def on_draw(self):

        arcade.start_render()
        arcade.draw_lrwh_rectangle_textured(
            0, 0, WIDTH, HEIGHT, self.rooms[self.current_room].background)
        self.rooms[self.current_room].wall_list.draw()
        self.player_list.draw()
Esempio n. 2
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 def draw(self):
     if self.background is not None:
         arcade.draw_lrwh_rectangle_textured(0, 0, SCREEN_WIDTH,
                                             SCREEN_HEIGHT, self.background)
     if self.bucket_list is not None:
         self.bucket_list.draw()
     if self.object_list is not None:
         self.object_list.draw()
     if self.selected_bucket is not None:
         arcade.draw_rectangle_outline(
             self.bucket_list[self.selected_bucket].center_x,
             self.bucket_list[self.selected_bucket].center_y,
             self.bucket_list[self.selected_bucket].height * 1.2,
             self.bucket_list[self.selected_bucket].width * 1.2,
             self.bucket_list[self.selected_bucket].color,
             (self.tick % 12) + 2, 0)
     arcade.draw_text(
         "Time Left {:d}".format(int(
             (self.length - self.tick) / 60)), (SCREEN_WIDTH / 6) * 4,
         SCREEN_HEIGHT - (SCREEN_HEIGHT / 10), arcade.color.BLACK, 60)
     arcade.draw_text("Score: {}".format(self.score), 0,
                      (SCREEN_HEIGHT / 10) * 9, arcade.color.RED, 64)
     if self.tick > self.length:
         arcade.draw_text("GAME OVER", (SCREEN_WIDTH / 5) * 1,
                          (SCREEN_HEIGHT / 6) * 3, arcade.color.BLACK, 128)
Esempio n. 3
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 def on_draw(self):
     """
     Draw this view
     
     """
     arcade.start_render()
     arcade.draw_lrwh_rectangle_textured(0, 0, constants.MAX_X,
                                         constants.MAX_Y, self.background)
     arcade.draw_text("You made it past Wave 5! You Win!",
                      constants.MAX_X / 2,
                      700,
                      arcade.color.WHITE,
                      font_size=50,
                      anchor_x="center")
     arcade.draw_text(
         f"Your score was: {self.cast['score'][0].get_score()} ",
         constants.MAX_X / 2,
         90,
         arcade.color.WHITE,
         font_size=50,
         anchor_x="center")
     arcade.draw_text("Click Anywhere to Go to Main Menu",
                      constants.MAX_X / 2,
                      constants.MAX_Y / 50,
                      arcade.color.WHITE,
                      font_size=20,
                      anchor_x="center")
Esempio n. 4
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    def on_draw(self):
        arcade.start_render()
        arcade.draw_lrwh_rectangle_textured(
            0, 0, SCREEN_WIDTH, SCREEN_HEIGHT,
            arcade.load_texture("png_ground/BG/BG.png"))
        arcade.draw_text("INSTRUCTION",
                         SCREEN_WIDTH / 2,
                         SCREEN_HEIGHT / 1.2,
                         arcade.color.BLACK,
                         font_size=50,
                         anchor_x="center")

        arcade.draw_text("Collect coins and find the exit!",
                         SCREEN_WIDTH / 2,
                         SCREEN_HEIGHT / 1.5,
                         arcade.color.ORANGE_PEEL,
                         font_size=50,
                         anchor_x="center")
        arcade.draw_text(
            "Use arrow keys to run and space bar for jump.\n\n"
            "Press P to pause the game",
            SCREEN_WIDTH / 2,
            SCREEN_HEIGHT / 2.3,
            arcade.color.BLACK,
            font_size=30,
            anchor_x="center")

