def draw_instructions_page(self, page):
     """
     Draw an instruction page. Load the page as an image.
     """
     texture = arcade.load_texture("images/instructions_{}.png"
                                   .format(page))
     arcade.draw_texture_rectangle(SCREEN_WIDTH // 2, SCREEN_HEIGHT // 2,
                                   texture.width,
                                   texture.height, texture, 0)
 def draw_instructions_page(self, page_number):
     """
     Draw an instruction page. Load the page as an image.
     """
     page_texture = self.instructions[page_number]
     arcade.draw_texture_rectangle(SCREEN_WIDTH // 2, SCREEN_HEIGHT // 2,
                                   page_texture.width,
                                   page_texture.height, page_texture, 0)
Example #3
0
    def draw(self):
        """
        Draw the menu items
        :return: None
        """
        # Start Screen
        arcade.draw_texture_rectangle(SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2,
                                      SCREEN_WIDTH, SCREEN_HEIGHT,
                                      self.home_screen_background)

        # Title
        arcade.draw_text("Asteroid Shooter",
                         400,
                         500,
                         arcade.color.WHITE,
                         30,
                         width=500,
                         align="center",
                         anchor_x="center",
                         anchor_y="center")

        # Play button
        arcade.draw_rectangle_outline(400, 200, 250, 50, arcade.color.WHITE)
        arcade.draw_text("Press SPACE to start",
                         400,
                         200,
                         arcade.color.WHITE,
                         20,
                         width=300,
                         align="center",
                         anchor_x="center",
                         anchor_y="center")

        # Instructions button
        arcade.draw_rectangle_outline(400, 140, 200, 50, arcade.color.WHITE)
        arcade.draw_text("Press I for Instructions",
                         400,
                         140,
                         arcade.color.WHITE,
                         15,
                         width=300,
                         align="center",
                         anchor_x="center",
                         anchor_y="center")
Example #4
0
 def draw_story_page(self, page_number):
     arcade.set_background_color(arcade.color.SKY_BLUE)
     arcade.draw_rectangle_filled(495, 50, 990, 100, arcade.color.GREEN)
     arcade.draw_text('"HEY THIS IS THE VERY INTERESTING BACK STORY '
                      '\nBEHIND BLOCK ADVENTURE, THIS IS NOT IMPORTANT '
                      '\nAT ALL TO YOUR GAMEPLAY SO YOU CAN SKIP THIS '
                      '\nIF YOU WANT BUT HERE IS THE SAD STORY OF BLUE '
                      '\nBLOCK. BLUE BLOCK WAS A CRACKHEAD.ONE DAY HIS '
                      '\nMOM TOLD HIM TO GET GROCERIES BUT HE WAS ALREADY '
                      '\nINTOXICATED OUT OF HIS MIND. AFTER ARGUING WITH '
                      '\nWHO HE THOUGHT WAS HIS MOM FOR A WHILE (IT WAS '
                      '\nHIS PET HUMAN) HE GOES OUT TO BUY GROCERIES. '
                      '\nUNLUCKILY FOR HIM THERE WAS A WHOLE NEW ADVENTURE '
                      '\nWAITING OUTSIDE FOR HIM. NOT LIKE LORD OF THE RINGS'
                      '\nBUT NONETHELESS AN ADVENTURE WAY MORE ENTERTAINING '
                      '\nTHAN HIS NORMAL INSIDE LIFE."', 150, 250, arcade.color.BLACK, 25)
     block_image = arcade.load_texture("Images/RedBlock.png")
     scale = 1.7
     arcade.draw_texture_rectangle(100, 155, scale * block_image.width, scale * block_image.height, block_image, 0)
Example #5
0
def draw_ransomware_intro():
    # TOP LINE: start_x, start_y, end_x, end_y
    arcade.draw_line(0, 650, 350, 650, arcade.color.DARK_BLUE, 4)
    # BOTTOM LINE: start_x, start_y, end_x, end_y
    arcade.draw_line(0, 550, 300, 550, arcade.color.DARK_BLUE, 4)
    # CONNECTOR LINE: start_x, start_y, end_x, end_y
    arcade.draw_line(300, 550, 350, 650, arcade.color.DARK_BLUE, 4)

    # FILL the lines; rectangle
    arcade.draw_xywh_rectangle_filled(0, 550, 300, 100, arcade.color.SKY_BLUE)
    # FILL the lines; triangle
    arcade.draw_triangle_filled(350, 650, 300, 650, 300, 550,
                                arcade.color.SKY_BLUE)

