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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)