Example #1
0
 def drawlives(self, lives, fast=0):
     if lives < 0: lives = 0
     dest = self.drawsurface
     offset = self.drawoffset
     if not fast:
         r = pygame.Rect(self.poslives, self.imglives.get_size())
         r2 = dest.blit(self.imghud1, r, r).move(offset)
     else:
         r2 = None
     if self.lastlives != lives:
         self.lastlives = lives
         size = miniship.get_size()
         self.imglives = pygame.Surface((size[0] * lives + 1, size[1]))
         if lives <= 3:  #ships
             for l in range(lives):
                 self.imglives.blit(miniship, (size[0] * l, 0))
         else:  #ships and num
             self.imglives.blit(miniship, (4, 0))
             pos = size[0] + 10, 0
             txt = 'x %d' % lives
             txt, pos = livesfont.text((150, 200, 150), txt, pos, 'topleft')
             self.imglives.blit(txt, pos)
         self.imglives.set_colorkey(0, pygame.RLEACCEL)
     r1 = dest.blit(self.imglives, self.poslives).move(offset)
     gfx.dirty2(r1, r2)
Example #2
0
 def drawlives(self, lives, fast=0):
     if lives < 0: lives = 0
     dest = self.drawsurface
     offset = self.drawoffset
     if not fast:
         r = pygame.Rect(self.poslives, self.imglives.get_size())
         r2 = dest.blit(self.imghud1, r, r).move(offset)
     else:
         r2 = None
     if self.lastlives != lives:
         self.lastlives = lives
         size = miniship.get_size()
         self.imglives = pygame.Surface((size[0]*lives+1, size[1]))
         if lives <= 3: #ships
             for l in range(lives):
                 self.imglives.blit(miniship, (size[0]*l, 0))
         else: #ships and num
             self.imglives.blit(miniship, (4, 0))
             pos = size[0]+10, 0
             txt = 'x %d'%lives
             txt,pos = livesfont.text((150,200,150), txt, pos, 'topleft')
             self.imglives.blit(txt, pos)
         self.imglives.set_colorkey(0, pygame.RLEACCEL)
     r1 = dest.blit(self.imglives, self.poslives).move(offset)
     gfx.dirty2(r1, r2)
Example #3
0
    def run(self):
        self.clocks += 1
        self.cleartext()

        if self.thread and (not self.thread.isAlive() and self.success):
            self.download_finished()

        clearme = None
        if self.lastdownrect:
            gfx.dirty(self.background(self.lastdownrect))
            clearme = self.lastdownrect
            self.lastdownrect = None

        r = self.background(self.shipimage[1])
        gfx.dirty(r)

        gfx.updatestars(self.background, gfx)

        if not self.done:
            for img, r in self.images:
                gfx.dirty(gfx.surface.blit(img, r))
            downimg, downrect = self.downimg()
            if downimg:
                self.lastdownrect = gfx.surface.blit(downimg, downrect)
                gfx.dirty2(self.lastdownrect, clearme)

            for text, pos in self.imgs:
                gfx.surface.blit(text, pos)
        else:
            for img, r in self.images:
                gfx.dirty(self.background(r))
            gfx.dirty(clearme)

        if not self.done:
            self.drawlist()
            self.moveship()
            r = gfx.surface.blit(self.shipimage[0], self.shipimage[1])
            gfx.dirty(r)
            for b in self.boxes:
                b.erase(self.background)
                b.tick(1.0)
                b.draw(gfx)
        else:
            #game.handler = self.prevhandler
            for b in self.boxes:
                b.erase(self.background)
            self.clearlist()

        if self.launchthebrowser:
            #we do it like this so the window can get
            #unfullscreened and not minimized on windows
            self.launchthebrowser -= 1
            if not self.launchthebrowser:
                webbrowser.open(game.site_url, 1, 1)
Example #4
0
    def run(self):
        self.clocks += 1
        self.cleartext()

        if self.thread and (not self.thread.isAlive() and self.success):
            self.download_finished()

        clearme = None
        if self.lastdownrect:
            gfx.dirty(self.background(self.lastdownrect))
            clearme = self.lastdownrect
            self.lastdownrect = None

        r = self.background(self.shipimage[1])
        gfx.dirty(r)

        gfx.updatestars(self.background, gfx)

        if not self.done:
            for img, r in self.images:
                gfx.dirty(gfx.surface.blit(img, r))
            downimg, downrect = self.downimg()
            if downimg:
                self.lastdownrect = gfx.surface.blit(downimg, downrect)
                gfx.dirty2(self.lastdownrect, clearme)

