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)
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)
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)
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 ()