    # Text: "What is a ransomware"?
    arcade.draw_text("What is a ransomware?", 15, 590, arcade.color.DARK_BLUE,
                     24, 0, "center", 'calibri', True)
    arcade.draw_line(12, 580, 290, 580, arcade.color.DARK_BLUE, 3)

    # BULLET POINT AND TEXT 1
    arcade.draw_circle_filled(25, 515, 5, arcade.color.DARK_BLUE)
    arcade.draw_text(
        "A malware that forcefully encrypts data, \nand demands ransom to \"save\" malware-led",
        35, 505, arcade.color.BLACK, 14, 0)
    arcade.draw_text("data destruction.", 35, 487, arcade.color.DARK_RED,
                     14)  # fills in blank, w/ different colour

    # BULLET POINT AND TEXT 2
    arcade.draw_circle_filled(25, 455, 5, arcade.color.DARK_BLUE)
    arcade.draw_text(
        "If ransom isn't paid, the data is destroyed. \nNo guarantee of decryption either.",
        35, 440, arcade.color.BLACK, 14)

    # BULLET POINT AND TEXT 3
    arcade.draw_circle_filled(25, 420, 5, arcade.color.DARK_BLUE)
    arcade.draw_text("e.g. WannaCry, CryptoLocker, etc.", 35, 415,
                     arcade.color.RED, 14)

    # EXAMPLE IMAGE - WannaCry virus
    ransomware_image = arcade.load_texture("textures/ransomware_image.png")
    arcade.draw_texture_rectangle(530, 525, 0.55 * ransomware_image.width,
                                  0.55 * ransomware_image.height,
                                  ransomware_image)
def draw_end_screen(x, y):
    global alien_points, human_points, elapsed_time

    scale = 1.67
    texture = arcade.load_texture("space2.jpg")
    arcade.draw_texture_rectangle(x, y, scale * texture.width,
                                  scale * texture.height, texture, 0)

    arcade.draw_text("GAME OVER!", 270, 500,
                     arcade.color.BLACK, 65, font_name='GARA')
    arcade.draw_text("press space to restart", 350, 75, arcade.color.BLACK, 25)

    if alien_points > human_points or alien_times_hit == 3:
        arcade.draw_text("The Humans Have Won Control!", 175, 400, arcade.color.BLACK, 40)
    elif human_points > alien_points or human_times_hit == 3:
        arcade.draw_text("The Aliens Have Won Control!", 200, 400, arcade.color.BLACK, 40)
    else:
        arcade.draw_text("It's a tie! Peace has been achieved.", 150, 400, arcade.color.BLACK, 40)
        arcade.draw_text("For now...", 800, 350, arcade.color.BLACK, 25)
Example #7
0
def draw_background(background):
    # break_point = SCREEN_HEIGHT*(1/3)
    # arcade.draw_lrtb_rectangle_filled(0, SCREEN_WIDTH, SCREEN_HEIGHT, break_point, arcade.color.SKY_BLUE)
    # arcade.draw_lrtb_rectangle_filled(0, SCREEN_WIDTH, break_point, 0, arcade.color.FOREST_GREEN)
    arcade.draw_texture_rectangle(SCREEN_WIDTH // 2, SCREEN_HEIGHT // 2,
                                  SCREEN_WIDTH, SCREEN_HEIGHT, background)

    def set_button_textures():
        normal = ":resources:gui_themes/Fantasy/Buttons/Normal.png"
        hover = ":resources:gui_themes/Fantasy/Buttons/Hover.png"
        clicked = ":resources:gui_themes/Fantasy/Buttons/Clicked.png"
        locked = ":resources:gui_themes/Fantasy/Buttons/Locked.png"
        a = Theme()
        button_theme = a.add_button_textures(normal, hover, clicked, locked)
        return button_theme

    button_theme = set_button_textures()
    button = StopButton(x=100, y=500, theme=button_theme)
    button.draw()
Example #8
0
    def draw_invincibility(self):
        # Load the image of the ship from the images folder
        self.invincibility_life -= 1

        if self.invincibility_life == 0:
            self.invincible = False

        img = "images/normandy - teal.png"
        texture = arcade.load_texture(img)

        width = 150
        height = 100
        alpha = 1  # For transparency, 1 means not transparent

