Exemple #1
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    def draw_defeat(self):
        # draw defeat interface
        arcade.draw_rectangle_filled(SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2,
                                     SCREEN_WIDTH, SCREEN_HEIGHT,
                                     arcade.color.RED)
        arcade.draw_text("YOU LOSE",
                         SCREEN_WIDTH / 2 - 70,
                         SCREEN_HEIGHT / 2,
                         arcade.color.WHITE_SMOKE,
                         font_size=35)
        # display your scores
        arcade.draw_text(f"Score: {str(self.snake.score)}",
                         SCREEN_WIDTH / 2 - 50,
                         SCREEN_HEIGHT / 2 - 50,
                         arcade.color.BLACK,
                         font_size=35)

        xb2, yb2, wb2, hb2 = button_b2
        arcade.draw_xywh_rectangle_filled(xb2, yb2, wb2, hb2,
                                          arcade.color.WHITE_SMOKE)
        arcade.draw_text("* Back",
                         xb2,
                         yb2,
                         arcade.color.ROSE_GOLD,
                         font_size=20)
Exemple #2
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 def draw_player(self):
     # torso
     arcade.draw_xywh_rectangle_filled(self.x, self.y, self.width,
                                       self.height, arcade.color.BLUE)
     # head
     arcade.draw_circle_filled(self.x + self.radius,
                               self.y + self.height + self.radius,
                               self.radius, arcade.color.YELLOW)
     # legs
     arcade.draw_xywh_rectangle_filled(self.x, self.y - self.height,
                                       self.radius - 1, self.height,
                                       arcade.color.RED)
     arcade.draw_xywh_rectangle_filled(self.x + self.radius + 1,
                                       self.y - self.height,
                                       self.radius - 1, self.height,
                                       arcade.color.RED)
     # arms
     arcade.draw_xywh_rectangle_filled(self.x - self.arm_width,
                                       self.y + self.height * 0.2,
                                       self.arm_width, self.height * 0.8,
                                       arcade.color.RED)
     arcade.draw_xywh_rectangle_filled(self.x + self.width,
                                       self.y + self.height * 0.2,
                                       self.arm_width, self.height * 0.8,
                                       arcade.color.RED)
Exemple #3
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    def draw_menu(self):
        # button_i for instruction, button_s for start
        xi, yi, wi, hi = button_i
        xs, ys, ws, hs = button_s

        arcade.start_render()
        arcade.set_background_color(arcade.color.VANILLA)
        # display buttons and texts
        arcade.draw_text("Snakes",
                         width / 4 + 40,
                         height / 4 * 3,
                         arcade.color.BLACK,
                         font_size=50)
        arcade.draw_xywh_rectangle_filled(xi, yi, wi, hi,
                                          arcade.color.WHITE_SMOKE)
        arcade.draw_xywh_rectangle_filled(xs, ys, ws, hs,
                                          arcade.color.WHITE_SMOKE)

        arcade.draw_text("* Instructions",
                         width / 4 + 30,
                         height / 2 - 80,
                         arcade.color.BLACK,
                         font_size=35)
        arcade.draw_text(
            "* Start",
            width / 4 + 30,
            height / 2 + 50,
            arcade.color.BLACK,
            font_size=35,
        )
Exemple #4
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def on_draw():

    global screen

    arcade.start_render()

    if screen == "death":
        arcade.draw_text(f"You got {str(player_points)}!", 60, 60,
                         arcade.color.BLACK, 12)
        arcade.draw_text("Press enter to restart the game", 60, 30,
                         arcade.color.BLACK, 12)

    elif screen == "playing":

        # Draw the player
        arcade.draw_ellipse_filled(pos_x, pos_y, 8, 5,
                                   arcade.color.SCHOOL_BUS_YELLOW)

