def draw(self): w, h = self.width, self.height g = Game.getgame() try: n = len(g.deck.cards) except AttributeError: return glColor3f(*[i / 255.0 for i in Colors.blue.light]) glRectf(0, 0, w, h) glColor3f(*[i / 255.0 for i in Colors.blue.heavy]) glRectf(0, h, w, 0) glColor3f(1, 1, 1) try: nums = L('thb-num') seq = str(n) ox = (w - len(seq) * 14) // 2 oy = (h - nums[0].height) // 2 with nums[0].owner: for i, ch in enumerate(seq): n = ord(ch) - ord('0') # x, y = w - 34 + ox + i*14, 68 nums[n].blit_nobind(ox + i * 14, oy) except AttributeError: pass
def draw(self): glPushMatrix() glTranslatef(self.xoffset, self.yoffset, self.zoffset) def color(i): if i % self.graduations_major == 0: glColor4f(*self.color_grads_major) elif i % (self.graduations_major / 2) == 0: glColor4f(*self.color_grads_interm) else: if self.light: return False glColor4f(*self.color_grads_minor) return True # draw the grid glBegin(GL_LINES) for i in range(0, int(math.ceil(self.width + 1))): if color(i): glVertex3f(float(i), 0.0, 0.0) glVertex3f(float(i), self.depth, 0.0) for i in range(0, int(math.ceil(self.depth + 1))): if color(i): glVertex3f(0, float(i), 0.0) glVertex3f(self.width, float(i), 0.0) glEnd() # draw fill glColor4f(*self.color_fill) glRectf(0.0, 0.0, float(self.width), float(self.depth)) glPopMatrix()
def render_road(self): gl.glBegin(gl.GL_QUADS) gl.glColor4f(0.4, 0.8, 0.4, 1.0) gl.glVertex3f(-PLAYFIELD, +PLAYFIELD, 0) gl.glVertex3f(+PLAYFIELD, +PLAYFIELD, 0) gl.glVertex3f(+PLAYFIELD, -PLAYFIELD, 0) gl.glVertex3f(-PLAYFIELD, -PLAYFIELD, 0) gl.glColor4f(0.4, 0.9, 0.4, 1.0) k = PLAYFIELD / 20.0 for x in range(-20, 20, 2): for y in range(-20, 20, 2): gl.glVertex3f(k * x + k, k * y + 0, 0) gl.glVertex3f(k * x + 0, k * y + 0, 0) gl.glVertex3f(k * x + 0, k * y + k, 0) gl.glVertex3f(k * x + k, k * y + k, 0) for poly, color in self.road_poly: gl.glColor4f(color[0], color[1], color[2], 1) for p in poly: gl.glVertex3f(p[0], p[1], 0) gl.glEnd() if self.highlight_loc is not None: gl.glColor4f(1, 0, 0, 1) gl.glRectf(self.highlight_loc[0], self.highlight_loc[1], self.highlight_loc[0] + 3, self.highlight_loc[1] + 3)
def draw(self): w, h = self.width, self.height g = Game.getgame() try: n = len(g.deck.cards) except AttributeError: return glColor3f(*[i/255.0 for i in Colors.blue.light]) glRectf(0, 0, w, h) glColor3f(*[i/255.0 for i in Colors.blue.heavy]) glRectf(0, h, w, 0) glColor3f(1, 1, 1) try: nums = gres.num seq = str(n) ox = (w - len(seq)*14)//2 oy = (h - nums[0].height)//2 with nums[0].owner: for i, ch in enumerate(seq): n = ord(ch) - ord('0') # x, y = w - 34 + ox + i*14, 68 nums[n].blit_nobind(ox + i*14, oy) except AttributeError: pass
def draw_pixel(self, x, y): x_scaled = (x + 1) * pixel_size y_scaled = self.height - (y) * pixel_size glRectf( x_scaled - pixel_size, y_scaled, x_scaled, y_scaled - pixel_size )
def draw(self): if not self.should_draw: return glColor3f(1, 1, 1) self.texture.blit(0, 100) glColor4f(1, 1, 1, 0.65) glRectf(0, 0, self.width, 100) self.lbls.draw() self.draw_subcontrols()
def draw_ui(self): if DropDownMenu._submenu_count >= self.level: gl.glColor4f(1, 1, 1, 0.5) gl.glRectf(self.x, self.y, self.x + self.width, self.y - self.height) gl.glColor4f(0, 0, 0, 0.5) gl.glRectf(self.x + 1, self.y - 1, self.x + self.width - 1, self.y - self.height + 1) super(DropDownMenu, self).draw() for sm in self.submenus.values(): sm.draw()
def on_draw(self): self.clear() for x, y in ((a, b) for b in self.y for a in self.x): if self.grid[y][x] == 1: win_x_unit = 500/self.x_size win_y_unit = 500/self.y_size glColor3f(1, 1, 1) x1 = win_x_unit * x x2 = win_x_unit * (x + 1) y1 = win_y_unit * y y2 = win_y_unit * (y + 1) glRectf(x1, y1, x2, y2)
def draw_ui(self): if self.show: gl.glColor4f(1, 1, 0, 0.6) gl.glRectf(self.x, self.y, self.x+self.parent.dx, self.y+self.parent.dy) # FIXME temporary gl.glColor4f(0, 0, 0, 1) gl.glRectf(2, 2, 120, 40) self.pos_label.begin_update() self.pos_label.text = "%d : %d" % (self.x+self.parent.x, self.y+self.parent.y) self.pos_label.end_update() self.pos_label.draw() self.context_label.begin_update() self.context_label.text = 'bg: %s, fg: %s' % \ (self.parent.get_tile(self.x+self.parent.x, self.y+self.parent.y, \ fg=False), self.parent.get_tile(self.x+self.parent.x, \ self.y+self.parent.y, fg=True)) self.context_label.end_update() self.context_label.draw()
def draw(self): Layer.draw(self) game = State.model() world = game.world cell_width = self.width / world.columns cell_height = self.height / world.rows depth = 0 x = self.x for col in xrange(world.columns): y = self.y for row in xrange(world.rows): floor = world.get_floor(col, row, depth) color = (1.0, 1.0, 1.0) if game.current_floor_coords == (col, row, depth): color = (0.7, 0.7, 1.0) if floor is None: opacity = 0 elif floor.known: opacity = 0.5 elif floor.explored: opacity = 1.0 else: opacity = 0 if opacity > 0: self.set_color(*color, opacity=opacity) gl.glRectf(x, y, x + cell_width, y + cell_height) y += cell_height x += cell_width
def draw(self): glColor3f(1, 1, 1) self.backdrop.blit(0, 0) glColor4f(0, 0, 0, .5) glRectf(0, 0, 1000, 138) glColor3f(0.1922, 0.2706, 0.3882) glRectf(0, 138, 1000, 140) glColor3f(1, 1, 1) self.draw_subcontrols() fa = self.flash_alpha if fa: glColor4f(1, 1, 1, fa) glRectf(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT)
def draw(self): glColor3f(1, 1, 1) self.texture.blit(0, 80) glColor4f(1, 1, 1, 0.65) glRectf(0, 0, self.width, self.ta_height) self.draw_subcontrols()
def draw(self): glColor3f(1, 1, 1) self.texture.blit(0, 0) glColor4f(1, 1, 1, 0.65) glRectf(0, 0, self.width, self.ta_height) self.draw_subcontrols()
def fill_rect(self, *args): x, y, w, h = self._decode_xywh(*args) glColor4f(*self._fill_color) glRectf(x, y, x + w, y + h)