        x = self.center.x
        y = self.center.y
        angle = self.angle - 90  # Shift the unit cirlce 90 degrees
        arcade.draw_texture_rectangle(x, y, width, height, texture, angle,
                                      alpha)
Example #9
0
    def draw_question(self):
        if not self.waiting_on_input:
            with open('questions.csv') as questions:
                rows = questions.readlines()
                data = random.choice(
                    list(
                        csv.reader(rows,
                                   quotechar='"',
                                   delimiter=',',
                                   quoting=csv.QUOTE_ALL,
                                   skipinitialspace=True)))
            self.question = data[0]
            self.correct_answer = int(data[1])
            self.waiting_on_input = True

        background = arcade.load_texture("assets/images/questions/" +
                                         self.question + ".png")
        arcade.draw_texture_rectangle(SCREEN_WIDTH // 2, SCREEN_HEIGHT // 2,
                                      SCREEN_WIDTH, SCREEN_HEIGHT, background)
Example #10
0
    def on_draw(self):
        arcade.start_render()
        arcade.draw_texture_rectangle(SCREEN_WIDTH // 2, SCREEN_HEIGHT // 2,
                                      self.background_image.width,
                                      self.background_image.height,
                                      self.background_image, 0)
        self.pipe_list.draw()

        if self.player.started and not self.player.moving and self.flash_drawn < 5:
            arcade.draw_rectangle_filled(SCREEN_WIDTH // 2, SCREEN_HEIGHT // 2,
                                         SCREEN_WIDTH, SCREEN_HEIGHT,
                                         arcade.color.WHITE)
            self.flash_drawn += 1

        elif self.player.dead:
            arcade.draw_text("\t   Score: {}\nPress R to restart".format(
                self.score),
                             0.19 * SCREEN_WIDTH,
                             0.9 * SCREEN_HEIGHT,
                             arcade.color.WHITE,
                             30,
                             bold=True,
                             font_name="Rockwell Nova")
        elif self.player.started:
            arcade.draw_text("{}".format(self.score),
                             SCREEN_WIDTH // 2,
                             int(0.9 * SCREEN_HEIGHT),
                             arcade.color.WHITE,
                             30,
                             bold=True,
                             font_name="Rockwell Nova")
        # Call draw() on all your sprite lists below
        self.player_list.draw()

        if not self.player.started:
            self.title_list.draw()

        arcade.draw_text(str(self.fps),
                         0.9 * SCREEN_WIDTH,
                         0.95 * SCREEN_HEIGHT,
                         arcade.color.WHITE,
                         20,
                         bold=True)
    def on_draw(self):
        """
        Render the screen.
        """

        # This command should happen before we start drawing. It will clear
        # the screen to the background color, and erase what we drew last frame.
        arcade.start_render()

        # Call draw() on all your sprite lists below
        # Draw the background texture
        arcade.draw_texture_rectangle(600, 300,
                                1200, 1000, self.background)
        
        self.my_cat.draw()
        self.my_paddle1.draw()
        self.my_paddle2.draw()
        arcade.draw_text(f"Player 1: {self.score1}", 300, 700, arcade.color.ALICE_BLUE, 25, 0, "left", "QuietMeows-48jx.ttf" )
        arcade.draw_text(f"Player 2: {self.score2}", 700, 700, arcade.color.ALICE_BLUE, 25, 0, "right", "QuietMeows-48jx.ttf")
    def on_draw(self):
        arcade.start_render()

        if self.current_state == 0:
            arcade.draw_rectangle_filled(SW / 2, SH / 2, SW, SH,
                                         arcade.color.BLACK)
            arcade.draw_text(
                "Use arrow keys to move, collect as many coins as possible and avoid the bombs",
                SW / 2,
                SH / 2 - 30,
                arcade.color.GHOST_WHITE,
                14,
                align="center",
                anchor_x="center")
        elif not self.gameover:
            arcade.draw_texture_rectangle(
                SW / 2, SH / 2, SW, SH, arcade.load_texture("background.jpg"))
            self.player_list.draw()
            self.bomb_list.draw()
            self.coin_list.draw()

            the_score = f"Score: {self.score}"
            arcade.draw_text(the_score, SW - 90, SH - 35, arcade.color.BLACK,
                             14)

        else:
            output = f"Score: {self.score}"
            arcade.draw_rectangle_filled(SW / 2, SH / 2, SW, SH,
                                         arcade.color.BLACK)
            arcade.draw_text("Game Over! Press SPACE to play again",
                             SW / 2,
                             SH / 2 - 30,
                             arcade.color.GHOST_WHITE,
                             14,
                             align="center",
                             anchor_x="center")
            arcade.draw_text(output,
                             SW / 2,
                             SH / 2 - 50,
                             arcade.color.GHOST_WHITE,
                             14,
                             align="center",
                             anchor_x="center")
Example #13
0
    def on_draw(self):
        """
        Render the screen.
        """