        draw_menu_button()
Esempio n. 5
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 def on_draw(self):
     """ Draw the menu """
     arcade.start_render()
     arcade.draw_lrwh_rectangle_textured(
         bottom_left_x=self.game_view.view_left,
         bottom_left_y=self.game_view.view_bottom,
         width=SCREEN_WIDTH,
         height=SCREEN_HEIGHT,
         texture=arcade.load_texture("images/JWDLx5AZBtI.jpg"),
         alpha=200)
     arcade.draw_scaled_texture_rectangle(
         self.game_view.view_left + 400,
         self.game_view.view_bottom + 150,
         arcade.load_texture("images/Tiles/lockRed.png"),
         scale=1.4)
     arcade.draw_text("GAME OVER",
                      self.game_view.view_left + 400,
                      self.game_view.view_bottom + 400,
                      arcade.color.BLACK,
                      font_size=50,
                      anchor_x="center")
     arcade.draw_text("PRESS ENTER TO REPLAY",
                      self.game_view.view_left + 400,
                      self.game_view.view_bottom + 300,
                      arcade.color.ORANGE_PEEL,
                      font_size=30,
                      anchor_x="center")
     PauseView(self.game_view).draw_menu_gameplay()
     self.game_view.update_score()
Esempio n. 6
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    def on_draw(self):
        """
		Called automatically by the arcade framework.
		Handles the responsiblity of drawing all elements.
		"""
        # clear the screen to begin drawing
        arcade.start_render()
        arcade.draw_lrwh_rectangle_textured(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT,
                                            self.background)
        self.dashboard.draw()
        self.draw_score()
        self.bullets.draw()
        self.meteors.draw()
        #Check if the ship is still alive
        if (self.ship.alive):
            self.ship.draw()

        #Render current animations
        self.animations.draw()

        #Verify if animations have been loaded else display a "get ready" message
        if (not self.animationsLoaded):
            self.draw_get_ready()

        #Draw the hearts on the screen
        self.lifeList.draw()
Esempio n. 7
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    def on_draw(self):
        arcade.start_render()

        arcade.draw_lrwh_rectangle_textured(0, 0, self.width, self.height,
                                            self.background)

        arcade.draw_text(
            "Flawless",
            self.width // 2,
            self.height * 0.90,
            TEXT_COLOR,
            20,
            anchor_x="center",
        )

        field = self.field_list[self.selection_index]

        arcade.draw_rectangle_outline(
            center_x=field.x - 40,
            center_y=field.y + 8,
            width=self.width // 8 - 20,
            height=30,
            color=TEXT_COLOR,
        )
        for field in self.field_list:
            field.draw()

        self.draw_information_text(TEXT_COLOR, nav=True)
Esempio n. 8
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    def on_draw(self):
        """ Draw this view """
        arcade.start_render()

        arcade.draw_lrwh_rectangle_textured(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT,
                                            self.intro_background)
        arcade.draw_rectangle_filled(SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2, 800,
                                     115, arcade.color.NAVY_BLUE, 0)

        arcade.draw_text("Interactive Astronomy Observation (at Hamilton!)",
                         SCREEN_WIDTH / 2,
                         SCREEN_HEIGHT / 2,
                         arcade.color.WHITE,
                         font_size=25,
                         anchor_x="center")
        arcade.draw_text("Summer of Code 2020",
                         SCREEN_WIDTH / 2,
                         SCREEN_HEIGHT / 2 - 50,
                         arcade.color.WHITE,
                         font_size=20,
                         anchor_x="center")
        arcade.draw_text("[Click to begin]",
                         SCREEN_WIDTH / 2,
                         SCREEN_HEIGHT / 2 - 250,
                         arcade.color.WHITE,
                         font_size=20,
                         anchor_x="center")
Esempio n. 9
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    def on_draw(self):
        """
        Called automatically by the arcade framework.
        Handles the responsibility of drawing all elements.
        """

        # clear the screen to begin drawing
        arcade.start_render()
        arcade.draw_lrwh_rectangle_textured(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT,
                                            self.background)

        # TODO: draw each object
        self.draw_score()
        self.draw_level()
        self.ship.draw(self.ship_img)
        for rock in self.rocks:
            if type(rock) == Big_Rock:
                rock.draw(self.big_rock_img)
            elif type(rock) == Mid_Rock:
                rock.draw(self.mid_rock_img)
            else:
                rock.draw(self.small_rock_img)
        for laser in self.lasers:
            laser.draw(self.laser_img)
        if self.over:
            self.game_over()
Esempio n. 10
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 def on_draw(self):
     arcade.start_render()
     arcade.draw_lrwh_rectangle_textured(0, 0, 1500, 800,
                                         self.backgroundVictoria)
     arcade.draw_text("VICTORIA", 500, 600, arcade.color.WHITE, 100)
     time_taken_formatted = f"{round(self.time_taken,2)} segundos"
     arcade.draw_text(f"Tiempo: {time_taken_formatted}",
                      700,
                      500,
                      arcade.color.WHITE,
                      font_size=15,
                      anchor_x="center")
     output_total = f"Puntuacion Total: {self.window.total_score} puntos"
     arcade.draw_text(output_total, 600, 450, arcade.color.WHITE, 14)
     arcade.draw_text("Para volver a jugar pulsa: R",
                      700,
                      400,
                      arcade.color.WHITE,
                      font_size=15,
                      anchor_x="center")
     arcade.draw_text("Para volver al menu: M",
                      700,
                      350,
                      arcade.color.WHITE,
                      font_size=15,
                      anchor_x="center")
     arcade.draw_text("Para salir del juego: ESC",
                      700,
                      300,
                      arcade.color.WHITE,
                      font_size=15,
                      anchor_x="center")
Esempio n. 11
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 def on_draw(self):
     arcade.draw_lrwh_rectangle_textured(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT,
                                         self.background)
     self.sprite_list.draw()
     self.on_draw_chat()
     # self.on_draw_board()
     self.on_draw_hud()
Esempio n. 12
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    def genera_texto(self, text):

