enable render
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@ -7,8 +7,8 @@ fonts_folder = "assets/fonts"
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[window]
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style = "None"
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width = 1301
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height = 970
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width = 1112
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height = 793
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visible = true
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gui_scale = 1
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caption = "Difficult Rocket v{DR_version}"
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@ -100,6 +100,8 @@ if TYPE_CHECKING:
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@property
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def angle(self) -> float: ...
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@property
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def angle_r(self) -> float: ...
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@property
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def angle_v(self) -> float: ...
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@property
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def explode(self) -> bool: ...
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@ -129,7 +129,7 @@ class SR1ShipRender(BaseScreen):
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# List/Dict data
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self.part_data: Dict[int, SR1PartData] = {}
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self.parts_sprite: Dict[int, Sprite] = {}
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self.parts_sprite: Dict[int, List[Sprite]] = {}
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self.part_box_dict: Dict[int, Rectangle] = {}
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self.part_line_box: Dict[int, List[Line]] = {}
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self.part_line_list: List[Line] = []
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@ -181,15 +181,18 @@ class SR1ShipRender(BaseScreen):
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for p_id, parts in self.rust_ship.as_dict().items():
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p_id: int
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parts: List[Tuple[SR1PartType_rs, SR1PartData_rs]]
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part_group = Group(20, parent=self.part_group)
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part_group = Group(2, parent=self.part_group)
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batch = []
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for p_type, p_data in parts:
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part_sprite = Sprite(img=self.textures.get_texture(map_ptype_textures(p_data.part_type_id)),
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x=p_data.x * 60, y=p_data.y * 60, z=random.random(),
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batch=self.main_batch, group=part_group)
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part_sprite.rotation = p_data.angle_r
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part_sprite.scale_x = -1 if p_data.flip_x else 1
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part_sprite.scale_y = -1 if p_data.flip_y else 1
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batch.append(part_sprite)
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self.parts_sprite[p_id] = batch
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count += 1
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if count >= each_count:
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count = 0
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@ -50,7 +50,11 @@ class SR1Textures(Options):
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if name in self.cached_options:
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return self.cached_options.get(name)
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else:
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return None
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img = load(f'assets/textures/parts/{name}.png')
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img.anchor_x = img.width // 2
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img.anchor_y = img.height // 2
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setattr(self, name, img)
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return img
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Battery: AbstractImage = None
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Beam: AbstractImage = None
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