        # This command has to happen before we start drawing
        arcade.start_render()

        # Draw the background texture
        arcade.draw_texture_rectangle(SCREEN_WIDTH // 2, SCREEN_HEIGHT // 2,
                                      SCREEN_WIDTH, SCREEN_HEIGHT, self.rooms[self.current_room].background)

        # Draw all the walls in this room
        self.rooms[self.current_room].wall_list.draw()

        # If you have coins or monsters, then copy and modify the line
        # above for each list.

        self.player_list.draw()
    def on_draw(self):
        """
        Render the screen.
        """

        # This command has to happen before we start drawing
        arcade.start_render()

        # Draw the background texture
        arcade.draw_texture_rectangle(SCREEN_WIDTH // 2, SCREEN_HEIGHT // 2,
                                      SCREEN_WIDTH, SCREEN_HEIGHT,
                                      self.background)

        # Draw all the sprites.
        self.all_sprites_list.draw()

        # Put the text on the screen.
        output = "Score: {}".format(self.score)
        arcade.draw_text(output, 10, 20, arcade.color.WHITE, 14)
def game_play_screen():

    # lines vertical
    arcade.draw_line(200, 100, 200, 400, arcade.color.BLACK, 4)
    arcade.draw_line(300, 100, 300, 400, arcade.color.BLACK, 4)
    # horizontal lines
    arcade.draw_line(100, 200, 400, 200, arcade.color.BLACK, 4)
    arcade.draw_line(100, 300, 400, 300, arcade.color.BLACK, 4)

    # drawing in the O's and X's when the buttons are pressed
    # circle_1
    arcade.draw_circle_outline(circle_1_x, circle_1_y, 35, arcade.color.BLACK,
                               5)
    # cross_1
    texture = arcade.load_texture("x marks the spot .png")
    scale = .35
    arcade.draw_texture_rectangle(x_1_x, x_1_y, scale * texture.width,
                                  scale * texture.height, texture, 0)
    # circle 2
    arcade.draw_circle_outline(circle_2_x, circle_2_y, 35, arcade.color.BLACK,
                               5)
    # cross 2
    texture = arcade.load_texture("x marks the spot .png")
    scale = .35
    arcade.draw_texture_rectangle(x_2_x, x_2_y, scale * texture.width,
                                  scale * texture.height, texture, 0)
    # circle 3
    arcade.draw_circle_outline(circle_3_x, circle_3_y, 35, arcade.color.BLACK,
                               5)
    # cross 3
    texture = arcade.load_texture("x marks the spot .png")
    scale = .35
    arcade.draw_texture_rectangle(x_3_x, x_3_y, scale * texture.width,
                                  scale * texture.height, texture, 0)
    # circle 4
    arcade.draw_circle_outline(circle_4_x, circle_4_y, 35, arcade.color.BLACK,
                               5)
    # cross 4
    texture = arcade.load_texture("x marks the spot .png")
    scale = .35
    arcade.draw_texture_rectangle(x_4_x, x_4_y, scale * texture.width,
                                  scale * texture.height, texture, 0)
    # circle 5
    arcade.draw_circle_outline(circle_5_x, circle_5_y, 35, arcade.color.BLACK,
                               5)

    # go back button
    arcade.draw_rectangle_filled(80, 450, 100, 50, arcade.color.YELLOW_ROSE)
    arcade.draw_text("Back", 40, 435, arcade.color.BLACK, 30)
    # reset game button
    arcade.draw_rectangle_filled(400, 450, 190, 50, arcade.color.YELLOW_ROSE)
    arcade.draw_text("New Game", 310, 435, arcade.color.BLUE, 30)
Example #16
0
    def on_draw_game(self):
        arcade.draw_texture_rectangle(SCREEN_WIDTH // 2, SCREEN_HEIGHT // 2,
                                      SCREEN_WIDTH, SCREEN_HEIGHT,
                                      self.background)

        #### DRAW CHOICE ####
        self.rock.draw()
        arcade.render_text(self.text_A, 100, 50)

        self.paper.draw()
        arcade.render_text(self.text_S, 200, 50)

        self.scissor.draw()
        arcade.render_text(self.text_D, 300, 50)

        #### DRAW RED ####
        if self.x == 1:
            self.rock_red.draw()
        elif self.x == 2:
            self.paper_red.draw()
        elif self.x == 3:
            self.scissor_red.draw()
        #### DRAW BLUE ####
        elif self.x == 4:
            self.rock_blue.draw()
        elif self.x == 5:
            self.paper_blue.draw()
        elif self.x == 6:
            self.scissor_blue.draw()

