Example #1
0
	def draw(self):
		if not self.text:
			return
		text.write(self.text[0], self.fontname, self.size, self.color, (self.x, self.y), (0, 0, 0),
			self.hanchor, self.vanchor, alpha=self.alpha)
		text.write(self.text[1], self.fontname, int(self.size/3), self.color, (self.x, self.y - self.size), (0, 0, 0),
			self.hanchor, self.vanchor, alpha=self.alpha)
Example #2
0
    def tick_numbers(self, start_loc, start_tick_ten):    
            loc = start_loc
            tick_ten = start_tick_ten
            unit_apart = self.knot_unit
#            glLineWidth(2.0)
            for i in range(10):
            # Put in numbers
                if (tick_ten >=4) & (tick_ten % 2 == 0): #Must be multiple of 20 and above 0 knots
                #Print out number print
                    glPushMatrix()
                    #if tick_ten >=10:
                    #    glTranslatef(8.0, loc - 6.0, 0.0)
                    #    glScalef(0.13,0.13,1) #Scale text, also done in else statement below.
                        #c = (tick_ten / 10) + 48
                        #glutStrokeCharacter(GLUT_STROKE_ROMAN, c)
                    #    text.write(self.knot_text[tick_ten/2])
                    #else:
                    #    glTranslatef(18.0, loc - 6.0, 0.0) #Move over since no hundreds digit
                    #    glScalef(0.13,0.13,1) #Don't forget to scale text
                    #c = (tick_ten % 10) + 48
                    #glutStrokeCharacter(GLUT_STROKE_ROMAN, c) #Tens digit
                    #glutStrokeCharacter(GLUT_STROKE_ROMAN, 48) # Ones Digit
                    glTranslatef(-40.0, loc, 0.0)
                    glScalef(0.13,0.13,1.0)
                    text.write(self.knot_text[tick_ten/2])
                    glPopMatrix()
                elif (tick_ten == 3): #Put in V Speed Text
                    #self.V_Speeds(air_spd, loc - 12.0)
                    pass
                tick_ten = tick_ten +1
                loc = loc + (unit_apart * 10)
Example #3
0
	def draw(self):
		if self.x <= -1.5 * self.width:
			return
		if self.point:
			boxcolor = self.pointcolor
		else:
			boxcolor = self.boxcolor0
		x, y = self.x + self.indent, self.y
		w, h = self.width, self.size * 1.2
		w2 = w * self.frac
		f = h * 0.2
		d = h * 0.1
		boxcolor0 = self.boxcolor0
		boxcolor1 = self.boxcolor1

		glDisable(GL_TEXTURE_2D)
		glBegin(GL_QUADS)
		glColor(*boxcolor0)
		glVertex(x-w, y)
		glVertex(x+w+f, y)
		glVertex(x+w, y-h)
		glVertex(x-w, y-h)
		glColor(*boxcolor1)
		glVertex(x-w, y+d)
		glVertex(x+w2-d+f, y+d)
		glVertex(x+w2-d, y-h+d)
		glVertex(x-w, y-h+d)
		glEnd()


		glEnable(GL_TEXTURE_2D)
		glColor(1, 1, 1)
		text.write(self.words, self.fontname, self.size, self.color, (x, y), None, 0, 1)
Example #4
0
def draw_inv(player_inv, surface):
    global button_flags, cached_len, cached_buttons
    text.write("Inventory", surface, 0, 0)
    text.write("Status", surface, 190, 0, True)

    for i, item in enumerate(player_inv):
        # Do the mousoverbutton
        sprite_box = pygame.Rect(830, 30 * (i + 1) + 30, 25, 25)
        info_box = pygame.Rect(1110, 30 * (i + 1) + 20, 50, 30)
        bounding_box = pygame.Rect(810, 30 * (i + 1) + 20, 380, 30)

