Files
Lol/render_entities.py

221 lines
5.4 KiB
Python

import pygame
from typing import List, Dict
class RenderEntities:
def __init__(self, tile_size: int = 64):
self.tile_size = tile_size
self.entity_sprites = {}
self.animations = {}
def draw_entities(self, surface: pygame.Surface, entities: List[Dict], camera: Dict) -> None:
if not entities:
return
camera_x = camera.get('x', 0)
camera_y = camera.get('y', 0)
zoom = camera.get('zoom', 1.0)
for entity in entities:
if 'x' in entity and 'y' in entity:
screen_x = (entity['x'] - camera_x) * zoom
screen_y = (entity['y'] - camera_y) * zoom
sprite = self._get_entity_sprite(entity)
if sprite:
scaled_width = int(sprite.get_width() * zoom)
scaled_height = int(sprite.get_height() * zoom)
scaled_sprite = pygame.transform.scale(sprite, (scaled_width, scaled_height))
surface.blit(scaled_sprite, (screen_x - scaled_width // 2, screen_y - scaled_height // 2))
self._draw_health_bar(surface, entity, screen_x, screen_y, scaled_width if 'sprite' in locals() else self.tile_size, zoom)
self._draw_selection(surface, entity, screen_x, screen_y, scaled_width if 'sprite' in locals() else self.tile_size, zoom)
def animate_entity(self, entity: Dict, dt: float) -> None:
entity_id = entity.get('id')
if entity_id not in self.animations:
self.animations[entity_id] = {'frame': 0, 'time': 0}
animation = self.animations[entity_id]
animation['time'] += dt
if animation['time'] >= 0.1:
animation['frame'] = (animation['frame'] + 1) % 4
animation['time'] = 0
def _get_entity_sprite(self, entity: Dict) -> pygame.Surface:
entity_type = entity.get('type')
entity_name = entity.get('name', '').lower()
if entity_id := entity.get('id'):
self.animate_entity(entity, 0.016)
frame = self.animations[entity_id]['frame']
else:
frame = 0
sprite_key = f"{entity_type}_{entity_name}_{frame}"
if sprite_key not in self.entity_sprites:
self.entity_sprites[sprite_key] = self._create_entity_sprite(entity, frame)
return self.entity_sprites[sprite_key]
def _create_entity_sprite(self, entity: Dict, frame: int) -> pygame.Surface:
entity_type = entity.get('type')
size = self.tile_size
if entity_type == 'unit':
color = (0, 0, 255) if entity.get('owner') == 'player' else (255, 0, 0)
surface = pygame.Surface((size // 2, size // 2), pygame.SRCALPHA)
pygame.draw.circle(surface, color, (size // 4, size // 4), size // 4)
if frame % 2 == 0:
pygame.draw.circle(surface, (255, 255, 255), (size // 4, size // 4), size // 8)
elif entity_type == 'building':
color = (0, 100, 200) if entity.get('owner') == 'player' else (200, 0, 0)
surface = pygame.Surface((size, size), pygame.SRCALPHA)
pygame.draw.rect(surface, color, (0, 0, size, size))
if not entity.get('completed', True):
progress = entity.get('build_progress', 0) / entity.get('build_time', 1)
pygame.draw.rect(surface, (100, 100, 100), (0, size * (1 - progress), size, size * progress))
elif entity_type == 'resource':
surface = pygame.Surface((size, size), pygame.SRCALPHA)
pygame.draw.circle(surface, (255, 255, 0), (size // 2, size // 2), size // 3)
else:
surface = pygame.Surface((size, size), pygame.SRCALPHA)
pygame.draw.rect(surface, (200, 200, 200), (0, 0, size, size))
return surface
def _draw_health_bar(self, surface: pygame.Surface, entity: Dict, x: float, y: float, width: int, zoom: float) -> None:
if 'health' in entity and 'max_health' in entity and entity['max_health'] > 0:
health_ratio = entity['health'] / entity['max_health']
bar_width = width
bar_height = max(4, int(6 * zoom))
bar_x = x - bar_width // 2
bar_y = y - width // 2 - bar_height - 2
background_rect = pygame.Rect(bar_x, bar_y, bar_width, bar_height)
health_rect = pygame.Rect(bar_x, bar_y, int(bar_width * health_ratio), bar_height)
pygame.draw.rect(surface, (255, 0, 0), background_rect)
pygame.draw.rect(surface, (0, 255, 0), health_rect)
def _draw_selection(self, surface: pygame.Surface, entity: Dict, x: float, y: float, width: int, zoom: float) -> None:
if entity.get('selected', False):
selection_size = width + int(10 * zoom)
selection_rect = pygame.Rect(x - selection_size // 2, y - selection_size // 2, selection_size, selection_size)
pygame.draw.rect(surface, (255, 255, 0), selection_rect, int(2 * zoom))