Beispiel #1
0
    def display(self, screen):
        self.map.display(screen, self.camera.pos)

        self.cross.image.draw(screen, self.cross.rect)

        for entity in self.entities:
            entity.draw(screen, self.camera.pos)

        self.hud.display(screen)
Beispiel #2
0
    def repaint(self):
        self.root.clear()

        self.root.blit(self._map, width=40)
        self.root.blit(self._text, x=41, y=1)

        for entity in self.entities:
            entity.draw()

        tdl.flush()
Beispiel #3
0
    def render(self):
        self.screen.fill((0, 0, 0))

        for entity in self.entities:
            entity.draw(self.screen)

        if self.ballAttached:
            label = self.font.render('Press SPACE to fire', True,
                                     (255, 255, 255))
            self.renderImageCentered(label)

        pygame.display.flip()
Beispiel #4
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 def draw(self):
     for x in range(self.w):
         for y in range(self.h):
             self.lvl[x][y].draw(0)
     for room in self.rooms:
         print room.x ,room.y ,room.w ,room.h
         room.draw()
     for wall in self.walls:
         wall.draw()
     for croom in self.crooms:
         croom.draw()
     for entity in self.entities:
         entity.draw()
Beispiel #5
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 def draw(self, surface):
     '''
     Draw the star field and all the
     entities on top, basically.
     draw info texts and hp bar as well
     '''
     surface.fill((0,0,0))
     self.star_field.draw(surface)
     for entity in self.entity_list:
         entity.draw(surface)
         
     if self.game_over == False:
         self.hp_bar.draw(surface)
         self.infodisplay.draw(surface)
     else:
         self.game_over_draw(surface)
Beispiel #6
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	def on_render(self, flag):
		if flag == "clear":
			for entity in self.entities:
				entity.clear(self.main_panel)
		elif flag == "draw":
			self.map.draw(self.main_panel, mode = self.drawing_mode)

			for entity in self.entities:
				entity.draw(self.main_panel)

			self.log.draw(self.bottom_panel)

			libtcod.console_blit(self.main_panel, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0, 0)
			libtcod.console_blit(self.bottom_panel, 0, 0, self.width, BOTTOM_PANEL_HEIGHT, 0, 0, MAP_HEIGHT)
			libtcod.console_flush()
		else:
			print "Invalid flag passed to App.on_render: " + flag
			running = False
Beispiel #7
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    def draw(self, screen):
        self.blit(self.background, [0, 0])
        gridy = range(
            max((0 - tilesize[1] - self.topleft[1]) / tilesize[1] + 1, 0),
            min((self.height - self.topleft[1]) / tilesize[1] + 1, self.mapheight),
        )
        gridx = range(
            max((0 - tilesize[0] - self.topleft[0]) / tilesize[0] + 1, 0),
            min((self.width - self.topleft[0]) / tilesize[0] + 1, self.mapwidth),
        )
        for y in gridy:  # range(self.mapheight):
            posy = tilesize[1] * y + self.topleft[1]
            for x in gridx:  # range(self.mapwidth):
                posx = tilesize[0] * x + self.topleft[0]
                tile = self.map[y][x]
                # 				if (posx+tilesize[0]) > 0 and (posy+tilesize[1] > 0) and posx < self.width and posy < self.height:
                self.blit(self.tiles[tile], [posx, posy])
                if self.mode == "edit" and self.showgrid == True:
                    pygame.draw.rect(self, pygame.color.Color("white"), rect(posx, posy, tilesize[0], tilesize[1]), 1)
        for entity in self.entities:
            entity.draw(self)

        screen.blit(self, [0, 0])
Beispiel #8
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 def draw_entities(self):
     # TODO: check if entities are visible before drawing
     (vpx, vpy, vpwidth, vpheight) = self.viewport
     for entity in self.entities:
         entity.position = (entity.gp.x - vpx, entity.gp.y - vpy)
         entity.draw()