        if item in settings.player.equip.values():
            pygame.draw.rect(surface, (99, 99, 99),
                             pygame.Rect(18, 30 * (i + 1) + 18, 29, 29))

        if sprite_box.collidepoint(pygame.mouse.get_pos()):
            pygame.draw.rect(surface, (255, 255, 255),
                             pygame.Rect(18, 30 * (i + 1) + 18, 29, 29))

        if info_box.collidepoint(pygame.mouse.get_pos()):
            text.write("Info", surface, 300, 20 + 30 * (i + 1))

        elif bounding_box.collidepoint(pygame.mouse.get_pos()):
            text.write("Info", surface, 300, 20 + 30 * (i + 1), True)

        surface.blit(item.sprite, (20, 30 * (i + 1) + 20))

        text.write("- " + str(item.count) + " " + item.name + (item.count > 1 and "s" or ""),\
            surface, 60, 30 * (i + 1) + 20)
Example #5
0
	def draw(self):
		if not self.text:
			return
		y = self.y
		for t, color in self.text:
			text.write(t, self.fontname, self.size, color, (self.x, y), (0, 0, 0),
				self.hanchor, self.vanchor)
			y -= int(self.size * 1.4)
Example #6
0
 def draw(self, screen):
     for team in self.team_names:
         pygame.draw.rect(screen, self.team_colors[team],
                          self.team_rects[team])
         write(screen,
               self.team_amounts[team],
               self.team_rects[team].center,
               centered=True)
Example #7
0
    def airspeed_mach_text(self, value, x=0, y=0): # Text on top

            common.color.set(common.color.white)
            #Draw Text Part
            glPushMatrix()
            glTranslatef(x, y, 0.0)
            glScalef(0.13,0.13,1.0)
            text.write("M", 100)
            text.write(("%3.3f" %value)[1:], 90)
            glPopMatrix()
Example #8
0
 def draw_selected(self, loc):
         #Always draw located below airspeed tape
         glPushMatrix()
         glTranslatef(-35.0, loc, 0.0)
         glScalef(0.15,0.15,1.0)
         if self.visible.value:
             text.write("%s %3d" %(self.name, self.value.value))
         else:
             text.write("%s ---" %(self.name))
         glPopMatrix()
Example #9
0
 def draw_indicator(self, loc):
     if self.y_pos + loc > -165:    
         glPushMatrix()
         glTranslatef(-35.0, self.y_pos + loc, 0.0)
         glScalef(0.15,0.15,1.0)
         if self.visible.value: 
             text.write("%s %3d" %(self.name, self.value.value))
         else:
             text.write("%s" %(self.name))
         glPopMatrix()
Example #10
0
 def speedbugind_draw(self, x=0,y=0):
     
         common.color.set(common.color.purple)
         glPushMatrix()
         glTranslatef(x,y,0)
         self.speedbug_shape.draw()
         glTranslatef(30,0,0)
         glScalef(0.15,0.15,1.0)
         text.write("%3d" %(100))
         glPopMatrix()        
Example #11
0
 def alt_bug_text(self, bug):
         common.color.set(common.color.purple)
         #glLineWidth(2.0)
         glPushMatrix()
         glTranslatef(25, 200, 0.0) #Move to start of digits
         glScalef(0.16,0.16,1.0)
         text.write("%2d" %(bug // 1000))
         glScalef(0.80,0.80,1.0) #Scale digits 85%
         glTranslatef(0,-13,0)
         text.write("%03d" %(bug % 1000))
         glPopMatrix()
Example #12
0
    def tick_marks(self, altitude):
            
