def draw_bestiary_entry(self): glPushMatrix() ease_offset = ease_cubic(self.bestiary_entry_offset) y_offset = ease_offset * -self.window.height * self.bestiary_left.height self.fake_pos = (0.0, y_offset) glTranslatef(0.0, y_offset, 0.0) self.bestiary_left.draw() self.bestiary_right.draw() interface.make_frame(self.bestiary_right)() self.fake_pos = (0.0, 0.0) glPopMatrix()
def draw_achievements(self): glPushMatrix() ease_offset = ease_cubic(self.achievements_offset) x_offset = ease_offset * self.window.width self.fake_pos = (x_offset, 0.0) glTranslatef(x_offset, 0.0, 0.0) self.achievements.draw() self.achievements_back.draw() if self.achievements.scroll_max > 0: self.achievements_scroll_up.draw() self.achievements_scroll_down.draw() if self.achievements_mouseover.text: self.achievements_mouseover.draw() interface.make_frame(self.achievements_mouseover)() self.fake_pos = (0.0, 0.0) glPopMatrix()
def saframe(self): return interface.make_frame(self.status_area)
def sbframe(self): return interface.make_frame(self.status_button)
def tmframe(self): return interface.make_frame(self.tool_menu)
def tbframe(self): return interface.make_frame(self.tool_button)
def mframe(self): return interface.make_frame(self.menu)
def golframe(self): return interface.make_frame(self.game_over_label)