def draw(self, screen, view_rect): super().draw(screen, view_rect) screen.blit(self.bulb.image, world_to_screen(self.position, view_rect)) if config.debug_hitboxes: r = self.rect.copy() r.topleft = world_to_screen(self.position, view_rect) screen.fill((0, 255, 0), r)
def draw(self, screen, view_rect): super().draw(screen, view_rect) self.trigger.draw(screen, view_rect) screen.blit(self.surface, world_to_screen(self.position, view_rect)) screen.blit(self.target_text, world_to_screen(self.position, view_rect)) screen.blit(self.idx_text, world_to_screen(self.position + make_vector(0, 20), view_rect))
def draw(self, screen, view_rect): if len(self.points) > 1: corrected_points = [ world_to_screen(x, view_rect) for x in self.points ] pygame.draw.lines(screen, self.DRAW_COLOR, False, corrected_points) screen.blit(self.debug_image, world_to_screen(self.rect.topleft, view_rect))
def draw(self, screen, view_rect): super().draw(screen, view_rect) screen.blit(self.pole.image, world_to_screen(self.position, view_rect)) screen.blit( self.flag.image, world_to_screen( self.position + self.flag_offset + self.flag_movement, view_rect))
def draw(self, screen, view_rect): if config.debug_hitboxes: r = self.hitbox.rect.copy() self.hitbox.position = self.entity.position + self.hitbox_offset r.topleft = world_to_screen(self.hitbox.position, view_rect) r = screen.get_rect().clip(r) screen.fill((0, 255, 0), r)
def draw(self, screen): self.game_state.draw(screen) if not self.waiting: screen.blit(self.doppler.image, world_to_screen(self.doppler.position, self.level.view_rect)) else: if self.mario.enabled: self.mario.draw(screen, self.level.view_rect)
def draw(self, screen, view_rect): super().draw(screen, view_rect) screen.blit(self.animation.image, world_to_screen(self.position, view_rect)) self.movement.draw(screen, view_rect) self.pickup.draw(screen, view_rect)
def draw(self, screen, view_rect): src = self.animation_open.image if self.logic.fired_recently else self.animation_close.image screen.blit(src, world_to_screen(self.position, view_rect)) self.movement.draw(screen, view_rect) self.logic.draw(screen, view_rect) self.head.draw(screen, view_rect) self.body.draw(screen, view_rect)
def draw(self, screen, view_rect): draw_rect = self.rect.clip(self.visible_rect) draw_rect.x, draw_rect.y = world_to_screen(self.position, view_rect) src_rect = self.animation.get_rect() src_rect.width, src_rect.height = draw_rect.width, draw_rect.height screen.blit(self.animation.image, draw_rect, src_rect) self.harm.draw(screen, view_rect)
def draw(self, screen, view_rect): if self.debug_trajectory: self.debug_trajectory.draw(screen, view_rect) if config.debug_hitboxes: hitbox = self._get_active_hitbox() r = hitbox.rect.copy() r.topleft = world_to_screen( self.position + self._get_hitbox_offset(), view_rect) r = screen.get_rect().clip(r) screen.fill((0, 255, 0), r)
def draw(self, screen, view_rect): screen.blit(self.animation.image, world_to_screen(self.position, view_rect)) self.collect.draw(screen, view_rect)
def draw(self, screen, view_rect): screen.blit(self.animation.image, world_to_screen(self.position, view_rect)) self.interactive.draw(screen, view_rect)
def draw(self, screen, view_rect): draw_pos = self.position screen.blit(self.preview, world_to_screen(draw_pos, view_rect))
def draw(self, screen): self.running_game.draw(screen) screen.blit(self.animation.image, world_to_screen(self.mario.position, self.level.view_rect))
def draw(self, screen, view_rect): screen.blit(self.shell_animation.image, world_to_screen(self.position, view_rect))
def draw(self, screen, view_rect): screen.blit(self.active_animation.image, world_to_screen(self.position, view_rect)) self.movement.draw(screen, view_rect) self.squashable.draw(screen, view_rect)
def draw(self, screen, view_rect): screen.blit(self.animation.image, world_to_screen(self.position, view_rect)) self.platform_tester.draw(screen, view_rect)
def draw(self, screen, view_rect): screen.blit(self.mouth.image, world_to_screen(self.position, view_rect))
def draw(self, screen, view_rect): super().draw(screen, view_rect) screen.blit(self.image, world_to_screen(self.position, view_rect)) self.smashable.draw(screen, view_rect)
def draw(self, screen, view_rect): true_pos = world_to_screen(self.rect.topleft, view_rect) screen.blit(self.animator.image, true_pos) self.movement.draw(screen, view_rect)