def renderDamage(self, renderer, xMin, yMin): #if there has been any change in health if (self.changeInHp != 0): #create the string stringDamage = str(self.changeInHp) #make it red color = sdl.Color((255, 0, 0)).cdata[0] #but if the "damage" is positive (ie, healing) if (self.changeInHp > 0): #show that it is positive stringDamage = "+" + str(self.changeInHp) #and make it green color = sdl.Color((0, 255, 0)).cdata[0] dmgSurf = sdl.ttf.renderText_Solid(driver.scoreFont, stringDamage, color) dmgTexture = renderer.createTextureFromSurface(dmgSurf) textureW, textureH = chef.textureSize(dmgTexture) dmgRect = sdl.Rect() dmgRect.x = int(self.xPos + textureW // 6 - xMin) dmgRect.y = int(self.yPos - textureH - yMin) dmgRect.w = textureW dmgRect.h = textureH dmgRect.x = int(dmgRect.x) dmgRect.y = int(dmgRect.y) sdl.renderCopy(renderer, dmgTexture, None, dmgRect) sdl.freeSurface(dmgSurf) sdl.destroyTexture(dmgTexture)
def cleanup(self): sdl.renderClear(driver.renderer) if pauseTexture is not None: sdl.destroyTexture(pauseTexture) if cursorTexture is not None: sdl.destroyTexture(cursorTexture) if scrollSound is not None: sdl.mixer.freeChunk(scrollSound) if selectSound is not None: sdl.mixer.freeChunk(selectSound)
def renderScore(self, renderer): stringScore = "Score: " + str(self.totalScore) score = sdl.ttf.renderText_Solid(driver.scoreFont, stringScore, sdl.Color((255, 255, 255)).cdata[0]) scoreTexture = renderer.createTextureFromSurface(score) textureW, textureH = game.textureSize(scoreTexture) scoreRect = game.centeredRect(game.width, 60, textureW, textureH) sdl.renderCopy(renderer, scoreTexture, None, scoreRect) sdl.freeSurface(score) sdl.destroyTexture(scoreTexture)
def cleanup(self): if textureBG is not None: sdl.destroyTexture(textureBG) if cursorTexture is not None: sdl.destroyTexture(cursorTexture) if scrollSound is not None: sdl.mixer.freeChunk(scrollSound) if selectSound is not None: sdl.mixer.freeChunk(selectSound) if music is not None: sdl.mixer.freeMusic(music)
def cleanup(self): story1.cleanup() story2.cleanup() if music is not None: sdl.mixer.freeMusic(music) for x in range(len(hit)): if hit[x] is not None: sdl.mixer.freeChunk(hit[x]) if getOut is not None: sdl.mixer.freeChunk(getOut) if ratDyingSound is not None: sdl.mixer.freeChunk(ratDyingSound) if ladleHit is not None: sdl.mixer.freeChunk(ladleHit) if hitGeneric is not None: sdl.mixer.freeChunk(hitGeneric) if woosh is not None: sdl.mixer.freeChunk(woosh) for x in range(len(ratTextures)): if ratTextures[x] is not None: sdl.destroyTexture(ratTextures[x]) for x in range(len(mapTextures)): if mapTextures[x] is not None: sdl.destroyTexture(mapTextures[x]) for x in range(len(objectTextures)): if objectTextures[x] is not None: sdl.destroyTexture(objectTextures[x])
def cleanup(self): if music is not None: sdl.mixer.freeMusic(music) for x in range(len(ratTextures)): if ratTextures[x] is not None: sdl.destroyTexture(ratTextures[x]) for x in range(len(mapTextures)): if mapTextures[x] is not None: sdl.destroyTexture(mapTextures[x]) for x in range(len(objectTextures)): if objectTextures[x] is not None: sdl.destroyTexture(objectTextures[x]) for x in range(len(hit)): if hit[x] is not None: sdl.mixer.freeChunk(hit[x]) if ratDyingSound is not None: sdl.mixer.freeChunk(ratDyingSound) if explosionSound is not None: sdl.mixer.freeChunk(explosionSound) if haveCarrot is not None: sdl.mixer.freeChunk(haveCarrot) if needCarrot is not None: sdl.mixer.freeChunk(needCarrot) if ladleHit is not None: sdl.mixer.freeChunk(ladleHit) if graterHit is not None: sdl.mixer.freeChunk(graterHit) if hitGeneric is not None: sdl.mixer.freeChunk(hitGeneric) if woosh is not None: sdl.mixer.freeChunk(woosh)
def cleanup(self): for x in range(len(self.textures)): sdl.destroyTexture(self.textures[x])
def cleanup(self): if fade is not None: sdl.destroyTexture(fade) if full is not None: sdl.destroyTexture(full)
def update(self, dt): for particle in self.particles: particle.update(dt) if not particle.isAlive(): self.particles.remove(particle) if self.type is "rat": sdl.destroyTexture(self.tex) sdl.destroyTexture(self.expLight) elif self.type is "explosion": sdl.destroyTexture(self.tex3) sdl.destroyTexture(self.tex2) sdl.destroyTexture(self.tex1) sdl.destroyTexture(self.expLight)
def cleanup(self): sdl.destroyTexture(loadingTexture)
def cleanup(self): if backgroundTexture is not None: sdl.destroyTexture(backgroundTexture)
def cleanup(self): if gameOverTexture is not None: sdl.destroyTexture(gameOverTexture)
def cleanup(self): if winTexture is not None: sdl.destroyTexture(winTexture)