        # Draw all the pipes
        for pipe in list_of_pipes:
            arcade.draw_xywh_rectangle_filled(pipe[0], pipe[1] + pipe_height,
                                              pipe_width, HEIGHT,
                                              arcade.color.GO_GREEN)
            arcade.draw_xywh_rectangle_filled(pipe[0], 0, pipe_width, pipe[1],
                                              arcade.color.GO_GREEN)

        arcade.draw_text(str(player_points), WIDTH / 2, HEIGHT - 15,
                         arcade.color.BLACK, 12)
def draw_play():
    arcade.set_background_color(arcade.color.BLACK)
    if button_pause[BTN_IS_CLICKED]:
        color3 = button_pause[BTN_CLICKED_COLOR]
    else:
        color3 = button_pause[BTN_COLOR]
    arcade.draw_xywh_rectangle_filled(button_pause[BTN_X] - 1,
                                      button_pause[BTN_Y] - 1,
                                      button_pause[BTN_WIDTH] + 3,
                                      button_pause[BTN_HEIGHT] + 3,
                                      button_pause[BTN_OUTLINE_COLOR])
    arcade.draw_xywh_rectangle_filled(button_pause[BTN_X], button_pause[BTN_Y],
                                      button_pause[BTN_WIDTH],
                                      button_pause[BTN_HEIGHT], color3)
    arcade.draw_text("=",
                     button_pause[BTN_X] + 12,
                     button_pause[BTN_Y] + 7,
                     arcade.color.WHITE,
                     font_size=40)
    arcade.draw_text(f"Lives: {health}",
                     30,
                     30,
                     arcade.color.ASH_GREY,
                     font_size=40)
    arcade.draw_text(f"Score: {score}",
                     1000,
                     680,
                     arcade.color.ASH_GREY,
                     font_size=40)
Exemple #6
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 def on_draw(self):
     arcade.start_render()
     arcade.draw_text("Game Over",
                      SCREEN_WIDTH / 2,
                      SCREEN_HEIGHT / 2,
                      arcade.color.BLACK,
                      font_size=75,
                      anchor_x="center")
     arcade.draw_xywh_rectangle_filled(SCREEN_WIDTH / 2 - 100,
                                       SCREEN_HEIGHT / 2 - 50, 200, 50,
                                       arcade.color.BLACK)
     arcade.draw_text("RESTART",
                      SCREEN_WIDTH / 2,
                      SCREEN_HEIGHT / 2 - 50,
                      arcade.color.WHITE,
                      font_size=40,
                      anchor_x="center")
     output = f"SCORE: {self.score}"
     arcade.draw_text(output,
                      SCREEN_WIDTH / 2,
                      SCREEN_HEIGHT / 2 - 200,
                      arcade.color.WHITE,
                      font_size=40,
                      anchor_x="center")
     self.crosshair.draw()
Exemple #7
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    def draw_character_screen(self):
        arcade.draw_xywh_rectangle_filled(
            0,
            0,
            SCREEN_WIDTH,
            SCREEN_HEIGHT,
            colors["status_panel_background"],
        )

        spacing = 1.8
        y_value = SCREEN_HEIGHT - 50
        x_value = 10

        text_size = 24
        text = "Character Screen"
        arcade.draw_text(text, x_value, y_value, colors['status_panel_text'], text_size)

        y_value -= text_size * spacing
        text_size = 20

        texts = [
            f"Attack: {self.game_engine.player.fighter.power}",
            f"Defense: {self.game_engine.player.fighter.defense}",
            f"HP: {self.game_engine.player.fighter.hp} / {self.game_engine.player.fighter.max_hp}",
            f"Max Inventory: {self.game_engine.player.inventory.capacity}",
            f"Level: {self.game_engine.player.fighter.level}",
        ]

        for text in texts:
            arcade.draw_text(text, x_value, y_value, colors['status_panel_text'], text_size)
            y_value -= text_size * spacing

        if self.game_engine.player.fighter.ability_points > 0:
            self.character_sheet_buttons.draw()
Exemple #8
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    def on_draw(self):
        health_x = 20
        health_y = screen_height - 50
        """
        Render the screen.
        """

        # This command has to happen before we start drawing
        arcade.start_render()

        # Draw the background texture
        arcade.draw_texture_rectangle(screen_width // 2, screen_height // 2,
                                      screen_width, screen_height, self.rooms[self.current_room].background)

        # Draw all the walls in this room
        self.rooms[self.current_room].wall_list.draw()

        # If you have coins or monsters, then copy and modify the line
        # above for each list.
        if self.current_room != 0 and self.current_room == 1:
            self.enemy_list.draw()
            self.bullet_list.draw()

        self.player_list.draw()
        self.explosions_list.draw()

