Example #1
0
	def draw(self):

		for sprite in self.bullets:
			sprite.draw()
		for sprite in self.monsters:
			sprite.draw()
		self.ship.draw()
Example #2
0
 def drawAt( s, screen, sprite, objx, objy, screenRect ):
    # Map co-ords of screen
    screenx, screeny, screenw, screenh = screenRect
    # Sanity checks
    if objx < screenx or objy < screeny or objx > (screenx + screenw) \
          or objy > (screeny + screenh):
       return
    objscreenx = (objx - screenx) * s.tilew
    objscreeny = (objy - screeny) * s.tileh
    sprite.draw( screen, objscreenx, objscreeny )
Example #3
0
            j += 1
        i += 1

    glDisable(GL_TEXTURE_2D)
    glPopMatrix()

    for e in entity.Entity.entities:
        #        xs = list(map((lambda (x,_): x), e.vertices()))
        #        if max(xs) < groundoffset - width / 2:
        #            continue
        #        if min(xs) > groundoffset + width / 2:
        #            continue
        #        if e.player: # account for texture-based player too
        #            sprclass.draw(e, pos = (width / 2, height / 2))
        if e.sprite:
            sprclass.draw(e)
        else:
            glBegin(GL_POLYGON)
            glColor3fv(e.colour)
            for x, y in e.vertices():
                glVertex2f(x, y)
            glEnd()

    pygame.display.flip()

    endticks = pygame.time.get_ticks()
    delay = (FDELAY - (endticks - startticks))
    #print "processing time: {}, delay: {}, bulletcount: {}" .format((endticks - startticks), delay, bulletcount)
    if delay > 0:
        pygame.time.delay(int(
            round(delay)))  # make variable based on processing time
            j += 1
        i += 1

    glDisable(GL_TEXTURE_2D)
    glPopMatrix()

    for e in entity.Entity.entities:
        #        xs = list(map((lambda (x,_): x), e.vertices()))
        #        if max(xs) < groundoffset - width / 2:
        #            continue
        #        if min(xs) > groundoffset + width / 2:
        #            continue
        #        if e.player: # account for texture-based player too
        #            sprclass.draw(e, pos = (width / 2, height / 2))
        if e.sprite:
            sprclass.draw(e)
        else:
            glBegin(GL_POLYGON)
            glColor3fv(e.colour)
            for x, y in e.vertices():
                glVertex2f(x, y)
            glEnd()

    pygame.display.flip()

    endticks = pygame.time.get_ticks()
    delay = FDELAY - (endticks - startticks)
    # print "processing time: {}, delay: {}, bulletcount: {}" .format((endticks - startticks), delay, bulletcount)
    if delay > 0:
        pygame.time.delay(int(round(delay)))  # make variable based on processing time