        #### DRAW SCORE ####
        output_score = f"Score : {self.score}"
        if not self.score_text or self.score_text.text != output_score:
            self.score_text = arcade.create_text(output_score,
                                                 arcade.color.BLACK, 15)
        arcade.render_text(self.score_text, 300, 475)
        #### DRAW TIME ####
        output_time = f"Time : {round(self.time)}"
        if not self.time_text or self.time_text.text != output_time:
            self.time_text = arcade.create_text(output_time,
                                                arcade.color.BLACK, 15)
        arcade.render_text(self.time_text, 10, 475)
Example #17
0
    def on_draw(self):  # 화면 그리기
        """ Render the screen. """
        arcade.start_render()
        if self.check_game == True:
            # Draw our sprites
            self.wall_list.draw()
            self.background_list.draw()
            self.coin_list.draw()
            self.dont_touch_list.draw()
            self.monster_list.draw()
            self.platform_list.draw()
            self.foreground_list.draw()
            self.ladder_list.draw()
            self.player_list.draw()

            #레벨이 0이면 코인 표시 x
            if self.level != 0:
                coin_text = "Coin: {}".format(self.coin)  #남은 코인 표시
                life_text = "Life: {}".format(self.life)
                arcade.draw_text(coin_text, 10 + self.view_left,
                                 30 + self.view_bottom, arcade.csscolor.BLACK,
                                 18)
                arcade.draw_text(life_text, 10 + self.view_left,
                                 10 + self.view_bottom, arcade.csscolor.BLACK,
                                 18)

        else:
            arcade.start_render()
            if self.background_title:  # 처음 화면 ( 메뉴화면 )
                arcade.draw_texture_rectangle(
                    int(1.5 * (screen_width // 3)),
                    int(9.5 * (screen_height // 11)), 274, 62, self.
                    background_title)  # x(가운데 ) , y(가운데), 전체 width, 전체 height
                arcade.draw_texture_rectangle(screen_width // 2,
                                              screen_height // 2, screen_width,
                                              screen_height, self.background)
            if self.button_list:
                for button in self.button_list:
                    button.draw_button()
            if self.text_list:
                for text in self.text_list:
                    text.draw_text()
Example #18
0
    def on_draw(self) -> None:
        """
        Holds all rendering code to screen
        :return: none, draws to the window
        """
        arcade.start_render()
        if self.transition is not None:
            arcade.draw_texture_rectangle(self.WINDOW_WIDTH / 2, self.WINDOW_HEIGHT / 2, 800, 800,
                                          self.transition)
            if self.transition == arcade.load_texture("images/win_screen.png"):
                arcade.draw_text("<PRESS DELETE TO EXIT>", 250, 40, arcade.color.WHITE, 24)
            else:
                arcade.draw_text("<PRESS ENTER>", 300, 40, arcade.color.WHITE, 24)

        if self.is_game_active:
            self.rooms[self.world].ground_list.draw()
            self.rooms[self.world].wall_list.draw()
            self.rooms[self.world].traps_list.draw()

            for item in self.enemies:
                if item.textures is not None:
                    item.draw()
            for item in self.towers:
                if item.textures is not None:
                    item.draw()
            if self.player.textures is not None:
                self.player.draw()

            # draw health bar
            self.draw_health_bar(self.player.health)
            # if self.world == 4:
            for item in self.enemies:
                if isinstance(item, Boss):
                    self.draw_health_bar_boss(item.health, item)
                # draw tutorial instructions
            if self.world == 0:
                arcade.draw_text("Press SPACE to ATTACK", 30, 30, arcade.color.WHITE, 24)
                arcade.draw_text("Dodge FIREBALLS", 300, 300, arcade.color.WHITE, 24)
                arcade.draw_text("Kill ENEMIES", 300, 750, arcade.color.WHITE, 24)
                arcade.draw_text("Avoid the LAVA", 560, 510, arcade.color.WHITE, 24)
                arcade.draw_text("Press P to PAUSE", 50, 750, arcade.color.WHITE, 24)
                arcade.draw_text("ARROW KEYS to MOVE", 150, 500, arcade.color.WHITE, 24)
Example #19
0
    def on_draw(self):
        arcade.start_render()
        arcade.draw_texture_rectangle(SCREEN_WIDTH // 2, SCREEN_HEIGHT // 2,
                                      SCREEN_WIDTH, SCREEN_HEIGHT,
                                      self.background)
        if not self.playing:
            arcade.draw_text("Thanks for playing!", (SCREEN_WIDTH // 2) - 150,
                             (SCREEN_HEIGHT // 2) + 20, open_color.white, 30)
        else:
            self.player_list.draw()
            self.enemy_list.draw()
            self.bullet_list.draw()
            self.enemy_bullet_list.draw()

