REFACTOR: moved render components into seperate module
ADD: Health bar
This commit is contained in:
4
main.py
4
main.py
@@ -8,7 +8,8 @@ def main():
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demo_parser = demoparser2.DemoParser("demo.dem")
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demo_parser = demoparser2.DemoParser("demo.dem")
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game_info = demo_parser.parse_ticks(["X", "Y", "Z", "pitch", "yaw", "is_alive", "team", "player_steamid",
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game_info = demo_parser.parse_ticks(["X", "Y", "Z", "pitch", "yaw", "is_alive", "team", "player_steamid",
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"team_rounds_total", "team_num", "total_rounds_played", "shots_fired"])
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"team_rounds_total", "team_num", "total_rounds_played", "shots_fired",
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"health"])
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header_info = demo_parser.parse_header()
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header_info = demo_parser.parse_header()
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map_name = header_info['map_name']
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map_name = header_info['map_name']
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players = demo_parser.parse_player_info()
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players = demo_parser.parse_player_info()
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@@ -17,7 +18,6 @@ def main():
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team_1.set_ct()
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team_1.set_ct()
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team_2 = Team()
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team_2 = Team()
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m = Match(map_name, game_info, team_1, team_2)
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m = Match(map_name, game_info, team_1, team_2)
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m.tick = 1800
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for index, row in players.iterrows():
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for index, row in players.iterrows():
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if row["team_number"] == 2:
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if row["team_number"] == 2:
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team_1.add_player(Player(row["name"], row["steamid"]))
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team_1.add_player(Player(row["name"], row["steamid"]))
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@@ -2,7 +2,7 @@ import pygame
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from models.match import Match
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from models.match import Match
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from models.player import Player
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from models.player import Player
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from models.team import Team
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from models.team import Team
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from models.renderer import Renderer
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from render.renderer import Renderer
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WIDTH, HEIGHT = 700,700
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WIDTH, HEIGHT = 700,700
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FPS = 60
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FPS = 60
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@@ -32,6 +32,7 @@ class Match:
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player.yaw = self.current_tick[self.current_tick["player_steamid"] == player.steam_id]["yaw"].values[0]
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player.yaw = self.current_tick[self.current_tick["player_steamid"] == player.steam_id]["yaw"].values[0]
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player.dead = self.current_tick[self.current_tick["player_steamid"] == player.steam_id]["is_alive"].values[0] == 0
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player.dead = self.current_tick[self.current_tick["player_steamid"] == player.steam_id]["is_alive"].values[0] == 0
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player.is_shooting = self.current_tick[self.current_tick["player_steamid"] == player.steam_id]["shots_fired"].values[0]
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player.is_shooting = self.current_tick[self.current_tick["player_steamid"] == player.steam_id]["shots_fired"].values[0]
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player.health = int(self.current_tick[self.current_tick["player_steamid"] == player.steam_id]["health"].values[0])
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def _update_round(self) -> None:
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def _update_round(self) -> None:
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if self.current_tick.empty:
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if self.current_tick.empty:
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@@ -5,9 +5,10 @@ class Player:
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self.x = x
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self.x = x
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self.y = y
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self.y = y
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self.z = z
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self.z = z
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self.pitch = pitch
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self.pitch = pitch
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self.yaw = yaw # Probably only need this if top-down
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self.yaw = yaw # Probably only need this if top-down
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self.health = 100
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self.dead = False
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self.dead = False
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self.is_shooting = False
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self.is_shooting = False
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0
render/__init__.py
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0
render/__init__.py
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49
render/player_render.py
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49
render/player_render.py
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@@ -0,0 +1,49 @@
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import pygame, math
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from models.match import Match
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from utils.utils import mapped_value
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class PlayerRender:
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def __init__(self, screen, match: Match, map_coord_controller, player_font):
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self.screen = screen
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self.match = match
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self.map_coord_controller = map_coord_controller
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self.player_font = player_font
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self.player_radius = 5
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self.health_bar_foreground = (0, 255, 0)
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self.health_bar_background = (255, 0, 0)
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def _render_circle(self, player, team):
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x, y = self.map_coord_controller.map_to_screen(player.x, player.y)
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pygame.draw.circle(self.screen, team.colour, (x, y), self.player_radius)
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def _render_text(self, player):
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x, y = self.map_coord_controller.map_to_screen(player.x, player.y)
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text = self.player_font.render(player.name, True, (255, 255, 255))
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self.screen.blit(text, (x-(text.get_width()/2), y+5))