            for text, pos in self.imgs:
                gfx.surface.blit(text, pos)
        else:
            for img, r in self.images:
                gfx.dirty(self.background(r))
            gfx.dirty(clearme)

        if not self.done:
            self.drawlist()
            self.moveship()
            r = gfx.surface.blit(self.shipimage[0], self.shipimage[1])
            gfx.dirty(r)
            for b in self.boxes:
                b.erase(self.background)
                b.tick(1.0)
                b.draw(gfx)
        else:
            #game.handler = self.prevhandler
            for b in self.boxes:
                b.erase(self.background)
            self.clearlist()

        if self.launchthebrowser:
            #we do it like this so the window can get
            #unfullscreened and not minimized on windows
            self.launchthebrowser -= 1
            if not self.launchthebrowser:
                webbrowser.open(game.site_url, 1, 1)
Example #5
0
    def draw(self, gfx):
        frame = int(self.frame-1.0) % self.numframes
        img = darkimages[frame]
        r2 = gfx.surface.blit(img, self.rect.move(-self.move[0]*2, -self.move[1]*2))

        frame = int(self.frame) % self.numframes
        img = allimages[glowset][frame]
        r1 = gfx.surface.blit(img, self.rect)

        r = r1.union(r2)
        gfx.dirty2(r, self.lastrect)
        self.lastrect = r
Example #6
0
    def draw(self, gfx):
        if not self.active:
            return
        if not self.dead:
            if type(self.images) == list:
                frame = int(self.frame) % self.numframes
                gfx.surface.blit(self.images[frame], self.rect)
            else:
                gfx.surface.blit(self.images, self.rect)

            gfx.dirty2(self.rect, self.lastrect)
            self.lastrect = Rect(self.rect)
Example #7
0
 def draw(self, gfx):
     if not self.dead:
         img = None
         if type(self.image) == list:
             frame = int(self.frame) % len(self.image)
             img = self.image[frame] 
         else:
             img = self.image
             
         self.drawsurface.blit(img, self.rect)
         gfx.dirty2(self.rect, self.lastrect)
         self.lastrect = Rect(self.rect)
    def draw(self, gfx):
        if not self.dead:
            img = None
            if type(self.image) == list:
                frame = int(self.frame) % len(self.image)
                img = self.image[frame]
            else:
                img = self.image

            self.drawsurface.blit(img, self.rect)
            gfx.dirty2(self.rect, self.lastrect)
            self.lastrect = Rect(self.rect)
Example #9
0
 def draw(self, gfx):
     frame = int(self.frame) % 4
     if self.shield:
         gfx.surface.blit(shieldbg[self.shield-1], self.rect)
     elif self.bullet:
         gfx.surface.blit(bulletbg[self.bullet-1], self.rect)
     if self.unmoved:
         img = upimage
     else:
         img = shipimages[self.image + (self.turbo*4)][frame]
     gfx.surface.blit(img, self.rect)
     gfx.dirty2(self.rect, self.lastrect)
     self.lastrect = pygame.Rect(self.rect)
Example #10
0
 def draw(self, gfx):
     frame = int(self.frame) % 4
     if self.shield:
         gfx.surface.blit(shieldbg[self.shield - 1], self.rect)
     elif self.bullet:
         gfx.surface.blit(bulletbg[self.bullet - 1], self.rect)
     if self.unmoved:
         img = upimage
     else:
         img = shipimages[self.image + (self.turbo * 4)][frame]
     gfx.surface.blit(img, self.rect)
     gfx.dirty2(self.rect, self.lastrect)
     self.lastrect = Rect(self.rect)
Example #11
0
 def drawlevel(self, level, fast=0):
     dest = self.drawsurface
     offset = self.drawoffset
     if not fast:
         r = self.poslevel
         r2 = dest.blit(self.imghud1, r, r).move(offset)
     else:
         r2 = None
     if self.lastlevel != level:
         self.lastlevel = level
         self.imglevel = score.render(level)
         self.poslevel = self.imglevel.get_rect()
         self.poslevel.center = 50, 565
     r1 = dest.blit(self.imglevel, self.poslevel).move(offset)
     gfx.dirty2(r1, r2)
 def draw(self, gfx):
     if not self.active:
         r = self.drawsurface.fill((0, 67, 171), self.rect)
         gfx.dirty(r)
     else:
         if not self.dead:
             img = None
             frame = int(self.frame) % 3
             if self.shield:
                 img = shieldbg[self.shield - 1]
             else:
                 img = self.image[frame]
             self.drawsurface.blit(img, self.rect)
             gfx.dirty2(self.rect, self.lastrect)
             self.lastrect = Rect(self.rect)
Example #13
0
 def drawlevel(self, level, fast=0):
     dest = self.drawsurface
     offset = self.drawoffset
     if not fast:
         r = self.poslevel
         r2 = dest.blit(self.imghud1, r, r).move(offset)
     else:
         r2 = None
     if self.lastlevel != level:
         self.lastlevel = level
         self.imglevel = score.render(level)
         self.poslevel = self.imglevel.get_rect()
         self.poslevel.center = 50, 565
     r1 = dest.blit(self.imglevel, self.poslevel).move(offset)
     gfx.dirty2(r1, r2)
Example #14
0
 def draw(self, gfx):
     if not self.active:
         r = self.drawsurface.fill((0, 67, 171), self.rect)
         gfx.dirty(r)
     else:
         if not self.dead:
             img = None
             frame = int(self.frame) % 3
             if self.shield:
                 img = shieldbg[self.shield-1]
             else:
                 img = self.image[frame]                
             self.drawsurface.blit(img, self.rect)
             gfx.dirty2(self.rect, self.lastrect)
             self.lastrect = Rect(self.rect)
Example #15
0
 def drawitem(self, item, selected):
     """
     Desenha um item do menu.
     Parametros:
     item      - item do menu a desenhar.
     selected  - item esta selecionado.
     """
     if not selected:
         gfx.surface.blit(item.img, item.rect)
         gfx.dirty(item.rect)
     else:
         gfx.surface.blit(item.img, item.rect)
         gfx.dirty(item.rect)
         gfx.surface.blit(self.select, self.selectrect)
         self.last_selectrect = Rect(self.selectrect)
         gfx.dirty2(self.selectrect, self.last_selectrect)
Example #16
0
 def draw(self):
     """
     Desenha o mapa.
     """
     