        arcade.draw_text("Score: {}".format(int(self.score)), 10,
                         SCREEN_HEIGHT - 30, open_color.white, 16)
        arcade.draw_text("HP: {}".format(int(self.hp)), SCREEN_WIDTH - 80,
                         SCREEN_HEIGHT - 30, open_color.white, 16)
        arcade.draw_text(self.title, SCREEN_WIDTH // 2 - 50,
                         SCREEN_HEIGHT - 30, open_color.white, 16)
    def on_draw(self):
        """
        Render the screen.
        """

        # This command has to happen before we start drawing
        arcade.start_render()

        # Draw the background texture
        arcade.draw_texture_rectangle(SCREEN_WIDTH // 2, SCREEN_HEIGHT // 2,
                                      SCREEN_WIDTH, SCREEN_HEIGHT,
                                      self.background)

        # Draw all the sprites.
        self.coin_list.draw()
        self.player_list.draw()

        # Render the text
        arcade.draw_text(f"Score: {self.score}", 10, 20, arcade.color.WHITE,
                         14)
Example #21
0
    def draw(self):
        # draw background
        arcade.draw_texture_rectangle(self.game.SCREEN_WIDTH // 2, self.game.SCREEN_HEIGHT // 2, self.game.SCREEN_WIDTH, self.game.SCREEN_HEIGHT, self.background)

        # fade in the logo
        if self.logo.alpha < 255:
            fade_in(self.logo, 4)
        self.logo.draw()

        # slide in the santa
        if self.santa.center_y < 140:
            slide_in(self.santa, 3, 140)
        self.santa.draw()

        # fade in buttons after logo is shown
        if self.logo.alpha == 255:
            for button in self.button_list:
                if button.alpha < 255:
                    fade_in(button, 4)
                button.draw()
    def on_draw(self):
        arcade.start_render()
        arcade.draw_texture_rectangle(SW // 2, SH // 2, SW, SH, self.background)
        minutes = int(self.total_time) // 60
        seconds = int(self.total_time) % 60
        self.player_list.draw()
        self.reaper_list.draw()

        objective = "Current Objective: Survive for 1 minute"
        t_output = f"Time: {minutes:02d}:{seconds:02d}"
        arcade.draw_text(objective, SW/2, SH - 40, arcade.color.VIOLET_BLUE, 20)
        arcade.draw_text(t_output, SW / 2, SH - 70, arcade.color.VIOLET_BLUE, 20)





        if self.gameover == True:
            arcade.draw_rectangle_filled(SW // 2, SH // 2, SW, SH, arcade.color.BLACK)
            arcade.draw_text("Game Over: Press P to Play Again!", SW / 2 - 50, SH / 2 - 20, ((0, 255, 0)), 14)
Example #23
0
    def game_over_screen(self):

        arcade.draw_texture_rectangle(SCREEN_WIDTH // 2, SCREEN_HEIGHT // 2,
                                      900, 600, self.deathtexture)

        output = "Game Over"
        arcade.draw_text(output, SCREEN_WIDTH // 2 - 220,
                         SCREEN_HEIGHT // 2 + 200, arcade.color.BLACK, 72)

        output = "Click SPACE key to restart"
        arcade.draw_text(output, SCREEN_WIDTH // 2 - 230,
                         SCREEN_HEIGHT // 2 - 210, arcade.color.BLACK, 32)

        output = "Your SCORE: {}".format(self.score)
        arcade.draw_text(output, SCREEN_WIDTH // 2 - 100, SCREEN_HEIGHT // 2,
                         arcade.color.BLACK, 24)

        output = "YOUR BEST SCORE: {}".format(self.bestscore)
        arcade.draw_text(output, SCREEN_WIDTH // 2 - 140,
                         SCREEN_HEIGHT // 2 - 80, arcade.color.BLACK, 24)
Example #24
0
	def on_draw(self):
		""" Render the screen. """
		arcade.start_render()

		# Draw the background texture
		arcade.draw_texture_rectangle(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_WIDTH * 2, SCREEN_HEIGHT * 2, self.rooms[self.current_room].background)

