle(player, pygame.mouse.get_pos(), viewport), Convert.pixels_to_viewport(player.pixel_pos(True), viewport), pygame.mouse.get_pos(), player.get_break_distance()) screen.blit(img_target, [x - y for x, y in zip(target_pos, [dim / 2 for dim in img_target.get_size()])]) #zoo-wee mama! else: gui.render(screen) pygame.display.flip()
def render(self, screen, pos): #temporary bounding box pygame.draw.rect(screen, Game.RED, \ pygame.rect.Rect(Convert.pixels_to_viewport(self.bounding_box.topleft, Game.get_viewport()), (self.bounding_box.width, self.bounding_box.height)))