original_docstring: 
          Method in which the glow is drawn
          :param glow_radius: Max radius of glowing
          :param glow_color: Color of glowing
          :param glow_layers: Number of layers of glowing
          :return: None
          
docstring: Method in which the glow is drawn
docstring_tokens: Method in which the glow is drawn
code: def draw_object_glow(self, glow_radius: int, glow_color: pygame.Color, glow_layers: int) -> None:
          """
          Method in which the glow is drawn
          :param glow_radius: Max radius of glowing
          :param glow_color: Color of glowing
          :param glow_layers: Number of layers of glowing
          :return: None
          """
  
          # Glow surface
          surface_side = 2 * (self.radius + glow_radius)
          self.current_glow_surface = pygame.Surface((surface_side, surface_side)).convert_alpha()  # lgtm [py/call/wrong-arguments]
          self.current_glow_surface.fill(Config.TRANSPARENT)
          center_of_surface = (surface_side // 2, surface_side // 2)
  
          current_glow_color = glow_color  # Setting current color
  
          for i in range(glow_layers):
              # Calculating color of glow
              current_glow_alpha = min(Config.BASE_GLOW_ALPHA * (i + 1), 255)  # Calculated alpha (from 0 to 255)
              current_glow_color.a = current_glow_alpha  # Setting alpha to current color
  
              pygame.draw.circle(
                  self.current_glow_surface,  # Surface
                  current_glow_color,  # Color
                  center_of_surface,  # Relative position
                  self.radius + glow_radius * (1 - i / glow_layers)  # Glow radius
              )
  
          # Drawing glow on a screen
          position = (self.rect.centerx - self.radius - glow_radius, self.rect.centery - self.radius - glow_radius)
          SimulationManager.glow_surface.blit(self.current_glow_surface, position)
code_tokens: def draw_object_glow ( self , glow_radius : int , glow_color : pygame . Color , glow_layers : int ) -> None : surface_side = 2 * ( self . radius + glow_radius ) self . current_glow_surface = pygame . Surface ( ( surface_side , surface_side ) ) . convert_alpha ( ) self . current_glow_surface . fill ( Config . TRANSPARENT ) center_of_surface = ( surface_side // 2 , surface_side // 2 ) current_glow_color = glow_color for i in range ( glow_layers ) : current_glow_alpha = min ( Config . BASE_GLOW_ALPHA * ( i + 1 ) , 255 ) current_glow_color . a = current_glow_alpha pygame . draw . circle ( self . current_glow_surface , current_glow_color , center_of_surface , self . radius + glow_radius * ( 1 - i / glow_layers ) ) position = ( self . rect . centerx - self . radius - glow_radius , self . rect . centery - self . radius - glow_radius ) SimulationManager . glow_surface . blit ( self . current_glow_surface , position )
short_docstring: Method in which the glow is drawn
short_docstring_tokens: Method in which the glow is drawn
comment: """
          Method in which the glow is drawn
          :param glow_radius: Max radius of glowing
          :param glow_color: Color of glowing
          :param glow_layers: Number of layers of glowing
          :return: None
          """$SEP$# Glow surface$SEP$# lgtm [py/call/wrong-arguments]$SEP$# Setting current color$SEP$# Calculating color of glow$SEP$# Calculated alpha (from 0 to 255)$SEP$# Setting alpha to current color$SEP$# Surface$SEP$# Color$SEP$# Relative position$SEP$# Glow radius$SEP$# Drawing glow on a screen