        for i in range(health):
            arcade.draw_xywh_rectangle_filled(health_x, health_y, 20, 20, arcade.color.BLUE)
            health_x += 50
 def draw(self):
     """Draw the rectangle based on the current state
     """
     arcade.draw_xywh_rectangle_filled(self.x, self.y, self.width,
                                       self.height, self.fill_color)
     arcade.draw_xywh_rectangle_outline(self.x, self.y, self.width,
                                        self.height, self.pen_color, 3)
Exemple #10
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 def on_draw(self):
     arcade.start_render()
     arcade.draw_lrwh_rectangle_textured(0, 0, 640, 640, self.bg)
     self.player.draw()
     self.enemy.draw()
     self.energy.draw()
     arcade.draw_text('YOU', 10, 610, arcade.color.BLUE, 14, bold=True)
     arcade.draw_text('OPPONENT',
                      530,
                      610,
                      arcade.color.ROSE,
                      14,
                      bold=True)
     arcade.draw_xywh_rectangle_filled(10, 590, self.player.life, 10,
                                       arcade.color.BLUE)
     arcade.draw_xywh_rectangle_filled(630 - self.enemy.life, 590,
                                       self.enemy.life, 10,
                                       arcade.color.ROSE)
     arcade.draw_text(str(self.player.energy),
                      30,
                      560,
                      arcade.color.BLACK,
                      18,
                      bold=True)
     if self.game == 'Lose':
         texture = arcade.load_texture('res\lose.png')
         arcade.draw_lrwh_rectangle_textured(192, 80, 256, 128, texture)
     if self.game == 'Won':
         texture = arcade.load_texture('res\won.png')
         arcade.draw_lrwh_rectangle_textured(192, 80, 256, 128, texture)
Exemple #11
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def chest(x, y, w, h):
    arcade.draw_xywh_rectangle_filled(x, y, w, h, arcade.color.DARK_BROWN)
    arcade.draw_xywh_rectangle_filled(x + 12.5, y + 10, 5, 5,
                                      arcade.color.GRAY)
    arcade.draw_xywh_rectangle_filled(x, y, 2.5, h, arcade.color.GOLD)
    arcade.draw_xywh_rectangle_filled(x + 27.5, y, 2.5, h, arcade.color.GOLD)
    arcade.draw_xywh_rectangle_filled(x, y + 10, w, 1, arcade.color.BLACK)
Exemple #12
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    def on_draw(self):
        """ Render the screen. """

        # Clear the screen to the background color
        arcade.start_render()

        # Draw our sprites
        # self.wall_list.draw()  # invisible
        # self.answer_sprites.draw()  # invisible
        self.bg_list.draw()
        self.sky_scraper_sprites.draw()
        self.player_sprite.draw()
        self.draw_stats()
        w = 200
        h = 60
        arcade.draw_xywh_rectangle_filled(SCREEN_WIDTH // 2 - w // 2 +
                                          self.view_left,
                                          SCREEN_HEIGHT - h,
                                          width=w,
                                          height=h,
                                          color=arcade.color.BLACK)
        arcade.draw_text(self.equations[0].equationUnsolved(),
                         self.view_left + SCREEN_WIDTH // 2,
                         600 + self.view_bottom,
                         arcade.csscolor.WHITE,
                         18,
                         anchor_x="center")
    def on_key_press(self, key, modifiers):
        global undocount
        """Called whenever a key is pressed. """
        # Reset Screen
        if key == game.key.P:
            point.plot()
            point.connect()
        if key == game.key.R:
            point.clear()
        # Undo last Action
        if key == game.key.U:
            if undocount >= 10:
                point.clear()