            
            #Draw the tick mark
            #Every 20 ft is 13 units apart

            
            #altitude = aircraft.altitude
            #glColor3f(1.0, 1.0, 1.0)
            #glLineWidth(2.0)
            start_tick_ten = (altitude / 20) - 13
            tick_ten = start_tick_ten
            start_loc = -((altitude - (tick_ten * 20)) * self.pixel_per_foot)
            #Small ticks
            loc = start_loc
            glPushMatrix()
            glTranslatef(0,loc,0)
            self.smticks_shape.draw()
            glPopMatrix()
            
            loc = start_loc
            tick_ten = start_tick_ten
            #glLineWidth(2.0)
            for i in range(28):
            # Put in numbers
                if (tick_ten >=-50) & (tick_ten % 5 == 0): #Must be multiple of 200 and above 0 feet
                #Print out number print
                    glPushMatrix()
                    temp = abs(tick_ten / 5 ) % 10
                    #if tick_ten<0: temp = 10 - temp
                    h = 16.0                  
                    if temp ==0: #Need to be lines above and below altitude
                        glPushMatrix()
                        glTranslatef(52.0, loc, 0.0)
                        self.thousand_shape.draw()
                        glPopMatrix()
                    elif temp ==5: #Need lines above and below 500' marks also
                        glPushMatrix()
                        glTranslatef(52.0, loc, 0.0)
                        self.fivehund_shape.draw()
                        glPopMatrix()
                        
                    glTranslatef(58.0, loc , 0.0)
                    #glLineWidth(2.0)
                    glScalef(0.15,0.15,1) #Scale text, also done in else statement below.
                    
                    s = str(temp) + "00"
                    text.write(s)
                    glPopMatrix()

                tick_ten = tick_ten +1
                loc = loc + 13.0
Example #13
0
 def alt_setting_disp(self, setting):
         common.color.set(common.color.cyan)
         glPushMatrix()
         glTranslatef(15,-165,0)
         #Text out setting
         glPushMatrix()
         glScalef(0.14,0.15,0)
         #value = round(setting,2) 
         #value += 0.01
         if setting <35: #Must be inches of HG if under 35
             text.write("%5.2f" %setting, 90) #Round it to 2 places after decimal point 0.01 is slight correction. (Rouding Error?)
         else:
             text.write("%4d" %setting, 90)
         glPopMatrix() #Text 29.92
         #Display IN
         if setting <35: #Must by HG if under 35 HPA if not.
             glTranslatef(58,-1,0) #move for In display
             glScalef(0.12,0.12,0)
             text.write("I N",40)
         else: #Must be HPA
             glTranslatef(53, -1,0)
             glScalef(0.12,0.12,0)
             text.write("HPA",90)
             
         glPopMatrix()
Example #14
0
    def draw(self, screen):
        screen.blit(self.image, (self.rect))
        # pygame.draw.rect(screen, self.bg_color, self.rect, 0)
        if self.selected:
            pygame.draw.rect(screen, WHITE, self.rect, 3)
        write(screen, self.inhabitants, (self.rect.center), centered=True)

        # write(screen, "team: {}".format(self.team),
        #       (self.rect.right + 5, self.rect.top), font_cat = 'std_small' )
        # write(screen, "to transfer: {}".format(self.to_transfer_amount),
        #       (self.rect.right + 5, self.rect.top + 10 ), font_cat='std_small')
        # write(screen, "in transfer: {}".format(self.in_transfer_amount),
        #       (self.rect.right + 5, self.rect.top + 20), font_cat='std_small')

        for creature in self.released_creatures:
            creature.draw(screen)
Example #15
0
 def draw_bug(self, airspeed, knot_unit):
     if self.visible.value:
         diff = (self.value.value- airspeed) * knot_unit
         noshow = 168 #If out of this range then don't show
         if abs(diff) <= noshow:
             glPushMatrix()
             glTranslatef(17.5, diff, 0.0) #Move to point of V speed bug
             #Draw Line
             glBegin(GL_LINES)
             glVertex2f(-35.0,0.0)
             glVertex2f(-7.5,0.0)
             glEnd()
             #Draw Text next to line 1,2,R,T
             
             glScalef(0.12,0.12,1.0)
             text.write(self.name[1]) #Only do 2nd character
             glPopMatrix()
Example #16
0
            def radar_scale(aag):
                
