import os class Graphics(): def load_assets(self): print("Loading graphics assets...") self.tunnel = self.render_engine.load_image("Rat/BMP_TUNNEL.png", surface=True) self.grasses = [self.render_engine.load_image(f"Rat/BMP_1_GRASS_{i+1}.png", surface=True) for i in range(4)] self.rat_assets = {} self.rat_assets_textures = {} self.rat_image_sizes = {} # Pre-cache image sizes self.bomb_assets = {} for sex in ["MALE", "FEMALE", "BABY"]: self.rat_assets[sex] = {} for direction in ["UP", "DOWN", "LEFT", "RIGHT"]: self.rat_assets[sex][direction] = self.render_engine.load_image(f"Rat/BMP_{sex}_{direction}.png", transparent_color=(128, 128, 128)) # Load textures and pre-cache sizes for sex in ["MALE", "FEMALE", "BABY"]: self.rat_assets_textures[sex] = {} self.rat_image_sizes[sex] = {} for direction in ["UP", "DOWN", "LEFT", "RIGHT"]: texture = self.render_engine.load_image(f"Rat/BMP_{sex}_{direction}.png", transparent_color=(128, 128, 128), surface=False) self.rat_assets_textures[sex][direction] = texture # Cache size to avoid get_image_size() calls in draw loop self.rat_image_sizes[sex][direction] = texture.size for n in range(5): self.bomb_assets[n] = self.render_engine.load_image(f"Rat/BMP_BOMB{n}.png", transparent_color=(128, 128, 128)) self.assets = {} for file in os.listdir("assets/Rat"): if file.endswith(".png"): self.assets[file[:-4]] = self.render_engine.load_image(f"Rat/{file}", transparent_color=(128, 128, 128)) # Pre-generate blood stain textures pool (optimization) print("Pre-generating blood stain pool...") self.blood_stain_textures = [] for _ in range(10): blood_surface = self.render_engine.generate_blood_surface() blood_texture = self.render_engine.draw_blood_surface(blood_surface, (0, 0)) if blood_texture: self.blood_stain_textures.append(blood_texture) # Blood layer sprites (instead of regenerating background) self.blood_layer_sprites = [] # ==================== RENDERING ==================== def draw_maze(self): if self.background_texture is None: print("Generating background texture") self.regenerate_background() self.render_engine.draw_background(self.background_texture) # Draw blood layer as sprites (optimized - no background regeneration) self.draw_blood_layer() def draw_blood_layer(self): """Draw all blood stains as sprites overlay (optimized)""" for blood_texture, x, y in self.blood_layer_sprites: self.render_engine.draw_image(x, y, blood_texture, tag="blood") def regenerate_background(self): """Generate or regenerate the background texture (static - no blood stains)""" texture_tiles = [] for y, row in enumerate(self.map.matrix): for x, cell in enumerate(row): variant = x*y % 4 tile = self.grasses[variant] if cell else self.tunnel texture_tiles.append((tile, x*self.cell_size, y*self.cell_size)) # Blood stains now handled separately as overlay layer self.background_texture = self.render_engine.create_texture(texture_tiles) def add_blood_stain(self, position): """Add a blood stain as sprite overlay (optimized - no background regeneration)""" import random # Pick random blood texture from pre-generated pool if not self.blood_stain_textures: return blood_texture = random.choice(self.blood_stain_textures) x = position[0] * self.cell_size y = position[1] * self.cell_size # Add to blood layer sprites instead of regenerating background self.blood_layer_sprites.append((blood_texture, x, y)) def scroll_cursor(self, x=0, y=0): if self.pointer[0] + x > self.map.width or self.pointer[1] + y > self.map.height: return self.pointer = ( max(1, min(self.map.width-2, self.pointer[0] + x)), max(1, min(self.map.height-2, self.pointer[1] + y)) ) self.render_engine.scroll_view(self.pointer)