            if debugExec:
                print("Before:")
                print(code)
                print(lines)
                print("After:")
            code.pop()
            lines.pop(realindex)
            point.points.pop(realindex)
            if debugExec:
                print(code)
                print(realindex)
                print(lines)
            point.connect()
            for i in range(2):
                game.draw_xywh_rectangle_filled(WIDTH, HEIGHT, 0, 0,
                                                Colors.black)
            undocount += 1
            point.check()
Exemple #14
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def on_draw():
    arcade.start_render()
    # Draw in here...
    #Add image
    texture = arcade.load_texture("wig2.png")
    scale = 0.5
    arcade.draw_texture_rectangle(240, 420, scale * texture.width,
                                  scale * texture.height, texture, 0)
    #Shapes
    arcade.draw_circle_filled(240, 440, 50, arcade.color.PEACH_YELLOW)
    arcade.draw_circle_filled(240, 0, 350, arcade.color.COCOA_BROWN)
    arcade.draw_rectangle_filled(240, 370, 150, 100, arcade.color.ASH_GREY)
    arcade.draw_rectangle_filled(240, 320, 40, 75,
                                 arcade.color.BATTLESHIP_GREY)
    arcade.draw_text("DON'T BE MEAN", 110, 220, arcade.color.BLACK, 30)
    arcade.draw_text("BEHIND THE SCREEN", 75, 180, arcade.color.BLACK, 30)
    arcade.draw_text("YOU have the", 80, 110, arcade.color.BLACK, 30)
    #Eyes
    arcade.draw_line(200, 460, 220, 450, arcade.color.BLACK_LEATHER_JACKET, 4)
    arcade.draw_line(280, 460, 260, 450, arcade.color.BLACK_LEATHER_JACKET, 4)
    #Button
    arcade.draw_xywh_rectangle_filled(my_button[0], my_button[1], my_button[2],
                                      my_button[3], arcade.color.WARM_BLACK)
    arcade.draw_text("Ctrl", 325, 110, arcade.color.WHITE_SMOKE, 20)
    #Add image
    texture = arcade.load_texture("computer_mouse.png")
    scale = .1
    arcade.draw_texture_rectangle(x, 300, scale * texture.width,
                                  scale * texture.height, texture, 130)
 def on_draw(self):
     w_sum = self._label.get_size()[0]
     if len(self._diff_label.text) > 0:
         w_sum += 10 + self._diff_label.get_size()[0]
     arcade.draw_xywh_rectangle_filled(self._label.x - 2, self._label.y - 2, w_sum + 4,
                                       self._label.get_size()[1] + 4, (0, 0, 0, 200))
     self._label.on_draw()
     self._diff_label.on_draw()
 def draw(self):
     with self.light_layer:
         arcade.draw_xywh_rectangle_filled(0, 0, self.screen_width,
                                           self.screen_height,
                                           arcade.color.WHITE)
     self.light_layer.draw(ambient_color=arcade.color.BLACK)
     self.coils.draw()
     self.coils.update(0.0)  # to make sure coils get reaped from ActorList
Exemple #17
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 def placement(x, y, end, space):
     for tree in range(x, end):
         if x <= end:
             arcade.draw_xywh_rectangle_filled(x, y, 10, 30,
                                               arcade.color.GREEN)
             arcade.draw_triangle_filled(x - 10, y + 30, x + 20, y + 30,
                                         x + 5, y + 100, arcade.color.BROWN)
         x += space
def on_draw():
    arcade.start_render()
    # Draw in here...
    # arcade.draw_shape_etc (x-coord, y-coord, radius, colour)
    arcade.draw_circle_filled(player_x, player_y, 200, arcade.color.YELLOW)
    arcade.draw_ellipse_filled(255, 300, 20, 45, arcade.color.BLACK)
    arcade.draw_ellipse_filled(395, 300, 20, 45, arcade.color.BLACK)
    arcade.draw_xywh_rectangle_filled(265, 135, 120, 60, arcade.color.BLACK)
Exemple #19
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def draw_start_screen_animation():
    global start_key_rgb, on_start_screen, on_play_screen
    arcade.draw_xywh_rectangle_filled(0, 0, WIDTH, HEIGHT, start_key_rgb)