                
                def tick_line(w,loc): #Just draw the tick line
                    glBegin(GL_LINES)
                    glVertex2f(0.0, loc)
                    glVertex2f(w, loc)
                    glEnd()
                    
                    
                start_tick = (aag // 100) - 3
                start_loc = -((aag - (start_tick * 100.0)) * self.pixel_per_foot)

                loc = start_loc
                tick = int(start_tick) - 1 #Makes sure tick is integer for glText1 command below
                w = 6
                fifty_offset = 50 * self.pixel_per_foot #The fifty foot offset
                #if DH.notify:#If DH notifer is on, change color to yellow, insted of default green
                #    glColor(yellow)
                #else: glColor(green)
                common.color.set(common.color.green)
                glLineWidth(2.0)
                fifty_flag=True
                loc -= fifty_offset
                for i in range(14):
                    if abs(loc) <=160:
                        if  (10 > tick >=0):
                            tick_line(w,loc) #Draw tick at 100'
                     #       tick_line(w, loc - fifty_offset) # Draw tick at 50' mark below it.
                            if not fifty_flag and tick: 
                                glPushMatrix()
                                glTranslatef(w + 7, loc, 0.0)
                                glScalef(0.13,0.13,1.0)
                                text.write("%d" %tick) #Ok since number will only be 1-9
                                glPopMatrix()
                        #elif tick == 10: #Special case to add the 950' mark
                        #    tick_line(w, loc - fifty_offset)
                    if fifty_flag:
                        fifty_flag=False
                        tick+=1
                    else:
                        fifty_flag=True
                    
                    loc += fifty_offset
Example #17
0
def draw_equip(surface):
    global first_time
    text.write("Equipment", surface, 10, 10)

    for row in equip_slots:
        # Draw a white square
        equip_rect = pygame.Rect(row[1][0] - 2, row[1][1] - 2, 29, 29)
        pygame.draw.rect(surface, (255, 255, 255), equip_rect)

        if settings.player.equip[row[0]] == None:
            # Draw the blank sprite
            surface.blit(blank_sprite, row[1])
        else:
            surface.blit(settings.player.equip[row[0]].sprite, row[1])

        if equip_rect.collidepoint(\
            (pygame.mouse.get_pos()[0] - 810),\
            (pygame.mouse.get_pos()[1] - 410)):
            text.write(row[2], surface, 10, 40)

            if settings.player.equip[row[0]] != None:
                text.write(settings.player.equip[row[0]].name, surface, 20, 80)

        # Initialize buttons
        if first_time:
            my_button = button.Button(
                pygame.Rect(808 + row[1][0], 408 + row[1][1], 29, 29),
                equip_button, row[0])
            settings.buttons.append(my_button)
    first_time = False
Example #18
0
def draw_menu(surface):
    pygame.draw.rect(surface, (255, 255, 255), pygame.Rect(200, 100, 800, 70))
    pygame.draw.rect(surface, constants.COLOR_BG,
                     pygame.Rect(210, 110, 780, 50))
    text.write("Welcome to WebSlash!", surface, 470, 120)

    start_button = pygame.Rect(450, 400, 300, 70)
    quit_button = pygame.Rect(450, 500, 300, 70)

    pygame.draw.rect(surface, (255, 255, 255), start_button)
    pygame.draw.rect(surface, (255, 255, 255), quit_button)
    pygame.draw.rect(surface, constants.COLOR_BG,
                     pygame.Rect(460, 410, 280, 50))
    pygame.draw.rect(surface, constants.COLOR_BG,
                     pygame.Rect(460, 510, 280, 50))

    text.write("Start", surface, 565, 420)
    text.write("Quit", surface, 570, 520)

