def render_simulation(self): ground_surface = gamestate.stage.draw_ground() self.surface_renderer.draw_surface_to_screen( (0, gamestate.stage.floor_height - 20), ground_surface ) versusrendering.draw_player_renderer_state( self.player_renderer_state, gamestate.screen ) for effect in self.point_effects.values(): effect_position, effect_surface = effect.draw_effect() self.surface_renderer.draw_surface_to_screen( effect_position, effect_surface ) for player_trail_effects in self.trail_effects.values(): for point_effects in player_trail_effects.values(): for trail_effect in point_effects.values(): if trail_effect.is_renderable(): for polygon_positions in trail_effect.get_polygons(): self.surface_renderer.draw_polygon( polygon_positions, trail_effect.color ) for player_particle_effects in self.particle_effects.values(): for effect in player_particle_effects.values(): if effect.active(): surface, position = effect.draw() self.surface_renderer.draw_surface_to_screen( position, surface ) for health_bar in self.player_health_bars.values(): self.surface_renderer.draw_surface_to_absolute_position( health_bar.position, health_bar.draw() ) if self.pause: for attack_list in self.attack_lists.values(): attack_list.draw(gamestate.screen)