def run(self): running = True currentTime = 0 lastTime = 0 time = 0 event = sdl.Event() while running: sdl.renderClear(driver.renderer) textureW, textureH = game.textureSize(backgroundTexture) backgroundRect = game.centeredRect(game.width, game.height, textureW, textureH) sdl.renderCopy(driver.renderer, backgroundTexture, None, backgroundRect) while sdl.pollEvent(event): if event.type == sdl.MOUSEBUTTONDOWN: running = False self.next = "menu" elif event.type == sdl.KEYDOWN: if event.key.keysym.sym in [sdl.K_q, sdl.K_ESCAPE]: running = False game.turnOff() elif event.key.keysym.sym in [sdl.K_SPACE, sdl.K_RETURN]: running = False self.next = "menu" sdl.renderPresent(driver.renderer)
def run(self): running = True count = 0 event = sdl.Event() #if self.num is 7: while running: sdl.renderClear(driver.renderer) sdl.renderCopy(driver.renderer, self.textures[count], None, textureRect) if count == 0 and self.num is 7: self.updateAlpha() sdl.setTextureAlphaMod(blackScreen, int(self.alpha)) sdl.renderCopy(driver.renderer, blackScreen, None, textureRect) while sdl.pollEvent(event): if event.type == sdl.QUIT: running = False game.turnOff() elif event.type == sdl.MOUSEBUTTONDOWN: count += 1 elif event.type == sdl.KEYUP: if event.key.keysym.sym in [sdl.K_q, sdl.K_ESCAPE]: running = False game.turnOff() elif event.key.keysym.sym == sdl.K_RETURN: count += 100 elif (count < self.length - 1 or self.num is 2 or self.num is 4 or self.num is 6 or self.num is 7) and event.key.keysym.sym == sdl.K_SPACE: count += 1 if count > self.length - 1: running = False sdl.renderPresent(driver.renderer)
def run(self): sdl.renderClear(driver.renderer) textureW, textureH = game.textureSize(loadingTexture) textureRect = game.centeredRect(game.width, game.height, textureW, textureH) sdl.renderCopy(driver.renderer, loadingTexture, None, textureRect) sdl.renderPresent(driver.renderer)
def cleanup(self): sdl.renderClear(driver.renderer) if pauseTexture is not None: sdl.destroyTexture(pauseTexture) if cursorTexture is not None: sdl.destroyTexture(cursorTexture) if scrollSound is not None: sdl.mixer.freeChunk(scrollSound) if selectSound is not None: sdl.mixer.freeChunk(selectSound)
def run(self): running = True currentTime = 0 lastTime = 0 time = 0 event = sdl.Event() textureW, textureH = game.textureSize(full) textureRect = game.centeredRect(game.width, game.height, textureW, textureH) sdl.setTextureBlendMode(full, sdl.BLENDMODE_ADD) while running: currentTime = sdl.getTicks() dt = currentTime - lastTime time += dt lastTime = currentTime if time <= 3000: sdl.renderClear(driver.renderer) alpha = int(round((time / 3000.0) * 255)) if alpha > 255: time += 3000 alpha = 255 sdl.renderCopy(driver.renderer, fade, None, textureRect) sdl.setTextureAlphaMod(full, alpha) sdl.renderCopy(driver.renderer, full, None, textureRect) while sdl.pollEvent(event): if event.type == sdl.KEYDOWN: time += 3000 elif event.type == sdl.MOUSEBUTTONDOWN: time += 3000 if event.key.keysym.sym in [sdl.K_q, sdl.K_ESCAPE]: running = False game.turnOff() else: sdl.renderCopy(driver.renderer, fade, None, textureRect) sdl.renderCopy(driver.renderer, full, None, textureRect) while sdl.pollEvent(event): if event.type == sdl.MOUSEBUTTONDOWN: running = False self.next = "menu" if event.type == sdl.KEYDOWN: if event.key.keysym.sym in [sdl.K_q, sdl.K_ESCAPE]: running = False game.turnOff() else: running = False self.next = "menu" sdl.renderPresent(driver.renderer)