    if on_start_screen:
        arcade.set_background_color(arcade.color.WHITE)
    elif on_play_screen:
        arcade.set_background_color(arcade.color.BLACK)
Exemple #20
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def home_page_draw():
    """Draws the home page
    """    
    arcade.draw_text("HYPERSPACE", 25, HEIGHT/2 * 1.5, arcade.color.WHITE, 100)
    arcade.draw_xywh_rectangle_filled(WIDTH/6, HEIGHT/2, 500, 100, button_color)
    arcade.draw_text("Play", WIDTH/2 - 75, HEIGHT/2 + 15, arcade.color.WHITE, 75)
    arcade.draw_xywh_rectangle_filled(WIDTH/6, HEIGHT/4, 500, 100, button_color_two)
    arcade.draw_text("How to play", WIDTH/6 + 25, HEIGHT/4 + 10, arcade.color.WHITE, 75)
Exemple #21
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def on_draw():
    arcade.start_render()
    # Draw in here...
    arcade.draw_xywh_rectangle_filled(my_button[0],
                                      my_button[1],
                                      my_button[2],
                                      my_button[3],
                                      arcade.color.BLACK)
def on_draw():
    arcade.start_render()
    # screens and fish
    if current_screen == "menu":
        arcade.draw_text("Fishy",
                         WIDTH / 4,
                         HEIGHT / 2,
                         arcade.color.WHITE,
                         font_size=100)
        arcade.draw_text("press I for instructions ", WIDTH / 2,
                         HEIGHT / 2 - 30, arcade.color.RED)
        arcade.draw_text("press P for play screen", WIDTH / 2, HEIGHT / 2 - 60,
                         arcade.color.RED)
        arcade.draw_circle_filled(fish[0], fish[1], 100, arcade.color.ORANGE)
        arcade.draw_circle_filled(fish[0] + 40, fish[1], 15,
                                  arcade.color.BLACK)
        arcade.draw_triangle_filled(fish[0], fish[1], fish[0] - 50,
                                    fish[1] + 10, fish[0] - 50, fish[1] - 50,
                                    arcade.color.ORANGE)
    elif current_screen == "instruction":
        arcade.draw_text(
            "instructions: W= up S= down A= left D = right - collect bubbles and move away from other objects",
            WIDTH / 16, HEIGHT / 2, arcade.color.RED)
        arcade.draw_text("press esc to go back to main menu", WIDTH / 16,
                         HEIGHT / 2 - 30, arcade.color.RED)
    elif current_screen == "over":
        arcade.draw_text("GAME OVER",
                         WIDTH / 16,
                         HEIGHT / 2,
                         arcade.color.RED,
                         font_size=100)
    # seaweed drawing
    if current_screen == "play":
        for x, y in zip(seaweed_x, seaweed_y):
            arcade.draw_rectangle_filled(x, y, 10, 80,
                                         arcade.color.SPRING_GREEN)

    # bubble drawing
    if current_screen == "play":
        for x, y in zip(bubble_x, bubble_y):
            arcade.draw_circle_filled(x, y, 5, arcade.color.LIGHT_BLUE)
    # fish
    if current_screen == "play":
        arcade.draw_circle_filled(fish[0], fish[1], 25, arcade.color.ORANGE)
        arcade.draw_circle_filled(fish[0] + 10, fish[1], 2, arcade.color.BLACK)
    # health bar drawing
    if current_screen == "play":
        max_bar_width = 200
        bar_height = 50
        arcade.draw_xywh_rectangle_filled(WIDTH / 2 - max_bar_width / 2,
                                          HEIGHT - bar_height, max_bar_width,
                                          bar_height, arcade.color.BLUE)

        health_width = player_health / player_max_health * max_bar_width
        arcade.draw_xywh_rectangle_filled(WIDTH / 2 - max_bar_width / 2,
                                          HEIGHT - bar_height, health_width,
                                          bar_height, arcade.color.GREEN)
Exemple #23
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def on_draw():
    arcade.start_render()
    if button_pressed:
        color = arcade.color.ASH_GREY
    else:
        color = arcade.color.BLACK
    # Draw in here...
    arcade.draw_xywh_rectangle_filled(my_button[0], my_button[1], my_button[2],
                                      my_button[3], color)
Exemple #24
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    def draw_telemetry(self):
        telemetry = 'скорость: {} \n'.format(self.robot.speed) + \
                    'топливо: {} %\n'.format(round(self.robot.fuel)) + \
                    'в поле: {} \n'.format(len(self.resurse_list)) + \
                    'на борту: {} \n'.format(self.robot.box_current)

        arcade.draw_xywh_rectangle_filled(5, 10, 150, 100, arcade.color.DARK_BLUE_GRAY)
        arcade.draw_xywh_rectangle_outline(5, 10, 150, 100, arcade.color.BLACK, 4)
        arcade.draw_text(telemetry, 10, 15, arcade.color.YELLOW, 16, anchor_x="left")
def on_draw():
    arcade.start_render()
    x = 300
    y = 50
    for x in range(0, 640, 60):
        arcade.draw_triangle_filled(x - 20, y + 50, x + 5, y + 150, x + 30,
                                    y + 50, arcade.color.DARK_GREEN)
        arcade.draw_xywh_rectangle_filled(x, y, 10, 50,
                                          arcade.color.DARK_BROWN)
Exemple #26
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def on_draw():
    arcade.start_render()
    # Draw in here...
    arcade.draw_rectangle_filled(320, 240, 200, 50, arcade.color.RED)
    arcade.draw_xywh_rectangle_filled(
        220, 215, player_health / size_multiplier_healthbar, 50,
        arcade.color.GREEN)
    arcade.draw_text(str(f'{player_health} / {player_max_health}'), 285, 235,
                     arcade.color.BLACK)
Exemple #27
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def on_draw():
    arcade.start_render()
    # Draw in here...
    arcade.draw_xywh_rectangle_filled(my_button[0], my_button[1], my_button[2],
                                      my_button[3], arcade.color.BLACK)

