in jsuarez/extra/embyr_deprecated/embyr/render.py [0:0]
def renderAction(screen, sprite, offs, tex, fonts, txSz, iso):
rAnim, cAnim = sprite.posAnim
rTarg, cTarg = sprite.targ.pos
rTrans, cTrans= offs
frame = sprite.frame
rOff, cOff = rTarg - rAnim, cTarg - cAnim
r = rAnim + frame * rOff
c = cAnim + frame * cOff
e = sprite.ent
W, H = screen.W, screen.H
if e.entID != sprite.targ.entID:
attk = e.attack.action
w, h = embyr.tileCoords(c-cTrans, r-rTrans, W, H, txSz, iso)
if attk is v2.Melee:
angle = np.arctan2(rAnim-rTarg, cTarg-cAnim) * 180 / np.pi - 90
tex = tex.action[txSz]['melee']
tex = pygame.transform.rotate(tex, angle + 360*frame)
elif attk is v2.Range:
angle = np.arctan2(rAnim-rTarg, cTarg-cAnim) * 180 / np.pi - 90
tex = tex.action[txSz]['range']
tex = pygame.transform.rotate(tex, angle)
elif attk is v2.Mage:
tex = tex.action[txSz]['mage']
sz = int(txSz * frame)
tex = pygame.transform.scale(tex, (sz, sz))
else:
print('invalid attack texture in render.py')
exit(0)
screen.blit(tex, (w, h))
#w, h = embyr.tileCoords(cAnim-cOff, rAnim-rOff, W, H, txSz, iso)
#screen.rect(Neon.BLUE.rgb, (w, h, txSz, txSz), 2)
#w, h = embyr.tileCoords(cTarg-cOff, rTarg-rOff, W, H, txSz, iso)
#screen.rect(Neon.ORANGE.rgb, (w, h, txSz, txSz), 4)
damage = e.damage
if damage is not None:
w, h = embyr.tileCoords(cAnim-cTrans, rAnim-rTrans, W, H, txSz, iso)
if damage == 0:
text = fonts.huge.render(str(damage), 1, Neon.BLUE.rgb)
else:
text = fonts.huge.render(str(damage), 1, Neon.RED.rgb)
screen.blit(text, (w, h-16))