Conditions | 9 |
Total Lines | 73 |
Code Lines | 36 |
Lines | 0 |
Ratio | 0 % |
Changes | 0 |
Small methods make your code easier to understand, in particular if combined with a good name. Besides, if your method is small, finding a good name is usually much easier.
For example, if you find yourself adding comments to a method's body, this is usually a good sign to extract the commented part to a new method, and use the comment as a starting point when coming up with a good name for this new method.
Commonly applied refactorings include:
If many parameters/temporary variables are present:
1 | """ |
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36 | def design_render(self, screen: Screen) -> Tuple[int, int, pygame.Surface]: |
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37 | # Get points from fixture else rectangle |
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38 | raw_points = self.__data[2] if self.__data else [[0, 0, 0], [30, 0, 1], [30, 10, 1], [0, 10, 1]] |
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39 | |||
40 | # Get largest x/y |
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41 | maxx = max([f[0] for f in raw_points]) |
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42 | maxy = max([f[1] for f in raw_points]) |
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43 | |||
44 | # Split the points up into their line groups |
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45 | pen = 6 |
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46 | points = [] |
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47 | for point in raw_points: |
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48 | if point[2] == 0: |
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49 | points.append([]) |
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50 | points[-1].append([point[0] + pen, point[1] + pen]) |
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51 | |||
52 | # Generate the surface |
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53 | surface = pygame.Surface((maxx + (pen * 2), maxy + (pen * 2)), pygame.SRCALPHA, 32) |
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54 | surface = surface.convert_alpha() |
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55 | |||
56 | # Draw each line group filled |
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57 | for point_set in points: |
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58 | if len(point_set) > 2: |
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59 | pygame.draw.polygon(surface, self.__fill, point_set) |
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60 | |||
61 | # Draw each line group outline |
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62 | for point_set in points: |
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63 | if len(point_set) > 1: |
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64 | pygame.draw.lines(surface, self.__outline, True, point_set, pen) |
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65 | |||
66 | # Resize |
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67 | """max_size = self.__size |
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68 | x, y = surface.get_size() |
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69 | if x > y: |
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70 | y = y * (max_size / x) |
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71 | x = max_size |
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72 | else: |
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73 | x = x * (max_size / y) |
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74 | y = max_size |
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75 | x, y = int(x), int(y) |
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76 | surface = pygame.transform.scale(surface, (x * screen.block_size, y * screen.block_size))""" |
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77 | x, y = surface.get_size() |
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78 | surface = pygame.transform.scale(surface, ( |
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79 | int(x * self.__size * screen.block_size), int(y * self.__size * screen.block_size))) |
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80 | |||
81 | # Rotate |
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82 | surface = pygame.transform.rotate(surface, self.__rotation) |
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83 | |||
84 | # Calc pos |
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85 | x, y = surface.get_size() |
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86 | x = int((self._x * screen.block_size) - floor(x / 2)) |
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87 | y = int((self._y * screen.block_size) - floor(y / 2)) |
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88 | |||
89 | # Text label |
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90 | if self.__label is not None: |
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91 | # Generate text |
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92 | text = self.__label.design_render(screen)[2] |
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93 | |||
94 | # Add to full |
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95 | tx, ty = text.get_size() |
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96 | fx, fy = surface.get_size() |
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97 | new_surface = pygame.Surface((tx + fx + 3, max(ty, fy + ty / 2)), pygame.SRCALPHA, 32) |
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98 | new_surface = new_surface.convert_alpha() |
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99 | new_surface.blit(surface, (0, new_surface.get_height() - fy)) |
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100 | new_surface.blit(text, (fx + 3, 0)) |
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101 | |||
102 | # Update pos |
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103 | y -= (new_surface.get_height() - fy) |
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104 | else: |
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105 | new_surface = surface |
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106 | |||
107 | # Render |
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108 | return x, y, new_surface |
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109 |