no_rendering_mode.py

This commit is contained in:
Manish 2019-01-21 16:41:43 +01:00
parent c72b0797ac
commit a7f24f6d49
1 changed files with 23 additions and 3 deletions

View File

@ -46,6 +46,7 @@ try:
from pygame import gfxdraw
from pygame.locals import K_a
from pygame.locals import K_h
from pygame.locals import K_i
from pygame.locals import K_DOWN
from pygame.locals import K_LEFT
from pygame.locals import K_RIGHT
@ -429,6 +430,22 @@ class ModuleHUD (object):
def add_info(self, module_name, info):
self._info_text[module_name] = info
def renderActorId(self, display, list_actors, transform_helper, translation_offset):
if self._show_info:
v_offset = 4
for actor in list_actors:
location = actor.get_location()
x, y = transform_helper.convert_world_to_screen_point((location.x, location.y - v_offset))
color_surface = pygame.Surface((len(str(actor.id)) * 8, 14))
color_surface.set_alpha(100)
color_surface.fill(COLOR_BLACK)
display.blit(color_surface, (x + translation_offset[0], y + translation_offset[1]))
font_surface = self._font_mono.render(str(actor.id), True, COLOR_LIGHT_GREY)
font_surface.set_colorkey(COLOR_BLACK)
display.blit(font_surface, (x + translation_offset[0], y + translation_offset[1]))
def render(self, display):
if self._show_info:
info_surface = pygame.Surface((240, self.dim[1]))
@ -536,6 +553,7 @@ class ModuleWorld(object):
# Store necessary modules
self.hud_module = module_manager.get_module(MODULE_HUD)
self.module_input = module_manager.get_module(MODULE_INPUT)
self.surface_size = min(self.hud_module.dim[0], self.hud_module.dim[1])
@ -719,8 +737,6 @@ class ModuleWorld(object):
RenderShape.render_walkers(self.render_module, self.walkers_surface, walkers,
COLOR_WHITE, 3, self.transform_helper)
module_input = module_manager.get_module(MODULE_INPUT)
# Scale surfaces
# scale_factor = (int(self.surface_size * module_input.wheel_offset[0]),
# int(self.surface_size * module_input.wheel_offset[1]))
@ -731,7 +747,7 @@ class ModuleWorld(object):
# Translation offset
translation_offset = ((display.get_width() - self.surface_size)/2 +
module_input.mouse_offset[0], module_input.mouse_offset[1])
self.module_input.mouse_offset[0], self.module_input.mouse_offset[1])
# Blit surfaces
display.blit(self.map_surface, translation_offset)
@ -739,6 +755,7 @@ class ModuleWorld(object):
display.blit(self.traffic_light_surface, translation_offset)
display.blit(self.speed_limits_surface, translation_offset)
display.blit(self.walkers_surface, translation_offset)
actor_id_surface = self.hud_module.renderActorId(display, vehicles, self.transform_helper, translation_offset)
if self.hero_actor is not None:
selected_hero_actor = [vehicle for vehicle in vehicles if vehicle.id == self.hero_actor.id]
@ -787,6 +804,9 @@ class ModuleInput(object):
module_world.select_random_hero()
else:
module_world.hero_actor = None
if event.key == K_i:
module_hud = module_manager.get_module(MODULE_HUD)
module_hud._show_info = not module_hud._show_info
elif event.type == pygame.MOUSEBUTTONDOWN:
self.mouse_pos = pygame.mouse.get_pos()