    if settings.game_state == constants.FIRST_TIME:
        # Register buttons
        settings.buttons.append(button.Button(start_button, build_character))
        settings.buttons.append(button.Button(quit_button, quit_game))
        settings.game_state = constants.MAIN_MENU
Example #19
0
    for timer in timers:
        start_time = int(timer["start_time"])
        start_duration_seconds = int(timer["start_duration_sec"])

        start_time_value = "%02d:%02d:00" % (start_time / 60, start_time % 60)
        schedule.every().day.at(start_time_value).do(Timer_Settings_Start,
                                                     data=timer)

        stop_time = start_time + (start_duration_seconds / 60)

        stop_time_value = "%02d:%02d:%02d" % (stop_time / 60, stop_time % 60,
                                              start_duration_seconds % 60)
        schedule.every().day.at(stop_time_value).do(Timer_Settings_Stop,
                                                    data=timer)

        text.write("start_time: " + start_time_value + " stop_time: " +
                   stop_time_value)

Setup_Default_Settings()

schedule.every(15).seconds.do(Check_Settings_Changed)
schedule.every(7).seconds.do(Update_Hardware_Status)

Update_Hardware_Status()

while True:
    tick = int(time.time())

    dt = datetime.datetime.fromtimestamp(tick)
    dt_seconds = (
        dt -
        dt.replace(hour=0, minute=0, second=0, microsecond=0)).total_seconds()
Example #20
0
 def text_out(d, blank_zero = False): #Just output the text.
     if ((d>0) or (not blank_zero)):
         glScalef(0.20, 0.22, 1.0)                        
         text.write("%2d" %d)
Example #21
0
 def thousands():  # This does the thousands and ten thousands digit
     alt = altitude
     thou = (alt // 1000)
     roll=False
     
     def text_out(d, blank_zero = False): #Just output the text.
         if ((d>0) or (not blank_zero)):
             glScalef(0.20, 0.22, 1.0)                        
             text.write("%2d" %d)
         
     def altdigit_draw(value,y_nextdigit,y_digit, x, blank_zero = False):
         #Next digit if rolling
         if y_nextdigit:
             glPushMatrix()
             glTranslatef(x, 45.0-y_nextdigit, 0.0)
             text_out((value+1)%10, blank_zero)
             glPopMatrix()
         #Current digit
         glPushMatrix()
         glTranslatef(x, -y_digit, 0.0)
         text_out(value, blank_zero)
         glPopMatrix()
         
         
     #Check to see if near change in thousand above 900 feet
     alt_1000 = alt % 1000  
     glPushMatrix()
     if thou <0: #negative number no rolling
     #Display yellow NEG in place of number
         self.rollingblacksmall_shape.draw()
         common.color.set(common.color.yellow)
         #glDisable(GL_SCISSOR_TEST) #Turn off so text will show up
         glTranslatef(28.0, 12.0, 0.0)
         glScalef(0.10, 0.10, 1.0)
         text.write("N")
         glTranslatef(-85.0, -120.0, 0.0)
         text.write("E")
         glTranslatef(-85.0, -120.0, 0.0)
         text.write("G")
         
     #Bottom digit starts moving and top digit appears at 900.
     #--Top digit goes twice as fast about as lower digit. 
     #--Digits hit at 950, then bottom digit goes twice as fast as top digit.
     else: #Altitude positive.
         if (alt_1000 >= 900): # Close to change in thousand will roll digits
             roll=True
             thou_diff = 1000- alt_1000 
             diff100 = 100-thou_diff
             if thou_diff <=50:
                 diff50 = 50-thou_diff
             else:
                 diff50 = 0
                 
