def show_score_s_p(game): gg.draw_ring(game.screen, .35*game.FIXATION_WIDTH, game.score_color, game.bg_color, game.SENSOR_INPUT_OFFSET[0], game.SENSOR_INPUT_OFFSET[1], game.FIXATION_HEIGHT, game.current_score) gg.draw_fixation(game.screen, game.FIXATION_WIDTH, game.FIXATION_HEIGHT, game.score_color, game.SENSOR_INPUT_OFFSET[0], game.SENSOR_INPUT_OFFSET[1]) if (game.score_fixation_status == 'good' or game.score_fixation_status == 'max'): gg.draw_fixation(game.screen, game.FIXATION_WIDTH, game.FIXATION_HEIGHT, game.score_color, 1.3*game.SENSOR_INPUT_OFFSET[0], game.SENSOR_INPUT_OFFSET[1]) gg.draw_fixation(game.screen, game.FIXATION_WIDTH, game.FIXATION_HEIGHT, game.score_color, .7*game.SENSOR_INPUT_OFFSET[0], game.SENSOR_INPUT_OFFSET[1]) if game.score_fixation_status == 'max': gg.draw_fixation(game.screen, game.FIXATION_WIDTH, game.FIXATION_HEIGHT, game.score_color, 1.6*game.SENSOR_INPUT_OFFSET[0], game.SENSOR_INPUT_OFFSET[1]) gg.draw_fixation(game.screen, game.FIXATION_WIDTH, game.FIXATION_HEIGHT, game.score_color, .4*game.SENSOR_INPUT_OFFSET[0], game.SENSOR_INPUT_OFFSET[1])
def show_score_timed(game): gg.draw_ring(game.screen, .35*game.FIXATION_WIDTH, game.score_color, game.bg_color, game.SENSOR_INPUT_OFFSET[0], game.SENSOR_INPUT_OFFSET[1], game.FIXATION_HEIGHT, game.current_score) gg.draw_fixation(game.screen, game.FIXATION_WIDTH, game.FIXATION_HEIGHT, game.score_color, game.SENSOR_INPUT_OFFSET[0], game.SENSOR_INPUT_OFFSET[1])