def _draw_debug_levelmap(self, surface, debug_params): """ show the level map directly, usefull to debug """ if debug_params["levelmap"]: draw_rect(surface, pygame.Rect(self.place[0] / 8, self.place[1] / 8, 2, 2), pygame.Color('red'))
def draw_minimap(self, surface): ''' draw minimap in the upper/right corner of the screen, showing blocs ''' for rect in self.map: draw_rect( surface, pygame.Rect(rect[0] / 8, rect[1] / 8, rect[2] / 8, rect[3] / 8), pygame.Color('grey'))
def _draw_debug_levelmap(self, surface, debug_params): """ show the level map directly, useful to debugging """ if debug_params["levelmap"]: draw_rect( surface, pygame.Rect(self.place[0] / 8, self.place[1] / 8, 2, 2), pygame.Color('red'))
def draw_minimap(self, surface): ''' draw minimap in the upper/right corner of the screen, showing blocs ''' for rect in self.map: draw_rect( surface, pygame.Rect( rect[0] / 8, rect[1] / 8, rect[2] / 8, rect[3] / 8), pygame.Color('grey'))
def _draw_debug_footrect(self, coords, zoom, surface, debug_params): """ if footrect debug is set, draw the footrect collision rect to the screen """ if self.visible: if debug_params.get('footrect', False): r = self.foot_rect draw_rect( surface, pygame.Rect(coords[0] + (r[0] - self.rect[0]) * zoom, coords[1] + (r[1] - self.rect[1]) * zoom, r[2] * zoom, r[3] * zoom), pygame.Color(255, 255, 0, 127))
def draw_debug_map(self, surface, level_place, zoom): ''' draw the map before the level, to show the real level shape ''' draw_rect( surface, pygame.Rect(level_place[0] + self.border[0] * zoom, level_place[1] + self.border[1] * zoom, self.border[2] * zoom, self.border[3] * zoom), pygame.Color('white')) draw_rect( surface, pygame.Rect(level_place[0], level_place[1], self.rect[2] * zoom, self.rect[3] * zoom), pygame.Color('lightblue')) for rect in self.map: draw_rect( surface, pygame.Rect(int(level_place[0] + (rect[0]) * zoom), int(level_place[1] + (rect[1]) * zoom), int(rect[2] * zoom), int(rect[3] * zoom)), pygame.Color('green')) for rect in self.entrypoints: draw_rect( surface, pygame.Rect(int(level_place[0] + (rect[0]) * zoom), int(level_place[1] + (rect[1]) * zoom), 20, 20), pygame.Color('blue'))
def _draw_debug_footrect(self, coords, zoom, surface, debug_params): """ if footrect debug is set, draw the footrect collision rect to the screen """ if self.visible: if debug_params.get('footrect', False): r = self.foot_rect draw_rect( surface, pygame.Rect( coords[0] + (r[0] - self.rect[0]) * zoom, coords[1] + (r[1] - self.rect[1]) * zoom, r[2] * zoom, r[3] * zoom), pygame.Color(255, 255, 0, 127))
def _draw_debug_hardshape(self, coords, zoom, surface, debug_params): """ if hardshape debug is set, draw the hardshape of the player on the screen """ if self.visible: if debug_params.get('hardshape', False): draw_rect( surface, pygame.Rect(coords[0] + self.hardshape[0] * zoom, coords[1] + self.hardshape[1] * zoom, self.hardshape[2] * zoom, self.hardshape[3] * zoom), pygame.Color(255, 0, 0, 127)) for n, i in enumerate(self.update_points()): draw_rect( surface, pygame.Rect( (coords[0] + (i[0] - self.rect[0]) * zoom, coords[1] + (i[1] - self.rect[1]) * zoom, 2, 2)), n > 3 and pygame.Color('green') or pygame.Color('blue'))
def _draw_debug_hardshape(self, coords, zoom, surface, debug_params): """ if hardshape debug is set, draw the hardshape of the player on the screen """ if self.visible: if debug_params.get('hardshape', False): draw_rect( surface, pygame.Rect( coords[0] + self.hardshape[0] * zoom, coords[1] + self.hardshape[1] * zoom, self.hardshape[2] * zoom, self.hardshape[3] * zoom), pygame.Color(255, 0, 0, 127)) for n, i in enumerate(self.update_points()): draw_rect( surface, pygame.Rect(( coords[0] + (i[0] - self.rect[0]) * zoom, coords[1] + (i[1] - self.rect[1]) * zoom, 2, 2)), n > 3 and pygame.Color('green') or pygame.Color('blue'))
def draw_debug_map(self, surface, level_place, zoom): ''' draw the map before the level, to show the real level shape ''' draw_rect( surface, pygame.Rect( level_place[0] + self.border[0] * zoom, level_place[1] + self.border[1] * zoom, self.border[2] * zoom, self.border[3] * zoom), pygame.Color('white')) draw_rect( surface, pygame.Rect( level_place[0], level_place[1], self.rect[2] * zoom, self.rect[3] * zoom), pygame.Color('lightblue')) for rect in self.map: draw_rect( surface, pygame.Rect( int(level_place[0] + (rect[0]) * zoom), int(level_place[1] + (rect[1]) * zoom), int(rect[2] * zoom), int(rect[3] * zoom)), pygame.Color('green')) for rect in self.entrypoints: draw_rect( surface, pygame.Rect( int(level_place[0] + (rect[0]) * zoom), int(level_place[1] + (rect[1]) * zoom), 20, 20), pygame.Color('blue'))