    if show_text:
        arcade.draw_text("the button was clicked", 100, 300, arcade.color.RED,
                         12)
Exemple #28
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 def draw(self):
     self.sprite.draw()
     if self.is_attacked:
         arcade.draw_xywh_rectangle_filled(self.sprite.center_x - (self.sprite.width / 2.5),
                                           self.sprite.center_y + (self.sprite.height / 2),
                                           100, 5, arcade.color.RED)
         arcade.draw_xywh_rectangle_filled(self.sprite.center_x - (self.sprite.width / 2.5),
                                           self.sprite.center_y + (self.sprite.height / 2),
                                           self.health, 5, arcade.color.GREEN)
def on_draw():


    y = 0
    arcade.start_render()
    # Draw in here...
    for x in range(0, 640, 60):

        arcade.draw_xywh_rectangle_filled(x, y, 25, 50, arcade.color.BROWN)
        arcade.draw_triangle_filled(x-12.5, y+50, x+12.5, y+125, x+37.5, y+50, arcade.color.FOREST_GREEN)
def on_draw(player):
    arcade.start_render()
    arcade.draw_text("Pokedex", 20, 570, arcade.color.BLACK, 50)
    arcade.draw_text("Total Caught:", 20, 520, arcade.color.BLACK, 30)
    arcade.draw_text(str(len(player.poke_list)), 250, 520, arcade.color.BLACK,
                     30)
    arcade.draw_text("Q - Sort", 30, 30, arcade.color.BLACK, 60)
    arcade.draw_text("E - Search", 370, 30, arcade.color.BLACK, 60)

    arcade.draw_xywh_rectangle_filled(0, 173, 768, 320, arcade.color.WHITE)
    arcade.draw_xywh_rectangle_outline(10, 405, 450, 70, arcade.color.GRAY, 3)
    arcade.draw_xywh_rectangle_outline(5, 290, 460, 90, arcade.color.BLACK, 5)
    arcade.draw_xywh_rectangle_outline(10, 193, 450, 70, arcade.color.GRAY, 3)

    if player.get_pointer() - 1 != -1:
        arcade.draw_text(
            "{}: {}".format(player.poke_list[player.get_pointer() - 1].num,
                            player.poke_list[player.get_pointer() - 1].name),
            20, 425, arcade.color.BLACK, 20)

    arcade.draw_text(
        "{}: {}".format(player.poke_list[player.get_pointer()].num,
                        player.poke_list[player.get_pointer()].name), 20, 320,
        arcade.color.BLACK, 30)

    if player.get_pointer() + 1 != len(player.poke_list):
        arcade.draw_text(
            "{}: {}".format(player.poke_list[player.get_pointer() + 1].num,
                            player.poke_list[player.get_pointer() + 1].name),
            20, 213, arcade.color.BLACK, 20)

    arcade.draw_triangle_filled(475, 335, 495, 315, 495, 355,
                                arcade.color.BLACK)
    arcade.draw_xywh_rectangle_outline(500, 210, 250, 250, arcade.color.BLACK,
                                       10)
    arcade.draw_texture_rectangle(
        625, 335, 240, 240, player.poke_list[player.get_pointer()].texture)

    if player.search_menu:
        arcade.draw_xywh_rectangle_filled(100, 100, 568, 440,
                                          arcade.color.BLACK)
        arcade.draw_xywh_rectangle_filled(110, 110, 548, 420,
                                          arcade.color.WHITE)
        arcade.draw_text("Enter Pokemon Number:", 140, 450, arcade.color.BLACK,
                         35)
        arcade.draw_text(" " + player.search_number, 140, 200,
                         arcade.color.BLACK, 220)
    if player.sort_menu:
        arcade.draw_xywh_rectangle_filled(100, 100, 568, 440,
                                          arcade.color.BLACK)
        arcade.draw_xywh_rectangle_filled(110, 110, 548, 420,
                                          arcade.color.WHITE)
        arcade.draw_text("Do you want to sort", 115, 380, arcade.color.BLACK,
                         50)
        arcade.draw_text("the Pokedex?", 175, 310, arcade.color.BLACK, 50)