Example #1
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 #2
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 #3
0
 def __init__(self):
     self.imghud1 = gfx.load('hud.gif')
     self.imghud2 = gfx.load('hud2.gif')
     self.timepos = 24, 102
     self.wolfrect = pygame.Rect(16, 57, 37, 19)
     self.timesize = 64, 382
     self.timestep = self.timesize[1] / 1000.0
     self.time = 0
     self.drawsurface = gfx.surface
     self.drawoffset = 800, 0
     self.imglives = pygame.Surface((1, miniship.get_height()))
     self.imglives.set_colorkey(0, pygame.RLEACCEL)
     self.imglevel = score.render(0)
     self.poslives = 10, 510
     self.poslevel = pygame.Rect(15, 550, 1, 1) #changed later in drawlevel
     self.lastlives = 0
     self.lastlevel = 0
Example #4
0
 def __init__(self):
     self.imghud1 = gfx.load('hud.gif')
     self.imghud2 = gfx.load('hud2.gif')
     self.timepos = 24, 102
     self.wolfrect = pygame.Rect(16, 57, 37, 19)
     self.timesize = 64, 382
     self.timestep = self.timesize[1] / 1000.0
     self.time = 0
     self.drawsurface = gfx.surface
     self.drawoffset = 800, 0
     self.imglives = pygame.Surface((1, miniship.get_height()))
     self.imglives.set_colorkey(0, pygame.RLEACCEL)
     self.imglevel = score.render(0)
     self.poslives = 10, 510
     self.poslevel = pygame.Rect(15, 550, 1, 1)  #changed later in drawlevel
     self.lastlives = 0
     self.lastlevel = 0
Example #5
0
    def buildlist(self):
        self.clearlist()
        clr = 160, 200, 250
        clr2 = 200, 200, 200
        clr3 = 100, 160, 255
        offsetx, offsety = 120, 110
        sizey = 85
        self.clearlist()
        self.gamelist = []
        cur = 0
        if len(players.players) < game.max_players:
            if self.current[0] == cur:
                c = clr3
            else:
                c = clr
            t = namefont.text(c, '-= New Player =-', (400, offsety), 'center')
            self.gamelist.append(('', t))
            offsety += sizey
            cur += 1
        for p in players.players:
            if gfx.surface.get_bitsize() > 8:
                img = pygame.Surface((450, 55))
            else:
                img = pygame.Surface((450, 55), 0, 32)

            if self.current[0] == cur:
                if self.current[1] == 1:
                    c = 200, 50, 50
                else:
                    c = clr3
            else:
                c = clr

            subimgs = []
            t, r = namefont.text(c, p.name)
            subimgs.append((t, (8, -4)))

            subimg, r = textfont.text(clr2, 'Level: ')
            r1 = subimg.get_rect()
            r1.bottomleft = 15, 54
            subimgs.append((subimg, r1))

            subimg = score.render(p.start_level())
            r = subimg.get_rect()
            r.bottomleft = r1.right, 52
            subimgs.append((subimg, r))

            if self.current[0] == cur:
                subimg = levels.preview(p.start_level())
                r = subimg.get_rect().move(280, 6)
                subimgs.append((subimg, r))

                if p.lives:
                    subimgs.append(
                        smallfont.text((150, 150, 150),
                                       "Lives Used: %d" % p.lives, (440, 20),
                                       "topright",
                                       bgd=(30, 30, 30)))
                if p.skips:
                    subimgs.append(
                        smallfont.text((150, 150, 150),
                                       "Levels Skipped: %d" % p.skips,
                                       (440, 34),
                                       "topright",
                                       bgd=(30, 30, 30)))

                #progress
                progress = pygame.Surface((5, 42))
                pct = int((p.start_level() / float(levels.maxlevels())) * 42)
                progress.fill((250, 50, 50), (0, 42 - pct, 5, pct))
                r = progress.get_rect()
                pygame.draw.rect(progress, (255, 255, 255), (0, 0, 5, 42), 1)
                subimgs.append((progress, r.move(272, 6)))

            if self.current[0] == cur:
                img.fill((30, 30, 30))
                s = img.get_size()
                pygame.draw.rect(img, (50, 50, 50), ((0, 0), s), 1)
                subimgs.reverse()
                for sub, pos in subimgs:
                    img.blit(sub, pos)
            else:
                bgd = 0, 0, 0
                img.fill(bgd)
                subimgs.reverse()
                for sub, pos in subimgs:
                    img.blit(sub, pos)
                img.set_colorkey(bgd, pygame.RLEACCEL)
            img = img.convert()

            rect = img.get_rect().move(offsetx, offsety)

            images = [p.guid, (img, rect)]

            img2 = delimage
            rect2 = img2.get_rect().move(offsetx + 500, offsety + 20)
            images.append((img2, rect2))

            self.gamelist.append(images)
            offsety += sizey
            cur += 1