		# Draw all the walls in this room
		self.rooms[self.current_room].wall_list.draw()

		# If you have coins or monsters, then copy and modify the line above for each list.

		self.player_list.draw()
		if self.current_room == 2:
			arcade.draw_text("oNetWOSeVEntHRee", 1000, 450, arcade.color.WHITE, 50, width=1000, align="center", anchor_x="center", anchor_y="center", rotation=90.0)
		
		start_y = 20
		start_x = 50
		arcade.draw_point(start_x, start_y, arcade.color.BLUE, 5)
		arcade.draw_text(f"Time elapsed: {self.time_elapsed:7.1f}", start_x, start_y, arcade.color.BLACK, 14)
Example #25
0
    def on_draw(self):
        """ Called whenever we need to draw the window. """
        arcade.start_render()
        arcade.draw_texture_rectangle(SCREEN_WIDTH // 2, SCREEN_HEIGHT // 2,
                                      SCREEN_WIDTH, SCREEN_HEIGHT,
                                      self.backround)
        if not self.playing:
            arcade.draw_text("You've Done Well Challenger!!!",
                             (SCREEN_WIDTH // 2) - 150,
                             (SCREEN_HEIGHT // 2) + 30, open_color.red_6, 50)
        else:
            self.player_list.draw()
            self.enemy_list.draw()
            self.bullet_list.draw()
            self.enemy_bullet_list.draw()

        arcade.draw_text("Score: {}".format(int(self.score)), 10,
                         SCREEN_HEIGHT - 30, open_color.red_6, 16)
        arcade.draw_text("HP: {}".format(int(self.hp)), SCREEN_WIDTH - 80,
                         SCREEN_HEIGHT - 30, open_color.red_6, 16)
    def on_draw(self):
        arcade.set_viewport(self.world.panda.x - SCREEN_WIDTH // 2,
                            self.world.panda.x + SCREEN_WIDTH // 2, 0,
                            SCREEN_HEIGHT)

        arcade.start_render()
        arcade.draw_texture_rectangle(self.panda_sprite.center_x,
                                      SCREEN_HEIGHT // 2, SCREEN_WIDTH + 50,
                                      SCREEN_HEIGHT, self.background)

        self.draw_platforms(self.world.platforms)
        self.draw_coins(self.world.coins)
        arcade.draw_text("Space to Start", -100, self.height // 2,
                         arcade.color.RED, 30)
        self.panda_sprite.draw()

        arcade.draw_text(str(self.world.score),
                         self.world.panda.x + (SCREEN_WIDTH // 2) - 890,
                         self.height - 30, arcade.color.BLACK, 20)
        self.draw_skulls(self.world.skulls)
Example #27
0
    def on_draw(self):
        ar.start_render()

        texture = ar.load_texture('image\Game_menu.png')
        ar.draw_texture_rectangle(SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2,
                                  SCREEN_WIDTH, SCREEN_HEIGHT, texture)

        # текст меню
        ar.draw_text('Нажми на ENTER чтобы начать игру',
                     SCREEN_WIDTH / 2,
                     SCREEN_HEIGHT / 2 + 130,
                     ar.color.BLACK,
                     16,
                     anchor_x="center")
        ar.draw_text('Нажми на Q чтобы выйти из игры',
                     SCREEN_WIDTH / 2,
                     SCREEN_HEIGHT / 2 + 90,
                     ar.color.BLACK,
                     18,
                     anchor_x="center")
Example #28
0
 def draw_arrow(self, arrow, x, y):
     if arrow == self.gameTracker.playerBtnInfo.BTN_UP:
         arcade.draw_texture_rectangle(x, y, self.arrow_texture_size
             , self.arrow_texture_size, self.arrow_up_texture)
     elif arrow == self.gameTracker.playerBtnInfo.BTN_LEFT:
         arcade.draw_texture_rectangle(x, y, self.arrow_texture_size
             , self.arrow_texture_size, self.arrow_left_texture)
     elif arrow == self.gameTracker.playerBtnInfo.BTN_RIGHT:
         arcade.draw_texture_rectangle(x, y, self.arrow_texture_size
             , self.arrow_texture_size, self.arrow_right_texture)
     elif arrow == self.gameTracker.playerBtnInfo.BTN_DOWN:
         arcade.draw_texture_rectangle(x, y, self.arrow_texture_size
             , self.arrow_texture_size, self.arrow_down_texture)
Example #29
0
def draw_title_things():
    # Draw title
    arcade.draw_text("Ransomware and Prevention Techniques", 240, text_height,
                     arcade.color.DARK_BLUE, 30, 0, "center", 'ARIAL', True)

    # Draw underline
    arcade.draw_line(230, underline_height, 890, underline_height,
                     arcade.color.DARK_BLUE, 3)

