def draw(screen):
    screen.fill((255, 255, 255))  #talv ju!

    map.draw(screen, cam_position)
    enemy_obj.draw(screen, cam_position)
    player_obj.draw(screen, cam_position)

    for i in bullet_list:
        i.draw(screen, cam_position)
Example #2
0
def draw(screen):
    screen.fill((0, 200, 0))  #suvi

    map.draw(screen, cam_position)
    enemy_obj.draw(screen, cam_position)
    pie1_obj.draw(screen, cam_position)
    pie2_obj.draw(screen, cam_position)
    pie3_obj.draw(screen, cam_position)
    player_obj.draw(screen, cam_position)

    for i in bullet_list:
        i.draw(screen, cam_position)
Example #3
0
def draw_all():
        tcod.console_clear(0)
        map.draw(0, player.sense_map)
        for object in actors:
            if not object.blocks:
                object.draw(0, skip_fov=player.sense_objects,
                        no_char=(player.blind and not player.sense_objects))
        for object in actors:
            if object.blocks:
                object.draw(0, skip_fov=player.sense_entities,
                            no_char=(player.blind and not player.sense_entities))
        gui.draw_log(0, 5)
        gui.draw_hud(0)
        gui.draw_visible(0)
Example #4
0
        character.x_speed = 10
    if( character.x_speed < -10 ):
        character.x_speed = -10
    if( character.y_speed > 10 ):
        character.y_speed = 10
    if( character.y_speed < -10 ):
        character.y_speed = -10

            
    character.rect.x = (character.rect.x + character.x_speed ) % screen_size[0]
    character.rect.y = (character.rect.y + character.y_speed ) % screen_size[1]
    # ALL GAME LOGIC SHOULD GO ABOVE THIS COMMENT

    # ALL CODE TO DRAW SHOULD GO BELOW THIS COMMENT
    pygame.draw.rect(screen, green,[0 , 0, screen_size[0], screen_size[1]],)
    map.draw(screen)
    #This moves the map forward one pixel
    map.updateOffset(10)
    #screen.blit(character.image, [character.rect.x, character.rect.y])    
    # Go ahead and update the screen with what we've drawn.
    pygame.display.flip()
    # ALL CODE TO DRAW SHOULD GO ABOVE THIS COMMENT

    # Limit to 20 frames per second
    clock.tick(clock_speed)

# Close the window and quit.
# If you forget this line, the program will 'hang'
# on exit if running from IDLE.
pygame.quit ()