def draw(self): super(EngineBlock, self).draw() if self._active and not off_screen(self._body.position): offset = Vec2d(0, -BLOCK_SIZE) offset.rotate(self._body.angle + float(self.direction) / 2 * math.pi) points = [p + offset for p in self._shape.get_vertices()] draw_rect(ENGINE_FIRE.id, points, direction=self.direction)
def draw(self): if off_screen(self._body.position): return if self.damage >= self.health: tex = self.img_destroyed.id elif self.damage > 0: tex = self.img_damaged.id else: tex = self.img.id draw_rect(tex, self._shape.get_vertices(), direction=self.direction)
def draw(self): draw_rect(self.img.id, self._shape.get_vertices(), direction=self.direction)