        arcade.draw_lrwh_rectangle_textured(
            self.view_left, self.player_sprite.center_y / 5.15, WIDTH,
            HEIGHT / 2,
            arcade.load_texture("resources" + os.path.sep + "sprites" +
                                os.path.sep + "messages" + os.path.sep + text))
Esempio n. 13
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    def on_draw(self):
        """
        Called automatically by the arcade framework.
        Handles the responsibility of drawing all elements.
        """

        # clear the screen to begin drawing
        arcade.start_render()
        arcade.draw_lrwh_rectangle_textured(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT,
                                            self.background, 0, 255)
        self.lives.draw()
        for x in self.rock_list:
            x.draw()

        for bullet in self.magazine:
            bullet.draw()

        if self.ship.alive:
            self.ship.draw()
        elif (self.ship.alive is False) and (self.lives.lives > 0):
            self.ship = Ship()
        else:
            arcade.draw_lrwh_rectangle_textured(0, 0, SCREEN_WIDTH,
                                                SCREEN_HEIGHT, self.gameover,
                                                0, 255)
Esempio n. 14
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 def on_draw(self):
     arcade.start_render()
     arcade.draw_lrwh_rectangle_textured(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT,
                                         self.backdrop)
     arcade.draw_rectangle_filled(SCREEN_WIDTH / 2, SCREEN_HEIGHT - 50,
                                  SCREEN_WIDTH, 100, (127, 212, 23, 127))
     arcade.draw_text_2(f"score:{self.score}",
                        50,
                        SCREEN_HEIGHT - 20,
                        arcade.color.WHITE,
                        15,
                        align="center")
     arcade.draw_text_2(f"wave:{self.wave}",
                        50,
                        SCREEN_HEIGHT - 70,
                        arcade.color.WHITE,
                        15,
                        align="center")
     arcade.draw_text_2(f"life:{self.Hero.getLifePoints()}",
                        400,
                        SCREEN_HEIGHT - 20,
                        arcade.color.WHITE,
                        15,
                        align="center")
     self.Barriers.draw_wall_up()
     self.Hero.draw_hero()
     self.Enemys.drawEnemy()
     self.Barriers.draw_wall_down()
     self.Hero.bulletDraw()
Esempio n. 15
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    def on_draw(self):
        """ Render the screen. """

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

        scale = constants.SCREEN_WIDTH / self.background.width
        arcade.draw_lrwh_rectangle_textured(self.view_left, self.view_bottom,
                                            constants.SCREEN_WIDTH,
                                            constants.SCREEN_HEIGHT,
                                            self.background)

        # Draw our sprites
        self.wall_list.draw()
        self.tweet_list.draw()
        self.damage_list.draw()
        self.player_list.draw()
        self.tan_list.draw()
        self.enemy_list.draw()
        try:
            for projectile in self.player.projectiles:
                projectile.draw()
        except AttributeError:
            pass

        # Draw our score on the screen, scrolling it with the viewport
        score_text = f"Score: {self.score}"
        arcade.draw_text(score_text, 10 + self.view_left,
                         10 + self.view_bottom, arcade.csscolor.WHITE, 18)

