Enhance asset loading by removing unnecessary surface parameter and adding texture variants for grass and flowers
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+18
-3
@@ -72,15 +72,23 @@ class Graphics():
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print(f"Loading theme assets {theme_index}...")
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self.theme_assets_cache[theme_index] = {
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"floor_tile": self.render_engine.create_color_surface((128, 128, 128)),
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"tunnel": self.render_engine.load_image("Rat/BMP_TUNNEL.png", surface=True),
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"tunnel": self.render_engine.load_image("Rat/BMP_TUNNEL.png"),
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"grasses": [
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self.render_engine.load_image(f"Rat/BMP_{theme_index}_GRASS_{i+1}.png", surface=True)
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for i in range(4)
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],
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"grass_textures": [
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self.render_engine.load_image(f"Rat/BMP_{theme_index}_GRASS_{i+1}.png")
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for i in range(4)
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],
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"flowers": [
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self.render_engine.load_image(f"Rat/BMP_{theme_index}_FLOWER_{i+1}.png", surface=True)
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for i in range(4)
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],
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"flower_textures": [
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self.render_engine.load_image(f"Rat/BMP_{theme_index}_FLOWER_{i+1}.png")
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for i in range(4)
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],
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"caves": {
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direction: self.render_engine.load_image(
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f"Rat/BMP_{theme_index}_CAVE_{direction}.png",
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@@ -119,7 +127,9 @@ class Graphics():
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self.floor_tile = theme_assets["floor_tile"]
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self.tunnel = theme_assets["tunnel"]
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self.grasses = theme_assets["grasses"]
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self.grass_textures = theme_assets["grass_textures"]
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self.flowers = theme_assets["flowers"]
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self.flower_textures = theme_assets["flower_textures"]
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self.caves = theme_assets["caves"]
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self.explosions = theme_assets["explosions"]
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self.edges = theme_assets["edges"]
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@@ -183,9 +193,14 @@ class Graphics():
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def random_wall():
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return random.choice(self.grasses)
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def random_wall_texture():
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return random.choice(self.grass_textures)
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def random_flower():
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return random.choice(self.flowers)
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def random_flower_texture():
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return random.choice(self.flower_textures)
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for y, row in enumerate(self.map.tiles):
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for x, cell in enumerate(row):
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px = x * self.cell_size
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@@ -276,9 +291,9 @@ class Graphics():
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if left:
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if right:
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if random.randrange(10) != 0:
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draw(random_wall(), px + half_cell, py + half_cell)
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draw_cave(random_wall_texture(), px + half_cell, py + half_cell, None)
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else:
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draw(random_flower(), px + half_cell, py + half_cell)
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draw_cave(random_flower_texture(), px + half_cell, py + half_cell, None)
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else:
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draw_cave(self.caves["RIGHT"], px, py, "RIGHT")
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else:
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