def draw(self): rect = self.getAbsoluteRect() g.screen.fill(self.background, rect) percent = float(self.curHealth) / float(self.maxHealth) label = g.fonts[self.fontType].dropShadow("%s/%s" % (self.curHealth, self.maxHealth), offset=1, borderColor=(200,200,200)) labelRect = label.get_rect() centerRect = util.centerRect(labelRect, rect) if percent < 1.0: healthRect = rect healthRect[2] *= percent g.screen.fill(self.foreground, healthRect) else: g.screen.fill(self.foreground, rect) overRect = rect.move(rect[2], 0) overRect[2] *= (percent - 1) g.screen.fill(self.over, overRect) g.screen.blit(label,centerRect)
def draw(self): rect = self.getAbsoluteRect() g.screen.fill(self.fillcolor, rect) label = g.fonts[self.fontType].getCached(self.text) labelRect = label.get_rect() centerRect = util.centerRect(labelRect, rect) g.screen.blit(label,centerRect)
def draw(self): if not self.visible: return rect = self.getAbsoluteRect() text = "Player %s Wins!" % (self.winner+1) color = (16,178,64) g.screen.fill(color, rect) label = g.fonts[self.fontType].dropShadow(text,borderColor=(0,87,26), cached=True) labelRect = label.get_rect() centerRect = util.centerRect(labelRect, rect) g.screen.blit(label,centerRect)
def draw(self): rect = self.getAbsoluteRect() if self.grabbed: newPos = Position(*pygame.mouse.get_pos()) rect = rect.move(newPos.x - self.grabbedPos.x, newPos.y - self.grabbedPos.y) if self.inSlot: rect[2] = 150 rect[3] = 50 # Draw minimised version. g.screen.blit(g.image_manager.card_slot, rect) g.screen.blit(g.image_manager[self.cardMinimisedImageName], rect) # Power icon. g.screen.blit(g.image_manager.power_icon_min, Rect(rect.left - self.minimisedIconSize.x, rect.bottom - self.minimisedIconSize.y, self.minimisedIconSize.x, self.minimisedIconSize.y)) g.fonts[self.fontType].color = self.powerColor g.screen.blit(g.fonts[self.fontType].dropShadow(self.power, cached=True), Rect(rect.left-self.minimisedIconSize.x, rect.top, self.minimisedIconSize.x, self.minimisedIconSize.y)) # Movement icon. g.screen.blit(g.image_manager.move_icon_min, Rect(rect.right, rect.bottom - self.minimisedIconSize.y, self.minimisedIconSize.x, self.minimisedIconSize.y)) g.fonts[self.fontType].color = self.movementColor g.screen.blit(g.fonts[self.fontType].dropShadow(self.movement, cached=True), Rect(rect.right, rect.top, self.minimisedIconSize.x, self.minimisedIconSize.y)) # Player color outline. #g.screen.fill( (255,255,255), rect) elif self.visible: # Draw large version g.screen.blit(g.image_manager.card_front, rect) g.screen.blit(g.image_manager[self.cardImageName], rect) #g.screen.blit(g.fonts[self.fontType].dropShadow(self.title, borderColor=(255,255,255), cached=True), Rect(rect.midleft[0], rect.midleft[1], rect.width, rect.height)) # Power icon. iconRect = Rect(rect.right - self.iconSize.x/2, rect.top + self.iconSize.y, self.iconSize.x, self.iconSize.y) g.screen.blit(self.powerIcon, iconRect) g.fonts[self.fontType].color = self.powerColor g.screen.blit(g.fonts[self.fontType].dropShadow(self.power, cached=True), Rect(rect.right - self.iconSize.x, rect.top + self.iconSize.y, self.iconSize.x, self.iconSize.y)) # Move icon. iconRect = Rect(rect.right - self.iconSize.x/2, rect.top, self.iconSize.x, self.iconSize.y) g.screen.blit(self.moveIcon, iconRect) g.fonts[self.fontType].color = self.movementColor g.screen.blit(g.fonts[self.fontType].dropShadow(self.movement, cached=True), Rect(rect.right - self.iconSize.x, rect.top, self.iconSize.x, self.iconSize.y)) # Mana icon. iconRect = Rect(rect.left, rect.top, self.iconSize.x, self.iconSize.y) g.screen.blit(self.manaIcon, iconRect) g.fonts[self.fontType].color = (255,255,255)#doesn't work? self.manaColor g.screen.blit(g.fonts[self.fontType].dropShadow(self.manaCost, cached=True), util.centerRect(Rect(rect.left, rect.top, self.iconSize.x, self.iconSize.y),iconRect)) else: g.screen.blit(g.image_manager.card_back, rect) super(CardView, self).draw()