        # Draw our health on the screen, scrolling it with the viewport
        health_text = f"Health: {self.player.health}"
        arcade.draw_text(health_text, 10 + self.view_left,
                         30 + self.view_bottom, arcade.csscolor.WHITE, 18)
Esempio n. 16
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    def on_draw(self):
        """ Draw this view """
        arcade.start_render()
        arcade.draw_text("PyCharmers",
                         self.controlador.SCREEN_WIDTH / 2,
                         self.controlador.SCREEN_HEIGHT / 2,
                         arcade.color.BEAU_BLUE,
                         font_size=50,
                         anchor_x="center")
        """ Set up this view. """
        self.ui_manager.purge_ui_elements()

        y_slot = self.window.height // 4
        left_column_x = self.window.width // 2
        backgound_menu = arcade.load_texture('assets/menu.png')
        button_normal = arcade.load_texture('assets/iconn.png')
        hovered_texture = arcade.load_texture('assets/iconn.png')
        pressed_texture = arcade.load_texture('assets/iconn.png')
        arcade.draw_lrwh_rectangle_textured(0, 0,
                                            self.controlador.SCREEN_WIDTH,
                                            self.controlador.SCREEN_HEIGHT,
                                            backgound_menu)
        button = arcade.gui.UIImageButton(center_x=left_column_x,
                                          center_y=y_slot * 1,
                                          normal_texture=button_normal,
                                          hover_texture=hovered_texture,
                                          press_texture=pressed_texture,
                                          text='')
        self.ui_manager.add_ui_element(button)
Esempio n. 17
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    def on_draw(self):
        super().on_draw()

        # Draw the media
        arcade.draw_lrwh_rectangle_textured(self.bottom_left_x,
                                            self.bottom_left_y, self.width,
                                            self.height, self.media)
Esempio n. 18
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    def on_draw(
        self
    ):  # this method is called when program things it needs to draw something
        """
        Render the screen.
        """

        # This command has to happen before we start drawing
        arcade.start_render()  #start rendering
        # Drawing the background image
        arcade.draw_lrwh_rectangle_textured(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT,
                                            self.background)

        # Drawing Lines
        # X is varying so it mean looping horizontally
        for x in range(0, SCREEN_WIDTH + 1, GRID_GAP):
            arcade.draw_line(x, 0, x, SCREEN_HEIGHT, arcade.color.WHITE_SMOKE,
                             3)
        # Y is varying sot looping vertically

        for x in range(0, SCREEN_HEIGHT + 1, GRID_GAP):
            arcade.draw_line(0, x, SCREEN_WIDTH, x, arcade.color.WHITE_SMOKE,
                             3)
        # Draw splases and draw snails
        self.splash_list.draw()
        self.coin_list.draw()
Esempio n. 19
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    def on_draw(self):
        """ Draw the menu """
        arcade.start_render()

        # Draw the background texture
        arcade.draw_lrwh_rectangle_textured(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT,
                                            self.background)

        arcade.draw_text("3",
                         SCREEN_WIDTH / 2,
                         SCREEN_HEIGHT / 2 - 100,
                         arcade.color.DARK_RED,
                         font_size=200,
                         anchor_x="center")
        arcade.draw_text("Math   Blaster",
                         SCREEN_WIDTH / 2 + 15,
                         SCREEN_HEIGHT / 2,
                         arcade.color.WHITE,
                         font_size=60,
                         anchor_x="center")
        arcade.draw_text("Click 'F1' for full screen or any key to advance",
                         SCREEN_WIDTH / 2,
                         SCREEN_HEIGHT / 2 - 120,
                         arcade.color.WHITE,
                         font_size=20,
                         anchor_x="center")
Esempio n. 20
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    def on_draw(self):
        """
        Render the screen.
        """

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

        # Draw the background texture

        arcade.draw_lrwh_rectangle_textured(
            0, 0, 900, 790, 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.

        self.player_list.draw()
        self.player_bullet_list.draw()
        self.rooms[self.current_room].health_power_up_list.draw()
        self.rooms[self.current_room].enemy_bullet_list.draw()
        self.rooms[self.current_room].coin_list.draw()
        self.rooms[self.current_room].enemy_list.draw()

        # Display score
        output = f"Score: {self.score}"
        arcade.draw_text(output, 10 + self.view_left, 20 + self.view_bottom,
                         arcade.color.WHITE, 25)

