Fixed leaky abstraction Map - draw - Object.

This commit is contained in:
shiva404
2026-03-07 00:22:24 +03:00
parent b1548ea182
commit 5ba8c8b3ab
4 changed files with 64 additions and 97 deletions

View File

@@ -77,7 +77,16 @@ class Map:
cell.creature_obj.walkable_matrix = self.walkable_matrix
cell.creature_obj.rocks_matrix = self.rocks_matrix
def draw_obj(self, obj, draw_data):
if draw_data["spr_up"] == 0:
if obj.sprite_state == len(draw_data["sprites"][obj.sprite_name]) - 1:
obj.sprite_state = 0
else:
obj.sprite_state += 1
sp = draw_data["sprites"][obj.sprite_name][obj.sprite_state]
rect = sp.get_rect(center = (draw_data["x"] + draw_data["w"] /2, draw_data["y"] + draw_data["h"]/ 2))
draw_data["screen"].blit(sp, rect)
def move_obj(self, type, start, goal):
"""Перемещает объект типа 'terrain_obj', 'item_obj' или 'creature_obj'
@@ -156,54 +165,54 @@ class Map:
if cell.terrain_obj and cell.terrain_obj.sprite_name == "rock_small":
self.rocks_matrix[r][c] = True
# def draw_map(self, screen, current_frame, grid=True):
# terrain_list = []
# creature_list = []
#
# # ★ 1 ПАСС: собираем terrain и creatures ★
# for j in range(len(self.cells)):
# for i, cell in enumerate(self.cells[j]):
# base_x = i * self.cell_size + self.cam_x
# base_y = j * self.cell_size + self.cam_y
#
# # Terrain данные
# terrain_dd = {
# "x": int(base_x * self.scale), "y": int(base_y * self.scale),
# "w": int(self.cell_size * self.scale - self.cell_dist),
# "h": int(self.cell_size * self.scale - self.cell_dist),
# "spr_up": current_frame % self.sprites_refresh,
# "sprites": self.sprites, "scale": self.scale, "screen": screen
# }
# terrain_list.append((cell.terrain_obj, terrain_dd))
#
# # Creature данные (если есть)
# if cell.creature_obj:
# offset_x, offset_y = cell.creature_obj.render_offset
# creature_dd = terrain_dd.copy()
# creature_dd["x"] = int((base_x + offset_x) * self.scale)
# creature_dd["y"] = int((base_y + offset_y) * self.scale)
# creature_list.append((cell.creature_obj, creature_dd))
#
# # ★ 2 ПАСС: рисуем terrain ★
# for obj, dd in terrain_list:
# obj.draw(dd)
#
# # ★ 3 ПАСС: рисуем ВСЕХ creatures ПОСЛЕ terrain ★
# for obj, dd in creature_list:
# obj.draw(dd)
#
# # ★ 4 ПАСС: grid поверх всего ★
# for j in range(len(self.cells)):
# for i, cell in enumerate(self.cells[j]):
# base_x = i * self.cell_size + self.cam_x
# base_y = j * self.cell_size + self.cam_y
# grid_rect = pygame.Rect(
# int(base_x * self.scale), int(base_y * self.scale),
# int(self.cell_size * self.scale - self.cell_dist),
# int(self.cell_size * self.scale - self.cell_dist)
# )
# color = self.target_color if cell.is_target else self.color
# pygame.draw.rect(screen, color, grid_rect, self.bord)
def OLDSTABLE_draw_map(self, screen, current_frame, grid=True):
terrain_list = []
creature_list = []
# ★ 1 ПАСС: собираем terrain и creatures ★
for j in range(len(self.cells)):
for i, cell in enumerate(self.cells[j]):
base_x = i * self.cell_size + self.cam_x
base_y = j * self.cell_size + self.cam_y
# Terrain данные
terrain_dd = {
"x": int(base_x * self.scale), "y": int(base_y * self.scale),
"w": int(self.cell_size * self.scale - self.cell_dist),
"h": int(self.cell_size * self.scale - self.cell_dist),
"spr_up": current_frame % self.sprites_refresh,
"sprites": self.sprites, "scale": self.scale, "screen": screen
}
terrain_list.append((cell.terrain_obj, terrain_dd))
# Creature данные (если есть)
if cell.creature_obj:
offset_x, offset_y = cell.creature_obj.render_offset
creature_dd = terrain_dd.copy()
creature_dd["x"] = int((base_x + offset_x) * self.scale)
creature_dd["y"] = int((base_y + offset_y) * self.scale)
creature_list.append((cell.creature_obj, creature_dd))
# ★ 2 ПАСС: рисуем terrain ★
for obj, dd in terrain_list:
obj.draw(dd)
# ★ 3 ПАСС: рисуем ВСЕХ creatures ПОСЛЕ terrain ★
for obj, dd in creature_list:
obj.draw(dd)
# ★ 4 ПАСС: grid поверх всего ★
for j in range(len(self.cells)):
for i, cell in enumerate(self.cells[j]):
base_x = i * self.cell_size + self.cam_x
base_y = j * self.cell_size + self.cam_y
grid_rect = pygame.Rect(
int(base_x * self.scale), int(base_y * self.scale),
int(self.cell_size * self.scale - self.cell_dist),
int(self.cell_size * self.scale - self.cell_dist)
)
color = self.target_color if cell.is_target else self.color
pygame.draw.rect(screen, color, grid_rect, self.bord)
def draw_map(self, screen, current_frame, grid=True):
screen_rect = screen.get_rect()
@@ -251,11 +260,11 @@ class Map:
# ★ 2 ПАСС: рисуем terrain ★
for obj, dd in terrain_list:
obj.draw(dd)
self.draw_obj(obj, dd)
# ★ 3 ПАСС: рисуем ВСЕХ creatures ПОСЛЕ terrain ★
for obj, dd in creature_list:
obj.draw(dd)
self.draw_obj(obj, dd)
# ★ 4 ПАСС: grid только для видимых ячеек ★
for j in range(min_row, max_row):
@@ -268,7 +277,7 @@ class Map:
grid_rect = pygame.Rect(
int(base_x * self.scale), int(base_y * self.scale),
int(self.cell_size * self.scale - self.cell_dist),
int(self.cell_size * self.scale - self.cell_dist) # ИСПРАВЛЕНО
int(self.cell_size * self.scale - self.cell_dist)
)
color = self.target_color if cell.is_target else self.color
pygame.draw.rect(screen, color, grid_rect, self.bord)