def run(self): running = True currentTime = 0 lastTime = 0 time = 0 pressed = False event = sdl.Event() while running: currentTime = sdl.getTicks() dt = currentTime - lastTime time += dt lastTime = currentTime textureW, textureH = game.textureSize(winTexture) goRect = game.centeredRect(game.width, game.height, textureW, textureH) if time <= 3000: sdl.renderClear(driver.renderer) alpha = int(round((time / 3000.0) * 255)) sdl.setTextureAlphaMod(winTexture, alpha) sdl.renderCopy(driver.renderer, winTexture, None, goRect) while sdl.pollEvent(event): if event.type == sdl.KEYDOWN: time += 3000 if event.key.keysym.sym in [sdl.K_q, sdl.K_ESCAPE]: running = False game.turnOff() else: sdl.renderClear(driver.renderer) sdl.renderCopy(driver.renderer, winTexture, None, goRect) while sdl.pollEvent(event): if event.type == sdl.KEYDOWN: if event.key.keysym.sym in [sdl.K_q, sdl.K_ESCAPE]: running = False game.turnOff() elif event.key.keysym.sym in [ sdl.K_SPACE, sdl.K_RETURN ]: running = False self.next = "highScore" sdl.renderPresent(driver.renderer)
def run(self): cursor1 = MC.Chef(220, 190, 50, 80, 'none', 0, 0, 0, 0.001, 0.001, cursorTexture, True, 0, 0, 100, True, 1) cursor2 = MC.Chef(535, 190, 50, 80, 'none', 0, 0, 0, 0.001, 0.001, cursorTexture, True, 0, 0, 100, True, 1) running = True currentTime = 0 lastTime = 0 time = 0 cursorPos = 0 brightnessPos = 10 volumePos = round((driver.volume - 8) / 12) event = sdl.Event() textureW, textureH = game.textureSize(optionsTexture) textureRect = game.centeredRect(game.width, game.height, textureW, textureH) sdl.renderClear(driver.renderer) sdl.renderCopy(driver.renderer, optionsTexture, None, textureRect) # render cursor in time1 = ((int(time / 125)) % 4) time2 = ((int(time / 500)) % 4) # the rectangle that defines which sprite part the sprites spriteFrame = sdl.Rect((time1 * 48, 0, 48, 80)) spriteFrame2 = sdl.Rect((time2 * 48, 0, 48, 80)) sdl.renderCopy(driver.renderer, cursorTexture, spriteFrame2, cursor1.getRect(0, 0)) sdl.renderCopy(driver.renderer, cursorTexture, spriteFrame2, cursor2.getRect(0, 0)) #render in brightness indicators for i in range(brightnessPos): spot = sdl.Rect((280 + 25 * i, 357, 18, 18)) sdl.renderCopy(driver.renderer, indTexture, None, spot) #render in volume indicators for i in range(volumePos): spot = sdl.Rect((280 + 25 * i, 242, 18, 18)) sdl.renderCopy(driver.renderer, indTexture, None, spot) sdl.renderPresent(driver.renderer) while running: hover = None clicked = None #### TIME MANAGEMENT #### currentTime = sdl.getTicks() dt = currentTime - lastTime time += dt lastTime = currentTime #### TEXTURE MEASUREMENTS #### textureW, textureH = game.textureSize(optionsTexture) textureRect = game.centeredRect(game.width, game.height, textureW, textureH) #### HANDLE INPUT #### while sdl.pollEvent(event): if event.type == sdl.QUIT: running = False game.turnOff() elif event.type == sdl.KEYUP: if event.key.keysym.sym in [sdl.K_q, sdl.K_ESCAPE]: running = False game.turnOff() elif event.type == sdl.MOUSEBUTTONDOWN: if event.button.button == sdl.BUTTON_LEFT: for i in range(len(boxes)): if clicked is None: sdl.mixer.playChannel(0, selectSound, 0) clicked = boxes[i].checkEvent( event.motion.x, event.motion.y) for i in range(len(volumeBoxes)): here = volumeBoxes[i].checkEvent( event.motion.x, event.motion.y) if here is not None: volumePos = here elif event.type == sdl.MOUSEMOTION: for i in range(len(boxes)): if (boxes[i].checkMotion(event.motion.x, event.motion.y)): hover = boxes[i].cursorPos if event.type == sdl.KEYDOWN: if event.key.keysym.sym == sdl.K_UP: sdl.mixer.playChannel(1, scrollSound, 0) cursorPos -= 1 if cursorPos <= -1: cursorPos = 2 elif event.key.keysym.sym == sdl.K_DOWN: sdl.mixer.playChannel(1, scrollSound, 0) cursorPos = (cursorPos + 1) % 3 elif event.key.keysym.sym == sdl.K_RIGHT: sdl.mixer.playChannel(1, scrollSound, 0) if cursorPos is 1: if sdl.getWindowBrightness(driver.window) < 1: brightnessPos += 1 sdl.setWindowBrightness( driver.window, sdl.getWindowBrightness(driver.window) + 0.05) elif cursorPos is 0: if volumePos < 10: volumePos += 1 sdl.mixer.volume(-1, volumePos * 12) driver.volume = volumePos * 12 elif event.key.keysym.sym == sdl.K_LEFT: sdl.mixer.playChannel(1, scrollSound, 0) if cursorPos is 1: if sdl.getWindowBrightness(driver.window) > .5: brightnessPos -= 1 sdl.setWindowBrightness( driver.window, sdl.getWindowBrightness(driver.window) - 0.05) elif cursorPos is 0: if volumePos > 1: volumePos -= 1 sdl.mixer.volume(-1, volumePos * 12) driver.volume = volumePos * 12 elif event.key.keysym.sym == sdl.K_RETURN: if (cursorPos == 0): # Call to play game sdl.mixer.playChannel(1, scrollSound, 0) elif (cursorPos == 1): #ADD IN OPTIONS sdl.mixer.playChannel(1, scrollSound, 0) elif (cursorPos == 2): #Call to controls screen sdl.mixer.playChannel(0, selectSound, 0) running = False self.next = "menu" while (sdl.getTicks() - currentTime < 300): pass if (hover is not None): cursorPos = hover if clicked is not None: if cursorPos is 2: sdl.mixer.playChannel(0, selectSound, 0) running = False self.next = "menu" cursor1.updateY(190 + 115 * cursorPos) cursor2.updateY(190 + 115 * cursorPos) #### RENDER #### sdl.renderClear(driver.renderer) sdl.renderCopy(driver.renderer, optionsTexture, None, textureRect) # render cursor in time1 = ((int(time / 125)) % 4) time2 = ((int(time / 500)) % 4) # the rectangle that defines which sprite part the sprites spriteFrame = sdl.Rect((time1 * 48, 0, 48, 80)) spriteFrame2 = sdl.Rect((time2 * 48, 0, 48, 80)) sdl.renderCopy(driver.renderer, cursorTexture, spriteFrame2, cursor1.getRect(0, 0)) sdl.renderCopy(driver.renderer, cursorTexture, spriteFrame2, cursor2.getRect(0, 0)) for i in range(brightnessPos): spot = sdl.Rect((280 + 25 * i, 357, 18, 18)) sdl.renderCopy(driver.renderer, indTexture, None, spot) for i in range(volumePos): spot = sdl.Rect((280 + 25 * i, 242, 18, 18)) sdl.renderCopy(driver.renderer, indTexture, None, spot) sdl.renderPresent(driver.renderer)
