Beispiel #1
0
def draw(canvas):
    canvas.draw_polygon([(0, 400), (0, 100), (500, 100), (500, 400)], 5,
                        "Grey", "Grey")
    global selected
    global pointer
    redsprite.updateStatic(canvas)
    greensprite.updateStatic(canvas)
    bluesprite.updateStatic(canvas)
    yellowsprite.updateStatic(canvas)

    interaction()
    if (Mouse.levelSel):
        pointer = Ai.level - 1
        Mouse.levelSel = False
        selected = True
    if selected and pointer == 0:
        Ai.level = pointer + 1  #more efficient than assigning everytime loop is run, although more code
        Master.gameLoop('Base', 'Red', True)
    if selected and pointer == 1:
        Ai.level = pointer + 1
        Master.gameLoop('Base', 'Green', True)
    if selected and pointer == 2:
        Ai.level = pointer + 1
        Master.gameLoop('Base', 'Yellow', True)
    if selected and pointer == 3:
        Ai.level = pointer + 1
        Master.gameLoop('Base', 'Blue', True)
    canvas.draw_polygon(
        [[50 + (pointer * 100), 315], [50 + (pointer * 100), 150],
         [150 + (pointer * 100), 150], [150 + (pointer * 100), 315]], 5, "Red")
    canvas.draw_text("Level 1", (75, 300), 20, "White")
    canvas.draw_text("Level 2", (175, 300), 20, "White")
    canvas.draw_text("Level 3", (275, 300), 20, "White")
    canvas.draw_text("Level 4", (375, 300), 20, "White")
Beispiel #2
0
def drawSpriteSheet(canvas):
    canvas.draw_polygon([[125, 105], [125, 420], [375, 420], [375, 105]], 1,
                        'Grey', 'Grey')
    canvas.draw_text("Select Sprite", (200, 50), 20, "White")
    player1.update()
    player2.update()
    selection.draw(canvas)
    if Mouse.spriteSel1:
        cursor1.selected = True
        if not Mouse.spriteSel2:
            cursor1.position = Mouse.spriteSelection
    if Mouse.spriteSel2:
        Mouse.spriteSel1 = False
        cursor2.selected = True
        cursor2.position = Mouse.spriteSelection
        Mouse.spriteSel2 = False
    if cursor1.getSelected():
        selectedSprite1.changeState("on")
        selectedSprite1.nextSprite()
    else:
        selectedSprite1.changeState("off")
        selectedSprite1.nextSprite()
    if cursor2.getSelected():
        selectedSprite2.changeState("on")
        selectedSprite2.nextSprite()
    else:
        selectedSprite2.changeState("off")
        selectedSprite2.nextSprite()
    cursor1.draw(canvas)
    cursor2.draw(canvas)
    Sprite(previewSprites[cursor1.previewSelection()], 2, 14, (50, 250), 8,
           "idle", "right").updateStatic(canvas)
    Sprite(previewSprites[cursor2.previewSelection()], 2, 14, (450, 250), 8,
           "idle", "left").updateStatic(canvas)
    selectedSprite1.draw(canvas)
    selectedSprite2.draw(canvas)

    if ready():
        Master.gameLoop(finalnames[cursor1.previewSelection()],
                        finalnames[cursor2.previewSelection()], False)