        # Display hearts
        output = f"Hearts: {self.hearts}"
        arcade.draw_text(output, 10 + self.view_left, 50 + self.view_bottom,
                         arcade.color.WHITE, 25)
Esempio n. 21
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    def on_draw(self):
        """ Draw the menu """
        arcade.start_render()
        arcade.draw_lrwh_rectangle_textured(
            0, 0, SCREEN_WIDTH, SCREEN_HEIGHT,
            arcade.load_texture("png_ground/BG/BG.png"))
        arcade.draw_lrwh_rectangle_textured(
            0, 0, SCREEN_WIDTH, SCREEN_HEIGHT,
            arcade.load_texture("images/level_select.png"))
        arcade.draw_text("SELECT THE LEVEL",
                         SCREEN_WIDTH / 2,
                         SCREEN_HEIGHT / 1.3,
                         arcade.color.BLACK,
                         font_size=30,
                         anchor_x="center")

        arcade.draw_scaled_texture_rectangle(BUTTONS['first_level'][1],
                                             BUTTONS['first_level'][2],
                                             BUTTONS['first_level'][0],
                                             scale=0.7)
        arcade.draw_scaled_texture_rectangle(BUTTONS['second_level'][1],
                                             BUTTONS['second_level'][2],
                                             BUTTONS['second_level'][0],
                                             scale=0.7)
        arcade.draw_scaled_texture_rectangle(BUTTONS['escape_level'][1],
                                             BUTTONS['escape_level'][2],
                                             BUTTONS['escape_level'][0],
                                             scale=0.7)
Esempio n. 22
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    def on_draw(self):
        """
        Render the screen.
        """
        # This command should happen before we start drawing. It will clear
        # the screen to the background color, and erase what we drew last frame.
        # Call draw() on all your sprite lists below
        """ Draw everything """
        arcade.start_render()
        # Draw the background texture
        arcade.draw_lrwh_rectangle_textured(
            0, 0, self.screen_width, self.screen_height,
            self.rooms[self.current_room].background)

        # Draw all the walls in this room
        self.rooms[self.current_room].wall_list.draw()
        self.player_list.draw()
        self.objectives.draw()
        self.explosions_list.draw()
        self.attack_list.draw()
        self.bullet_list.draw()

        # Put the text on the screen.
        # output = f"Score: {self.score} \n Position: {self.player.center_x} {self.player.center_y}"
        # output = f"""
        # Number: {self.current_player}
        # Name: {self.player_list[self.current_player].name}
        # Position: {self.player_list[self.current_player].center_x} {self.player_list[self.current_player].center_y}
        # """
        output = f"Score: {self.actions.get_score()}\nPhase: {self.actions.get_phase()}\nAction: {self.actions.get_action()}"
        arcade.draw_text(output, 10, 20, arcade.color.BLACK, 14)
Esempio n. 23
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 def on_draw(self):
     arcade.start_render()
     arcade.draw_lrwh_rectangle_textured(
         0, 0, SCREEN_WIDTH, SCREEN_HEIGHT,
         arcade.load_texture("png_ground/BG/BG.png"))
     self.show_table()
     draw_menu_button()
Esempio n. 24
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    def draw_field(self):
        if self.background is not None:
            arcade.draw_lrwh_rectangle_textured(0, 0, self.box.box_sizes[0],
                                                self.box.box_sizes[1],
                                                self.background)
        else:
            arcade.cleanup_texture_cache()
            if self.box.field is None:
                return
            gx = numpy.arange(0, self.box.box_sizes[0], 50)
            gy = numpy.arange(0, self.box.box_sizes[1], 50)
            for x in gx:
                for y in gy:
                    position = self.box.center.copy()
                    position[0] = x
                    position[1] = y
                    value = 10 * self.box.field.equation(position=position)
                    try:
                        arcade.draw_line(x, y, x + value[0], y + value[1],
                                         [255, 255, 255], 1)
                        arcade.draw_circle_filled(x + value[0], y + value[1],
                                                  2, [255, 255, 255])
                    except Exception:
                        pass