def run(): running = True lastTime = 0 time = 0 up = False down = False left = False right = False event = sdl.Event() xPos = 100 yPos = 100 size = 200 while running: currentTime = sdl.getTicks() dt = currentTime - lastTime time += dt / 1000.0 lastTime = currentTime textureW, textureH = textureSize(texture) textureRect = centeredRect(width, height, textureW, textureH) #Figure out what keys are being pressed while sdl.pollEvent(event): if event.type == sdl.QUIT: running = False elif event.type == sdl.KEYUP: if event.key.keysym.sym in [sdl.K_q, sdl.K_ESCAPE]: running = False if event.key.keysym.sym == sdl.K_UP: up = False elif event.key.keysym.sym == sdl.K_DOWN: down = False elif event.key.keysym.sym == sdl.K_LEFT: left = False elif event.key.keysym.sym == sdl.K_RIGHT: right = False if event.type == sdl.KEYDOWN: if event.key.keysym.sym == sdl.K_UP: up = True elif event.key.keysym.sym == sdl.K_DOWN: down = True elif event.key.keysym.sym == sdl.K_LEFT: left = True elif event.key.keysym.sym == sdl.K_RIGHT: right = True #movement based on what keys are being pressed down if up and left: yPos -= 10 xPos -= 10 elif up and right: yPos -= 10 xPos += 10 elif down and left: yPos += 10 xPos -= 10 elif down and right: yPos += 10 xPos += 10 elif up: yPos -= 10 elif down: yPos += 10 elif left: xPos -= 10 elif right: xPos += 10 testRect = sdl.Rect((xPos, yPos, size, size)) sdl.renderClear(renderer) sdl.renderCopy(renderer, texture, None, textureRect) sdl.renderCopy(renderer, chefTexture, None, testRect) testRect = sdl.Rect((xPos, yPos, 250, 250)) sdl.renderClear(renderer) sdl.renderCopy(renderer, texture, None, textureRect) sdl.renderCopy(renderer, chefTexture, None, testRect) sdl.renderPresent(renderer)
def run(self): sdl.mixer.volume(-1, driver.volume) sdl.mixer.volumeMusic(driver.volume) cursor1 = MC.Chef(240, 160, 50, 80, 'none', 0, 0, 0, 0.001, 0.001, cursorTexture, True, 0, 0, 100, True, 1) cursor2 = MC.Chef(515, 160, 50, 80, 'none', 0, 0, 0, 0.001, 0.001, cursorTexture, True, 0, 0, 100, True, 1) running = True currentTime = 0 lastTime = 0 time = 0 cursorPos = 0 keepOnPlaying = True event = sdl.Event() controls = Controls() options = Options() while running: hover = None clicked = None #### TIME MANAGEMENT #### currentTime = sdl.getTicks() dt = currentTime - lastTime time += dt lastTime = currentTime #### TEXTURE MEASUREMENTS #### textureW, textureH = game.textureSize(pauseTexture) textureRect = game.centeredRect(game.width, game.height, textureW, textureH) #### HANDLE INPUT #### while sdl.pollEvent(event): if event.type == sdl.QUIT: running = False game.turnOff() keepOnPlaying = False elif event.type == sdl.KEYUP: if event.key.keysym.sym in [sdl.K_q, sdl.K_ESCAPE]: running = False game.turnOff() keepOnPlaying = False elif event.type == sdl.MOUSEBUTTONDOWN: if event.button.button == sdl.BUTTON_LEFT: for i in range(len(boxes)): if clicked is None: sdl.mixer.playChannel(0, selectSound, 0) clicked = boxes[i].checkEvent( event.motion.x, event.motion.y) elif event.type == sdl.MOUSEMOTION: for i in range(len(boxes)): if (boxes[i].checkMotion(event.motion.x, event.motion.y)): hover = boxes[i].cursorPos elif event.type == sdl.KEYDOWN: if event.key.keysym.sym == sdl.K_UP: sdl.mixer.playChannel(1, scrollSound, 0) cursorPos -= 1 if cursorPos <= -1: cursorPos = 3 elif event.key.keysym.sym == sdl.K_DOWN: sdl.mixer.playChannel(1, scrollSound, 0) cursorPos = (cursorPos + 1) % 4 elif event.key.keysym.sym == sdl.K_p: sdl.mixer.playChannel(0, selectSound, 0) running = False keepOnPlaying = True elif event.key.keysym.sym == sdl.K_RETURN: if (cursorPos == 0): # Call to play game sdl.mixer.playChannel(0, selectSound, 0) running = False keepOnPlaying = True elif (cursorPos == 1): #ADD IN OPTIONS sdl.mixer.playChannel(0, selectSound, 0) options.load() options.run() options.cleanup() elif (cursorPos == 2): #Call to controls screen sdl.mixer.playChannel(0, selectSound, 0) controls.load() controls.run() controls.cleanup() elif (cursorPos == 3): # Call to quit sdl.mixer.playChannel(0, selectSound, 0) running = False game.turnOff() keepOnPlaying = False while (sdl.getTicks() - currentTime < 300): pass #### RENDER #### if (clicked is not None): if clicked is 'quit': running = False game.turnOff() keepOnPlaying = False elif clicked is "controls": controls.load() controls.run() controls.cleanup() elif clicked is "options": options.load() options.run() options.cleanup() elif clicked is "resume": running = False keepOnPlaying = True if (hover is not None): cursorPos = hover cursor1.updateY(220 + 60 * cursorPos) cursor2.updateY(220 + 60 * cursorPos) sdl.renderClear(driver.renderer) self.camera.display(time, dt, False, None) sdl.renderCopy(driver.renderer, pauseTexture, None, textureRect) # render cursor in time1 = ((int(time / 125)) % 4) time2 = ((int(time / 500)) % 4) # the rectangle that defines which sprite part the sprites spriteFrame = sdl.Rect((time1 * 48, 0, 48, 80)) spriteFrame2 = sdl.Rect((time2 * 48, 0, 48, 80)) sdl.renderCopy(driver.renderer, cursorTexture, spriteFrame2, cursor1.getRect(0, 0)) sdl.renderCopy(driver.renderer, cursorTexture, spriteFrame2, cursor2.getRect(0, 0)) sdl.renderPresent(driver.renderer) if not running: return keepOnPlaying
def run(self, itemName): sdl.mixer.volume(-1, driver.volume) sdl.mixer.volumeMusic(driver.volume) running = True currentTime = 0 lastTime = 0 time = 0 keepOnPlaying = True event = sdl.Event() sdl.mixer.allocateChannels(2) selectSound = sdl.mixer.loadWAV_RW( sdl.RWFromFile("music//chunks/menu_select.wav", 'rw'), 0) cur = 0 if itemName is "bsv": cur = 0 elif itemName is "key": cur = 1 elif itemName is "ladles": cur = 2 elif itemName is "graters": cur = 3 elif itemName is "carrot": cur = 4 elif itemName is "pizza": cur = 5 elif itemName is "tomato": cur = 6 elif itemName is "knives": cur = 7 while running: #### TIME MANAGEMENT #### currentTime = sdl.getTicks() dt = currentTime - lastTime time += dt lastTime = currentTime #### TEXTURE MEASUREMENTS #### textureW, textureH = game.textureSize(driver.chef.textures[3][cur]) textureRect = game.centeredRect(game.width, game.height, textureW, textureH) sdl.renderClear(driver.renderer) self.camera.display(time, dt, False, None) sdl.renderCopy(driver.renderer, driver.chef.textures[3][cur], None, textureRect) sdl.renderPresent(driver.renderer) #### HANDLE INPUT #### while sdl.pollEvent(event): if event.type == sdl.QUIT: running = False game.turnOff() keepOnPlaying = False elif event.type == sdl.KEYUP: if event.key.keysym.sym in [sdl.K_q, sdl.K_ESCAPE]: running = False game.turnOff() keepOnPlaying = False if event.type == sdl.KEYDOWN: if event.key.keysym.sym is sdl.K_SPACE: sdl.mixer.playChannel(0, selectSound, 0) running = False keepOnPlaying = True #### RENDER #### if not running: return keepOnPlaying sdl.renderClear(driver.renderer) if selectSound is not None: sdl.mixer.freeChunk(selectSound)
