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Method _render_speed_limits

scenario_runner/no_rendering_mode.py:1039–1072  ·  view source on GitHub ↗
(self, surface, list_sl, world_to_pixel, world_to_pixel_width)

Source from the content-addressed store, hash-verified

1037 surface.blit(srf, srf.get_rect(center=pos))
1038
1039 def _render_speed_limits(self, surface, list_sl, world_to_pixel, world_to_pixel_width):
1040
1041 font_size = world_to_pixel_width(2)
1042 radius = world_to_pixel_width(2)
1043 font = pygame.font.SysFont('Arial', font_size)
1044
1045 for sl in list_sl:
1046
1047 x, y = world_to_pixel(sl.get_location())
1048
1049 # Render speed limit
1050 white_circle_radius = int(radius * 0.75)
1051
1052 pygame.draw.circle(surface, COLOR_SCARLET_RED_1, (x, y), radius)
1053 pygame.draw.circle(surface, COLOR_ALUMINIUM_0, (x, y), white_circle_radius)
1054
1055 limit = sl.type_id.split('.')[2]
1056 font_surface = font.render(limit, True, COLOR_ALUMINIUM_5)
1057
1058 if self.args.show_triggers:
1059 corners = Util.get_bounding_box(sl)
1060 corners = [world_to_pixel(p) for p in corners]
1061 pygame.draw.lines(surface, COLOR_PLUM_2, True, corners, 2)
1062
1063 # Blit
1064 if self.hero_actor is not None:
1065 # Rotate font surface with respect to hero vehicle front
1066 angle = -self.hero_transform.rotation.yaw - 90.0
1067 font_surface = pygame.transform.rotate(font_surface, angle)
1068 offset = font_surface.get_rect(center=(x, y))
1069 surface.blit(font_surface, offset)
1070
1071 else:
1072 surface.blit(font_surface, (x - radius / 2, y - radius / 2))
1073
1074 def _render_walkers(self, surface, list_w, world_to_pixel):
1075 for w in list_w:

Callers 1

render_actorsMethod · 0.95

Calls 3

get_locationMethod · 0.80
get_bounding_boxMethod · 0.80
renderMethod · 0.45

Tested by

no test coverage detected