def draw(self): update_rect = [] # for x in xrange(settings.STAGE_WIDTH): # for y in xrange(settings.STAGE_HEIGHT): # self._map[x][y].draw() update_rect += self.panels.draw(Game.get_screen()) update_rect += self.unitmng.draw() update_rect += self.players.draw(Game.get_screen()) update_rect += Effect.effects.draw(Game.get_screen()) return update_rect
def draw(self, surface=Game.get_screen()): #if not self.is_update: return [] dirty_rects = [] for sprite, offset in zip(self.images, self.OFFSET): rect = sprite.get_rect().move(self.x+offset[0], self.y+offset[1]) dirty_rects.append(surface.blit(Image(u'../resources/image/main/background.png').image, rect, rect)) for sprite, offset in zip(self.images, self.OFFSET): dest = sprite.get_rect().move(self.x+offset[0], self.y+offset[1]) dirty_rects.append(surface.blit(sprite, dest)) return dirty_rects
def draw(self, surface=Game.get_screen()): if self.n != self.pre_n: self.pre_n = self.n self._parse() dest = self.image.get_rect().move(self.x, self.y) if self.align == self.TEXTALIGNRIGHT: u"""右揃えに変更する""" dest = dest.move(-self.image.get_width(), 0) elif self.align == self.TEXTALIGNCENTER: u"""中央揃えに変更する""" dest = dest.move(-self.image.get_width()/2, 0) return surface.blit(self.image, dest=dest)
def draw(self, surface=Game.get_screen(), x=None, y=None): u""" x, y : 渡されたとき、その座標に描画。渡されていないときはself.pointを元に算出 """ if not x: self.x = settings.ROOT_POSITION[0] - self.point.y*37 + self.point.x*37 else: self.x = x if not y: self.y = settings.ROOT_POSITION[1] + self.point.x*19 + self.point.y*19 else: self.y = y super(Panel, self).draw(surface)
def draw(self, surface=Game.get_screen(), x=None, y=None): u""" x, y : 渡されたとき、その座標に描画。渡されていないときはself.pointを元に算出 """ if not x: self.x = settings.ROOT_POSITION[ 0] - self.point.y * 37 + self.point.x * 37 else: self.x = x if not y: self.y = settings.ROOT_POSITION[ 1] + self.point.x * 19 + self.point.y * 19 else: self.y = y super(Panel, self).draw(surface)
def main(): pygame.mixer.pre_init(44100, -16, 2, 1024*3) pygame.init() # pygameの初期化 game = Game() game.get_scene_manager().set_scenes({'logo':LogoScene(),'game':GameScene(), 'title':TitleScene()}) if settings.DEBUG: game.get_scene_manager().change_scene('game',False,True) else: game.get_scene_manager().change_scene('logo') while 1: game._clock.tick(settings.FPS) Key.poll() scene = game.current_scene() if not scene: return scene.sprites.clear(game.get_screen(), scene.BACKGROUND_SURFACE) game.update() rects = game.draw() pygame.display.update(rects) # 画面を反映 for event in pygame.event.get(): # イベントチェック if event.type == QUIT: return if (event.type == KEYDOWN and event.key == K_ESCAPE): return
def draw(self, surface=Game.get_screen()): if self.n != self.pre_n: self.pre_n = self.n self._parse() dest = self.image.get_rect().move(self.x, self.y) return surface.blit(self.image, dest=dest)
def draw(self): if not self.timer.is_update and not self.gauge.is_update: return [] self.timer.draw(self.image) self.gauge.draw(self.image) rects = [Game.get_screen().blit(self.image, self.image.get_rect().move(self.X, self.Y))] return rects
def draw(self, surface=Game.get_screen()): return surface.blit(self.image, self.image.get_rect().move(self.x, self.y))
def draw(self, surface=Game.get_screen()): self.x = settings.ROOT_POSITION[ 0] - self.point.y * 37 + self.point.x * 37 - self.OFFSET[0] self.y = settings.ROOT_POSITION[ 1] + self.point.x * 19 + self.point.y * 19 - self.OFFSET[1] super(Panel, self).draw(surface)
def draw(self, surface=Game.get_screen()): super(Navigation, self).draw() self.population.draw() self.owner.next_road.draw( x=self.x + self.NEXT_POSITIONS[self.owner.number][0], y=self.y + self.NEXT_POSITIONS[self.owner.number][1])
def draw(self, surface=Game.get_screen()): super(Player, self).draw(surface) self.city.draw()
def ready(self, *args, **kwargs): Game.get_screen().fill(self.BACKGROUND)
def draw(self, surface=Game.get_screen()): pygame.draw.rect(surface, self.BACKGROUND, (0, 0, settings.SCREENWIDTH, settings.SCREENHEIGHT)) update_rect = [] update_rect += self.sprites.draw(surface) return update_rect
def draw(self, surface=Game.get_screen()): update_rect = [] update_rect += self.sprites.draw(surface) return update_rect
def draw(self, surface=Game.get_screen()): super(Navigation, self).draw() self.population.draw() self.owner.next_road.draw(x=self.x+self.NEXT_POSITIONS[self.owner.number][0], y=self.y+self.NEXT_POSITIONS[self.owner.number][1] )
def draw(self, surface=Game.get_screen()): self.background.draw() self.navigation.background.draw(self.navigation.image) self.sprites.draw(Game.get_screen())
def draw(self, surface=Game.get_screen()): x = self.x - 7 y = self.y - 25 #pygame.draw.circle(surface, (255, 0, 0), (self.x, self.y), 3) # ToDo 画像を差し替えたら書き直すからとりあえずハードコーディング return super(Panel, self).draw(surface, dest=pygame.rect.Rect(x, y, settings.PANELSIZE, settings.PANELSIZE))
def draw(self, surface=Game.get_screen()): self.x = settings.ROOT_POSITION[0] - self.point.y*37 + self.point.x*37 - self.OFFSET[0] self.y = settings.ROOT_POSITION[1] + self.point.x*19 + self.point.y*19 - self.OFFSET[1] super(Panel, self).draw(surface)
def draw(self, surface=Game.get_screen()): pass def update(self): pass