    # Load texture_1 -- computer screen
    texture_1 = arcade.load_texture("textures/computer_1.png")
    scale = 0.055
    arcade.draw_texture_rectangle(150, text_height, scale * texture_1.width,
                                  scale * texture_1.height, texture_1)

    # Load texture_2 -- ransomware clipart
    texture_2 = arcade.load_texture("textures/malware_1.png")
    scale = 0.16
    arcade.draw_texture_rectangle(950, text_height, scale * texture_2.width,
                                  scale * texture_2.height, texture_2)
Example #30
0
    def on_draw(self):
        """
        Render the screen.
        """

        # This command has to happen before we start drawing
        arcade.start_render()

        # Draw all the sprites.
        self.player_list.draw()
        self.wall_list.draw()

        # Put the text on the screen.
        # Adjust the text position based on the view port so that we don't
        # scroll the text too.

        if self.game_over:
            arcade.draw_texture_rectangle(SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2,
                                          SCREEN_WIDTH, SCREEN_HEIGHT, "")
            pass
Example #31
0
    def on_draw(self):
        """
        Render the screen.
        """

        arcade.start_render()

        for i in range(len(scores)):
            for j in range(len(scores[i])):
                arcade.draw_texture_rectangle(
                    100 + j * 20, 400 - i * 40, 20, 24,
                    arcade.load_texture("number/n_" + str(scores[i][j]) +
                                        ".png"))

        for i in range(len(times)):
            for j in range(len(times[i])):
                arcade.draw_texture_rectangle(
                    300 + j * 20, 400 - i * 40, 20, 24,
                    arcade.load_texture("number/n_" + str(times[i][j]) +
                                        ".png"))
Example #32
0
    def on_draw(self):
        arcade.start_render()

        scale = .6
        arcade.draw_texture_rectangle(540,
                                      120,
                                      self.texture.image.width * scale,
                                      self.texture.image.height * scale,
                                      self.texture,
                                      angle=45)

        arcade.draw_xywh_rectangle_textured(10, 400, 64, 64, self.texture)

        for i in range(15):
            arcade.draw_scaled_texture_rectangle(i * 50 + 20,
                                                 220,
                                                 scale,
                                                 self.texture,
                                                 angle=45,
                                                 alpha=i * 15)
Example #33
0
import arcade
import os

# set the text for the meme
line1 = "1goodVariableName"
line2 = "good_variable_name1"

# set the dimensions of the window, based on the image
height = 640
width = 550
arcade.open_window(height, width, "Meme Generator")

arcade.set_background_color(arcade.color.WHITE)

arcade.start_render()

# load the image
texture = arcade.load_texture("images/drake_meme.jpg")
arcade.draw_texture_rectangle(texture.width//2, texture.height//2, texture.width,
                              texture.height, texture, 0)

# render the text
arcade.draw_text(line1, width//2 + 100, height - height//3, arcade.color.BLACK, 12)
arcade.draw_text(line2, width//2 + 100, height//2 - height//4,
                 arcade.color.BLACK, 12)

arcade.finish_render()

arcade.run()
Example #34
0
                       arcade.color.YELLOW, 90, 360, -45)

# Draw an rectangle outline
arcade.draw_text("draw_rect", 243, 3, arcade.color.WHITE, 10)
arcade.draw_rectangle_outline(295, 100, 45, 65,
                              arcade.color.BRITISH_RACING_GREEN)
arcade.draw_rectangle_outline(295, 160, 20, 45,
                              arcade.color.BRITISH_RACING_GREEN, 3, 45)

# Draw a filled in rectangle
arcade.draw_text("draw_filled_rect", 363, 3, arcade.color.WHITE, 10)
arcade.draw_rectangle_filled(420, 100, 45, 65, arcade.color.BLUSH)
arcade.draw_rectangle_filled(420, 160, 20, 40, arcade.color.BLUSH, 45)

# Load and draw an image to the screen
# Image from kenney.nl asset pack #1
arcade.draw_text("draw_bitmap", 483, 3, arcade.color.WHITE, 12)
texture = arcade.load_texture("images/playerShip1_orange.png")
scale = .6
arcade.draw_texture_rectangle(540, 120, scale * texture.width,
                               scale * texture.height, texture, 0)
arcade.draw_texture_rectangle(540, 60, scale * texture.width,
                               scale * texture.height, texture, 45)

# Finish the render.
# Nothing will be drawn without this.
# Must happen after all draw commands
arcade.finish_render()

# Keep the window up until someone closes it.
arcade.run()