def clear(self): assert self.handle is not None sdl.setRenderDrawColor(self.handle, 0, 0, 0, 255) if sdl.renderClear(self.handle) != 0: raise SDLException("Could not clear screen")
def display(self, currentTime, dt, keyPress, globalTime): overlay = True if currentTime > self.shakeTime: self.shake = False if self.boss is not None: if self.level is 3: if self.boss.dying and not self.boss.dead: self.xMin = int((len(self.map[0]) * 50) - 801) self.yMin = 1 overlay = False elif self.level is 5: if self.boss.dying and not self.boss.dead: self.xMin = int((self.boss.xPos + 75 - 400)) self.yMin = int((self.boss.yPos + 95 - 300)) if self.xMin < 0: self.xMin = 0 elif self.xMin > len(self.map[0]) * 50 - 800: self.xMin = len(self.map[0]) * 50 - 801 if self.yMin < 0: self.yMin = 0 elif self.yMin > len(self.map) * 50 - 600: self.yMin = len(self.map) * 50 - 601 overlay = False elif self.boss.transforming and not self.boss.transformed: self.xMin = int((self.boss.xPos + 75 - 400)) self.yMin = int((self.boss.yPos + 95 - 300)) if self.xMin < 0: self.xMin = 0 elif self.xMin > len(self.map[0]) * 50 - 800: self.xMin = len(self.map[0]) * 50 - 801 if self.yMin < 0: self.yMin = 0 elif self.yMin > len(self.map) * 50 - 600: self.yMin = len(self.map) * 50 - 601 overlay = False oldxMin = self.xMin oldyMin = self.yMin if self.shake: #self.xMin += math.sin(random.random() * math.pi * 2) * self.shakeIntensityX #self.xMin += math.sin(currentTime/10) * self.shakeIntensityX self.xMin += random.randint(0, int(self.shakeIntensityX)) if self.xMin < 0: self.xMin = -self.xMin if self.xMin + 800 >= (len(self.map[0])) * 50: self.xMin = self.xMin - 50 #self.yMin += math.sin(random.random() * math.pi * 2) * self.shakeIntensityY #self.yMin += math.sin(currentTime/10) * self.shakeIntensityY self.yMin += random.randint(0, int(self.shakeIntensityY)) if self.yMin < 0: self.yMin = -self.yMin if self.yMin + 600 >= (len(self.map)) * 50: self.yMin = self.yMin - 50 sdl.renderClear(driver.renderer) tilesPlaced = 0 tileValue = 0 for i in range(13): # RIGHT NOW ITS FOR 12 ROW AND 16 COLLUMS for j in range(17): # AKA THE 600 x 800 PIXELS OF OUR SCREEEN tileValue = self.map[i + int(self.yMin / 50)][j + int(self.xMin / 50)] tileRect = sdl.Rect( (int(50 * j) - int(self.xMin % 50), int(50 * i) - int(self.yMin % 50), 50, 50)) sdl.renderCopy(driver.renderer, self.mapTextures[tileValue - 1], None, tileRect) #Sorting experiment: renderArray = [] renderArray.extend(self.enemies) renderArray.extend(self.structures) renderArray.extend(self.objects) renderArray.extend(self.emitters) renderArray.append(self.chef) if self.chef2 is not None: renderArray.append(self.chef2) if self.boss is not None: renderArray.append(self.boss) sortedArray = sorted(renderArray, key=operator.methodcaller('getCameraPos')) for obj in sortedArray: if (type(obj).__name__ == "Enemy"): obj.renderSelf(currentTime, driver.renderer, self.xMin, self.yMin, self.ratTextures) elif (type(obj).__name__ == "BossRat"): obj.renderSelf(currentTime, driver.renderer, self.xMin, self.yMin, self.bossTextures) elif (type(obj).