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self.view_rect.size = view_size
self._previous_blit = Rect(self.view_rect)
self._tile_view = Rect(0, 0, buffer_tile_width, buffer_tile_height)
self._redraw_cutoff = 1 # TODO: optimize this value
self._create_buffers(view_size, buffer_pixel_size)
self._half_width = view_size[0] // 2
self._half_height = view_size[1] // 2
self._x_offset = 0
self._y_offset = 0
rects = [make_rect(*i) for i in product(range(buffer_tile_width),
range(buffer_tile_height))]
# TODO: figure out what depth -actually- does
# values <= 8 tend to reduce performance
self._layer_quadtree = quadtree.FastQuadTree(rects, 4)
self.redraw_tiles(self._buffer)
self._zoom_buffer = pygame.Surface(size)
self.buffer = pygame.Surface(buffer_pixel_size)
self.half_width = size[0] / 2
self.half_height = size[1] / 2
# quadtree is used to correctly draw tiles that cover 'sprites'
def make_rect(x, y):
return pygame.Rect((x * tw, y * th), (tw, th))
rects = [make_rect(x, y)
for x, y in product(range(buffer_tile_width),
range(buffer_tile_height))]
# TODO: figure out what depth -actually- does
self.layer_quadtree = quadtree.FastQuadTree(rects, 4)
self.idle = False
self.x_offset = 0
self.y_offset = 0
self.old_x = 0
self.old_y = 0
self.redraw_tiles()
self.data.width * tw,
self.data.height * th)
self.half_width = size[0] / 2
self.half_height = size[1] / 2
# quadtree is used to correctly draw tiles that cover 'sprites'
def make_rect(x, y):
return pygame.Rect((x * tw, y * th), (tw, th))
rects = [make_rect(x, y)
for x, y in product(range(self.view.width),
range(self.view.height))]
# TODO: figure out what depth -actually- does
self.layer_quadtree = quadtree.FastQuadTree(rects, 1)
self.size = size
self.idle = False
self.blank = True
self.xoffset = 0
self.yoffset = 0
self.old_x = 0
self.old_y = 0