             rate = 0.3   #pixel per foot for movement of digits
             y_digit = (diff100+diff50) * rate  #y position of current lower digit
             y_nextdigit = (2*diff100-diff50) * rate#y position of next upper digit
         else: 
             #No rolling <900
             y_digit=0
             y_nextdigit= 0 
         #1's thounsands digit
         altdigit_draw(thou%10, y_nextdigit, y_digit, 12)
         #10's thousand digit
         if thou%10 != 9: #Don't roll it
             y_nextdigit=0 
             y_digit =0 
         altdigit_draw(thou//10, y_nextdigit, y_digit, -6, True)    
         #Draw black box to conver up rolling numbers
         if roll:
             if thou_diff<=30:#used to gradually cover up lower digit, without covering thousands tick marks.
                 self.rollingblack_shape.draw()
             else:
                 self.rollingblackhalf_shape.draw()
         else:
             self.rollingblacksmall_shape.draw()
             
     glPopMatrix()
Example #22
0
def draw_stats(player, surface):
    text.write("Inventory", surface, 0, 0, True)
    text.write("Status", surface, 190, 0)

    text.write(
        player.name + " the " +
        get_class_name(player.str, player.dex, player.wis), surface, 20, 40)

    text.write("HP: " + str(player.hp) + "/" + str(player.max_hp), surface, 20,
               80)
    text.write("MP: " + str(player.mp) + "/" + str(player.max_mp), surface, 20,
               100)

    text.write("AC: " + str(player.ac), surface, 20, 130)

    text.write("LVL: " + str(player.lvl), surface, 190, 80)
    text.write("XP: " + str(player.xp) + "/" + str(calc_xp(player.lvl)),
               surface, 190, 100)

    text.write("STR: " + str(player.str), surface, 190, 130)
    text.write("DEX: " + str(player.dex), surface, 190, 150)
    text.write("WIS: " + str(player.wis), surface, 190, 170)
Example #23
0
        screen.blit(surface_inv, (810, 10))

        # Draw equip
        equip.draw_equip(surface_equip)

        screen.blit(surface_equip, (810, 410))

        # If we have a dialog, draw it
        if settings.dialog_busy:
            screen.blit(surface_dialog_cover, (0, 0))
            pygame.draw.rect(screen, (255, 255, 255), pygame.Rect(250, 200,
                (len(settings.dialog_message) * 13) + 100, 120))
            pygame.draw.rect(screen, constants.COLOR_BG, pygame.Rect(260, 210,
                (len(settings.dialog_message) * 13) + 80, 100))
            text.write(settings.dialog_message, screen, 300, 250)

        pygame.display.flip()

    # handle events
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False

        # If busy (popup), we don't process any more events.
        if settings.dialog_busy:
            if event.type == pygame.KEYDOWN and event.key == pygame.K_RETURN:
                settings.dialog_busy = False

                # UGLY HACK
                if settings.player.hp <= 0:
Example #24
0
 def pitch_marks(self, roll, pitch, line_width):
         def get_width(pitch):
             x = int(round(pitch / 2.5))
             if x==0:
                 w = 115 #Horizon is draw during in draw_horizon()
             elif (x % 4) == 0:
                 w = 30
             elif (x % 2) ==0:
                 w = 15
             else:
                 w = 5
             return w
         glPushMatrix()
         #Rotate with roll
         glRotatef(roll,0,0,1)
         
         
         #Draw the pitch marks
         #Uses pitch to determine which pitch lines need to be drawn
         #pixel_per_degree = 7.25 Starts 12.5 degrees down and goes up 11 lines
         start_point = 12.5
         num_lines = 11
         glColor3f(1.0,1.0,1.0)
         
         glLineWidth(line_width)
         #pitch = pitch * -1
         #Round pitch to nearest 2.5 degrees
         y_center = round(pitch / 2.5) * 2.5
         offset = (y_center -pitch)
         