     #Desenha cada tile ativo.
     for tile in self.tiles:
         if tile.dead:
             self.tiles.remove(tile)
         else:
             blue_background.fill((0, 67, 171), tile.lastrect)
             blue_background.blit(tile.image, tile.rect)
             
     gfx.surface.blit(blue_background, self.rect)
     gfx.dirty2(self.rect, self.lastrect)
     self.lastrect = Rect(self.rect)
Example #17
0
    def cleanup(self):
        """
        Limpa o mapa.
        """            
        blue_background.fill((0, 67, 171))
        gfx.surface.blit(blue_background, self.rect)
        gfx.dirty2(self.rect, self.lastrect)
        self.lastrect = Rect(self.rect)
        
            
            
            
        

            
            
Example #18
0
 def drawlevel(self, level):
     """
     Desenha o nivel atual do jogo.
     
     Parametros:
         level - nivel atual do jogo.
     """
     dest = self.drawsurface
     offset = self.drawoffset
     if not fast:
         r = self.poslevel
         r2 = dest.blit(self.imghud1, r, r).move(offset)
     else:
         r2 = None
     if self.lastlevel != level:
         self.lastlevel = level
         self.imglevel = score.render(level)
         self.poslevel = self.imglevel.get_rect()
         self.poslevel.center = 50, 565
     r1 = dest.blit(self.imglevel, self.poslevel).move(offset)
     gfx.dirty2(r1, r2)
 def draw(self, gfx):
     frame = min(int(self.clocks // CLOCK_MULTIPLIER), len(self.images) - 1)
     img = images[frame]
     r = gfx.surface.blit(img, self.rect)
     gfx.dirty2(r, self.lastrect)
     self.lastrect = r
Example #20
0
 def draw(self, gfx):
     img = images[int(self.time)]
     r = gfx.surface.blit(img, self.rect)
     gfx.dirty2(r, self.lastrect)
     self.lastrect = r
Example #21
0
 def draw(self, gfx):
     if not self.killed:
         img = self.images[self.frame]
         r = gfx.surface.blit(img, self.rect)
         gfx.dirty2(r, self.lastrect)
         self.lastrect = r
Example #22
0
 def draw(self, gfx):
     frame = min(int(self.clocks/CLOCK_MULTIPLIER), len(self.images)-1)
     img = images[frame]
     r = gfx.surface.blit(img, self.rect)
     gfx.dirty2(r, self.lastrect)
     self.lastrect = r
Example #23
0
 def draw(self, gfx):
     img = images[int(self.time)]
     r = gfx.surface.blit(img, self.rect)
     gfx.dirty2(r, self.lastrect)
     self.lastrect = r
 def draw(self, gfx):
     if not self.killed:
         img = self.images[self.frame]
         r = gfx.surface.blit(img, self.rect)
         gfx.dirty2(r, self.lastrect)
         self.lastrect = r