def render_block(self, block, pos, screen, viewport): """#fast render water if block["name"] == "water": screen.blit(World.block_images[block["id"]], Convert.world_to_viewport([Convert.chunk_to_world(pos[0], self), pos[1]], viewport))""" #don't render air if block["name"] != "air": #print(block["name"] + " " + str(block["id"])) Game.get_world().render_block(block["id"], [Convert.chunk_to_world(pos[0], self), pos[1]], block["connectedTexture"], screen, viewport) if Game.DEBUG: #draw bounding box pygame.draw.rect(screen, Game.BLACK, pygame.Rect(Convert.chunk_to_viewport(pos, self, viewport), (Game.BLOCK_SIZE * Game.SCALE, Game.BLOCK_SIZE * Game.SCALE)), 1)