         y_center = y_center - start_point # Go down 25 degrees
         y = (offset - start_point) * self.pixel_per_degree
         #glTranslatef(0.0, start * pixel_per_degree, 0.0)
         point_l = []
         #print y_center, y, offset
         for i in range(num_lines):
             w = get_width(y_center)
             if w>0:
                 #glBegin(GL_LINES)
                 #glVertex2f(-w, 0.0)
                 #glVertex2f(w, 0.0)
                 #glEnd()
                 point_l.extend([-w,y,w,y])
             if (w==30): #Draw number for degrees
                     glPushMatrix()
                     glTranslatef(35.0, y, 0.0) #Move over to right (Numbers only on right side)
                     glPushMatrix()
                     glScalef(0.12, 0.12, 1.0) #Scale down for numbers
                     text.write(str(int(abs(y_center))))
                     glPopMatrix()
                     glPopMatrix()
             y+=2.5 * self.pixel_per_degree
             #glTranslatef(0.0, 2.5 * pixel_per_degree, 0.0)
             y_center += 2.5
         pyglet.graphics.draw(len(point_l)/2, pyglet.gl.GL_LINES,
             ('v2f', point_l ))    
         if abs(roll)> 30.0:
             self.yellow_triangle.draw()
             #Translation for slip indicator
             glTranslatef(2,0,0)
             self.yellow_slip.draw()
         else:
             self.white_triangle.draw()
             #Translation for slip indicator
             glTranslatef(0,0,0)
             self.white_slip.draw()
                    
         glPopMatrix()
Example #25
0
def draw_character_builder(surface):
    pygame.draw.rect(surface, (255, 255, 255), pygame.Rect(400, 105, 400, 54))
    pygame.draw.rect(surface, constants.COLOR_BG,
                     pygame.Rect(402, 107, 396, 50))

    name_and_class = settings.player.name + " the " + player.get_class_name(
        settings.player.str, settings.player.dex, settings.player.wis)

    text.write(name_and_class, surface, 700 - len(name_and_class) * 12, 120)

    pygame.draw.rect(surface, (255, 255, 255), pygame.Rect(500, 255, 200, 214))
    pygame.draw.rect(surface, constants.COLOR_BG,
                     pygame.Rect(502, 257, 196, 210))

    text.write("STR: " + str(settings.player.str), surface, 555, 280)
    text.write("DEX: " + str(settings.player.dex), surface, 555, 320)
    text.write("WIS: " + str(settings.player.wis), surface, 555, 360)

    spare_points = 30 - settings.player.str - settings.player.dex - settings.player.wis

    text.write("Q", surface, 520, 280, settings.player.str == 6)
    text.write("A", surface, 520, 320, settings.player.dex == 6)
    text.write("Z", surface, 520, 360, settings.player.wis == 6)

    text.write("W", surface, 670, 280, spare_points == 0
               or settings.player.str == 18)
    text.write("S", surface, 670, 320, spare_points == 0
               or settings.player.dex == 18)
    text.write("X", surface, 670, 360, spare_points == 0
               or settings.player.wis == 18)

    text.write("Points: " + str(spare_points), surface, 520, 430)

    start_button = pygame.Rect(450, 500, 300, 70)
    pygame.draw.rect(surface, (255, 255, 255), start_button)
    pygame.draw.rect(surface, constants.COLOR_BG,
                     pygame.Rect(460, 510, 280, 50))
    text.write("Start", surface, 570, 520)
Example #26
0
	def draw(self):
		if not self.text:
			return
		text.write(self.text, self.fontname, self.size, self.color, (self.x, self.y), (0, 0, 0),
			self.hanchor, self.vanchor, alpha=self.alpha)
Example #27
0
def draw_character_namer(surface):
    pygame.draw.rect(surface, (255, 255, 255), pygame.Rect(400, 105, 500, 54))
    pygame.draw.rect(surface, constants.COLOR_BG,
                     pygame.Rect(402, 107, 496, 50))
    text.write("Your name: " + settings.player.name + "_", surface, 470, 120)
Example #28
0
		def write(t, dsize, color, fontname=None):
			text.write(t, (fontname or self.fontname), int(self.size * dsize), color, (self.x, y[0]), (0, 0, 0),
				self.hanchor, self.vanchor, alpha=self.alpha)
			y[0] -= int(self.size * dsize * 1.5)