            self.background = arcade.Texture("background",
                                             arcade.get_image(0, 0))
Esempio n. 25
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 def on_draw(self):
     arcade.start_render()
     arcade.draw_lrwh_rectangle_textured(
         0, 0,
         constants.LEVEL_WIDTH, self.window.h,  # 100 x 9 level
         self.background)
     self.platform_list.draw()
     self.enemy_list.draw()
     self.cashier.draw()
     self.player_list.draw()
     self.window.item_list.draw()
     tp_amount = arcade.load_texture(
         "assets/amounts/toilet_paper_amount.png")
     scale = 1
     arcade.draw_scaled_texture_rectangle(
         max(120, self.view_left + 70), self.window.h - 35, tp_amount, scale, 0)
     score_text = f"{self.window.score}"
     arcade.draw_text(score_text, max(94, self.view_left + 44), self.window.h - 50,
                      arcade.csscolor.BLACK, 18)
     if self.window.score < self.window.goal and arcade.check_for_collision(self.player, self.cashier):
         arcade.draw_text("Come back with 15 items", self.view_left + self.window.w / 2, self.window.h - 50,
                          arcade.csscolor.CRIMSON, 24, anchor_x="center")
     elif self.window.score >= self.window.goal:
         arcade.draw_text("Find the cashier to checkout", self.view_left + self.window.w / 2, self.window.h - 50,
                          arcade.csscolor.CRIMSON, 24, anchor_x="center")
Esempio n. 26
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    def on_draw(self) -> None:
        """Show the widgets."""
        arcade.start_render()

        # Draw the background
        arcade.draw_lrwh_rectangle_textured(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT,
                                            self.background)

        arcade.draw_text(
            self.window.caption,
            SCREEN_WIDTH / 2,
            SCREEN_HEIGHT / 2,
            arcade.color.WHITE,
            font_size=30,
            anchor_x="center",
        )

        arcade.draw_text(
            "Press S to start | Toggle instructions with I",
            SCREEN_WIDTH / 2,
            SCREEN_HEIGHT * 0.2,
            arcade.color.WHITE,
            font_size=30,
            anchor_x="center",
        )
    def on_draw(self):
        """
        Render the screen.
        """
        # This command has to happen before we start drawing
        arcade.start_render()

        self.print_numlist.draw()

        ## LINES SEPARATING THE GRID ##
        arcade.draw_line(0, (2 / 3) * SCREEN_HEIGHT,
                         SCREEN_WIDTH, (2 / 3) * SCREEN_HEIGHT,
                         arcade.color.SILVER,
                         line_width=7)
        arcade.draw_line(0, (1 / 3) * SCREEN_HEIGHT,
                         SCREEN_WIDTH, (1 / 3) * SCREEN_HEIGHT,
                         arcade.color.SILVER,
                         line_width=7)
        arcade.draw_line((1 / 2) * SCREEN_WIDTH,
                         0, (1 / 2) * SCREEN_WIDTH,
                         SCREEN_HEIGHT,
                         arcade.color.SILVER,
                         line_width=7)

        # Final screen telling user if they won or lost
        if self.correct == True:
            arcade.draw_lrwh_rectangle_textured(0, 0, SCREEN_WIDTH,
                                                SCREEN_HEIGHT, self.win)

        elif self.incorrect == True:
            arcade.draw_lrwh_rectangle_textured(0, 0, SCREEN_WIDTH,
                                                SCREEN_HEIGHT, self.lost)
Esempio n. 28
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    def on_draw(self):
        arcade.start_render()
        self._background_controller.on_draw()
        CallbacksRegisterer.on_draw(self)

        if self._is_splash_screen_visible:
            arcade.draw_lrwh_rectangle_textured(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, self._splash_screen)
    def on_draw(self):
        """ Draw this view. GUI elements are automatically drawn. """
        """ Draw this view """
        arcade.start_render()

        backgound_menu = arcade.load_texture('assets/menu.png')
        arcade.draw_lrwh_rectangle_textured(0, 0,
                                            self.controlador.SCREEN_WIDTH,
                                            self.controlador.SCREEN_HEIGHT,
                                            backgound_menu)
        self.buttons_list.draw()

        arcade.draw_text("Continuar",
                         self.window.width // 2,
                         self.window.height // 4 * 1,
                         arcade.csscolor.BLACK,
                         18,
                         align="center",
                         anchor_x="center",
                         anchor_y="center",
                         font_name='assets/Boxy-Bold.ttf')

        arcade.draw_text("Novo Jogo",
                         self.window.width // 2,
                         self.window.height // 4 * 2,
                         arcade.csscolor.BLACK,
                         18,
                         align="center",
                         anchor_x="center",
                         anchor_y="center",
                         font_name='assets/Boxy-Bold.ttf')
Esempio n. 30
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 def draw(self):
     # Draw the background texture
     (left, right, bottom, top) = viewport = arcade.get_viewport()
     arcade.draw_lrwh_rectangle_textured(left, bottom, SCREEN_WIDTH,
                                         SCREEN_HEIGHT, self.background)
     # Draw the tiles
     super().draw()