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def _render_yaw(self, player, team):
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if player.is_shooting:
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mapped_x, mapped_y = self.map_coord_controller.map_to_screen(player.x, player.y)
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player_yaw = math.radians(player.yaw)
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end_x = mapped_x + (100 * math.cos(player_yaw))
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end_y = mapped_y - (100 * math.sin(player_yaw))
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pygame.draw.line(self.screen, team.colour, (mapped_x, mapped_y), (end_x, end_y), 2)
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def _render_health(self, player):
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x, y = self.map_coord_controller.map_to_screen(player.x, player.y)
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pygame.draw.rect(self.screen, self.health_bar_background, (x-10, y-10, 20, 5))
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pygame.draw.rect(self.screen, self.health_bar_foreground, (x-10, y-10, mapped_value(player.health, 0, 100, 0, 20), 5))
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def render(self):
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for team in self.match.get_teams():
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for player in team.players:
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if player.dead:
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continue
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self._render_circle(player, team)
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self._render_text(player)
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self._render_yaw(player, team)
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self._render_health(player)
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@@ -1,11 +1,8 @@
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import math
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import pygame
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import pygame
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from widgets.slider import HorizontalSlider
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from widgets.slider import HorizontalSlider
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from pygame_widgets.slider import Slider
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from models.match import Match
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from models.match import Match
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from models.player import Player
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from models.team import Team
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from controllers.map_coord_controller import MapCoordController
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from controllers.map_coord_controller import MapCoordController
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from render.player_render import PlayerRender
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from utils.json_object import JSONObject
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from utils.json_object import JSONObject
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class Renderer:
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class Renderer:
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@@ -42,25 +39,8 @@ class Renderer:
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self.top_left_x, self.bottom_right_x, self.top_left_y, self.bottom_right_y)
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self.top_left_x, self.bottom_right_x, self.top_left_y, self.bottom_right_y)
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self.slider = HorizontalSlider(self.screen, 50, 650, self.screen.get_width()-100, 20, 1, self.match.max_tick)
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self.slider = HorizontalSlider(self.screen, 50, 650, self.screen.get_width()-100, 20, 1, self.match.max_tick)
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#self.slider.fill = True
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def render_players(self):
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"""Draws everything on screen."""
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# Update screen size if it has changed
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self.map_coord_controller.update_screen_size(self.screen.get_width(), self.screen.get_height())
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# loop through the teams and each of their players
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for team in self.match.get_teams():
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for player in team.players:
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# Draw player if they are alive
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if player.dead:
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continue
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self._render_player(player, team)
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self._render_player_yaw(player, team)
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#def render_player_path(self):
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self.player_render = PlayerRender(self.screen, self.match, self.map_coord_controller, self.small_font)
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def render_text(self):
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def render_text(self):
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# Draw current tick
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# Draw current tick
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@@ -88,24 +68,10 @@ class Renderer:
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self.slider.set_value(self.match.tick)
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self.slider.set_value(self.match.tick)
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self.slider.draw()
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self.slider.draw()
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def _render_player(self, player: Player, team: Team):
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mapped_x, mapped_y = self.map_coord_controller.map_to_screen(player.x, player.y)
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pygame.draw.circle(self.screen, team.colour, (mapped_x, mapped_y), 5)
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text = self.small_font.render(player.name, True, (255, 255, 255))
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self.screen.blit(text, (mapped_x-10, mapped_y-15))
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def _render_player_yaw(self, player: Player, team: Team):
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if player.is_shooting:
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mapped_x, mapped_y = self.map_coord_controller.map_to_screen(player.x, player.y)
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player_yaw = math.radians(player.yaw)
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end_x = mapped_x + (100 * math.cos(player_yaw))
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end_y = mapped_y - (100 * math.sin(player_yaw))
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pygame.draw.line(self.screen, team.colour, (mapped_x, mapped_y), (end_x, end_y), 2)
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def render(self):
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def render(self):
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self.screen.fill((30, 30, 30)) # Clear screen
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self.screen.fill((30, 30, 30)) # Clear screen
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self.map_coord_controller.update_screen_size(self.screen.get_width(), self.screen.get_height())
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self.render_slider()
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self.render_map()
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self.render_map()
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self.render_text()
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self.render_text()
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self.render_players()
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self.player_render.render()
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self.render_slider()
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