Refactor rendering logic in MiceMaze and Rat classes for improved clarity and efficiency
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+32
-56
@@ -205,76 +205,52 @@ class Rat(Unit):
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if direction is None:
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return False
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# Convert the sprite center to tunnel-local coordinates. The visible slice
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# is derived from how far that center has progressed across the tunnel cell.
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local_x = center_x - cell_x * self.game.cell_size
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local_y = center_y - cell_y * self.game.cell_size
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half_cell = self.game.cell_size / 2
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cell_size = self.game.cell_size
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def draw_slice(source_x, source_y, width, height, draw_x=None, draw_y=None):
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if width <= 0 or height <= 0:
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return False
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self.game.render_engine.draw_image(
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self.render_x if draw_x is None else draw_x,
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self.render_y if draw_y is None else draw_y,
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image,
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anchor="nw",
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tag="unit",
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source_rect=(source_x, source_y, width, height),
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dest_size=(width, height),
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)
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return True
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if direction == "UP":
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visible_ratio = max(0.0, min(1.0, (half_cell - local_y) / half_cell))
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visible_ratio = max(0.0, min(1.0, (cell_size - local_y) / cell_size))
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visible_height = int(round(image_size[1] * visible_ratio))
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if visible_height <= 0:
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return False
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self.game.render_engine.draw_image(
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self.render_x,
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self.render_y,
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image,
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anchor="nw",
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tag="unit",
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source_rect=(0, 0, image_size[0], visible_height),
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dest_size=(image_size[0], visible_height),
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)
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return True
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return draw_slice(0, 0, image_size[0], visible_height)
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if direction == "DOWN":
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visible_ratio = max(0.0, min(1.0, (local_y - half_cell) / half_cell))
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visible_ratio = max(0.0, min(1.0, (local_y - cell_size) / cell_size))
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visible_height = int(round(image_size[1] * visible_ratio))
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if visible_height <= 0:
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return False
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source_y = image_size[1] - visible_height
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draw_y = self.render_y + source_y
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self.game.render_engine.draw_image(
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self.render_x,
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draw_y,
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image,
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anchor="nw",
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tag="unit",
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source_rect=(0, source_y, image_size[0], visible_height),
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dest_size=(image_size[0], visible_height),
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)
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return True
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return draw_slice(0, source_y, image_size[0], visible_height, draw_y=draw_y)
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if direction == "LEFT":
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visible_ratio = max(0.0, min(1.0, (half_cell - local_x) / half_cell))
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visible_ratio = max(0.0, min(1.0, (cell_size - local_x) / cell_size))
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visible_width = int(round(image_size[0] * visible_ratio))
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if visible_width <= 0:
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return False
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self.game.render_engine.draw_image(
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self.render_x,
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self.render_y,
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image,
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anchor="nw",
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tag="unit",
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source_rect=(0, 0, visible_width, image_size[1]),
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dest_size=(visible_width, image_size[1]),
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)
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return True
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return draw_slice(0, 0, visible_width, image_size[1])
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visible_ratio = max(0.0, min(1.0, (local_x - half_cell) / half_cell))
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visible_width = int(round(image_size[0] * visible_ratio))
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if visible_width <= 0:
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return False
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source_x = image_size[0] - visible_width
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draw_x = self.render_x + source_x
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self.game.render_engine.draw_image(
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draw_x,
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self.render_y,
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image,
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anchor="nw",
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tag="unit",
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source_rect=(source_x, 0, visible_width, image_size[1]),
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dest_size=(visible_width, image_size[1]),
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)
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return True
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if direction == "RIGHT":
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visible_ratio = max(0.0, min(1.0, (local_x - cell_size) / cell_size))
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visible_width = int(round(image_size[0] * visible_ratio))
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source_x = image_size[0] - visible_width
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draw_x = self.render_x + source_x
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return draw_slice(source_x, 0, visible_width, image_size[1], draw_x=draw_x)
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return False
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def _get_tunnel_entrance_direction(self, cell_x, cell_y):
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directions = [
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