__name__ == "Emitter"): obj.renderSelf(driver.renderer, self.xMin, self.yMin, dt) if (obj.getTime() <= currentTime): self.emitters.remove(obj) elif (type(obj).__name__ == "Chef"): obj.renderSelf(currentTime, driver.renderer, self.xMin, self.yMin, keyPress) else: obj.renderSelf(currentTime, driver.renderer, self.xMin, self.yMin) if self.boss is not None: if len(self.boss.projectiles) is not 0: for projectile in self.boss.projectiles: if projectile.title is 'green' or projectile.title is 'purple' or projectile.title is 'knife' or projectile.title is 'fire' or projectile.title is 'fireSlow': projectile.renderSelf(currentTime, self.xMin, self.yMin) if len(self.chef.projectiles) is not 0: for projectile in self.chef.projectiles: if projectile.title is 'green' or projectile.title is 'purple' or projectile.title is 'knife': projectile.renderSelf(currentTime, self.xMin, self.yMin) if self.chef2 is not None: if len(self.chef2.projectiles) is not 0: for projectile in self.chef2.projectiles: if projectile.title is 'green' or projectile.title is 'purple' or projectile.title is 'knife': projectile.renderSelf(currentTime, self.xMin, self.yMin) if self.level >= 2: if overlay: self.overlayblack() lightArray = [] lightArray.append(self.chef) lightArray.extend(self.enemies) lightArray.extend(self.structures) lightArray.extend(self.emitters) if self.boss is not None and not self.boss.dead: lightArray.extend(self.boss.projectiles) lightArray.append(self.boss) lightArray.extend(self.chef.projectiles) for lightSource in lightArray: lightSource.renderLight(driver.renderer, self.xMin, self.yMin) #render in messages LAST for pantry in self.structures: if pantry.getVisible(): pantry.renderMessage(driver.renderer, self.xMin, self.yMin) if self.chef.getEnergy() == 0: self.chef.renderEnergyMessage(driver.renderer, self.xMin, self.yMin) if self.level is 1 and len(self.chef.weapons) is 0: self.chef.renderNoWepMessage(driver.renderer, self.xMin, self.yMin) if self.level is not 6: driver.scoreBoard.renderScore(driver.renderer) self.chef.renderHealth(driver.renderer) self.chef.renderEnergy(driver.renderer, self.top) if len(self.chef.items) is not 0: self.chef.renderItems(driver.renderer) if len(self.chef.weapons) is not 0: self.chef.renderWeapons(driver.renderer) else: self.chef.renderHealthPvp(driver.renderer) self.chef2.renderHealthPvp(driver.renderer) # displaying the ranged weapon arrows ##### NOT A THING FOR NOW JUST IGNORE #if self.chef.degreePress or globalTime < self.chef.updateDegreeTime + 250: # xDiff = 400 - (int(self.chef.xPos) - int(self.xMin)) - int(self.chef.width / 2) # yDiff = 300 - (int(self.chef.yPos) - int(self.yMin)) - int(self.chef.height / 2) # tileRect = sdl.Rect((240 - xDiff, 140 - yDiff, 320, 320)) # #sdl.renderCopy(driver.renderer, self.chef.textures[2][13], None, tileRect) # sdl.renderCopyEx(driver.renderer, self.chef.textures[2][13], None, tileRect, math.degrees(self.chef.degree) + 90, sdl.Point((tileRect.w//2, tileRect.h//2)), sdl.FLIP_NONE) if self.level is 6: for object in self.objects: if object.title is 'blackScreen': object.renderSelf(currentTime, driver.renderer, self.xMin, self.yMin) self.xMin = oldxMin self.yMin = oldyMin