def draw():
    global Test_obj
    pico2d.clear_canvas()

    Test_obj.draw()

    pico2d.update_canvas()
Esempio n. 2
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def draw():
    global fade_image
    global image
    global ready_font
    global blink_str
    global fade_timer

    pico2d.clear_canvas()

    if fade_timer > 0.0:
        image.draw(pico2d.get_canvas_width() // 2, pico2d.get_canvas_height() // 2)

        if blink_str > 1.2:
            blink_str = 0.0
            pass
        elif blink_str <= 0.6:
            pass
        elif blink_str <= 1.2:
            ready_font.draw(pico2d.get_canvas_width()//2, pico2d.get_canvas_height()//2 // 2 // 2, str("Press Enter"))
            pass

    if fade_timer < 0.0:
        fade_timer = 0.0
    fade_image.opacify(1.0 - fade_timer)
    fade_image.clip_draw(0, 0, pico2d.get_canvas_width(), pico2d.get_canvas_height(), 0, 0, pico2d.get_canvas_width() * 3, pico2d.get_canvas_height() * 3)

    pico2d.update_canvas()
    pass
Esempio n. 3
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def draw():
    global frame

    pico2d.clear_canvas()
    BG.draw(400, 300)
    charicter.clip_draw(frame * 100, right * 100, 100, 100, x + 400, y + 300)

    pico2d.update_canvas()
    pico2d.delay(1 / 30)
    frame = (frame + 1) % 8
Esempio n. 4
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def exit_state():
    global fade_image
    global image
    global ready_font
    global ready_bgm

    pico2d.clear_canvas()

    del image
    del ready_font
    del ready_bgm
    del fade_image
    pass
Esempio n. 5
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def draw():
    global road, player, cars, coins, fires
    pico2d.clear_canvas()
    road.draw()
    for c in cars:
        c.draw()
    for c in coins:
        c.draw()
    for f in fires:
        f.draw()
    player.draw()
    info.draw()
    pico2d.update_canvas()
    pico2d.delay(DELAY)
Esempio n. 6
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def draw():
    global bg, player, cars, coins, fires
    pico2d.clear_canvas()
    bg.draw()
    with lock:
        for c in cars:
            c.draw()
    for c in coins:
        c.draw()
    for f in fires:
        f.draw()
    player.draw()
    for c in bg.clouds:
        c.draw()
    info.draw()
    pico2d.update_canvas()
def draw():

    pico2d.clear_canvas()

    for game_object, object_layer in GameWorldManager.all_objects():
        game_object.draw()

    dead_font.draw(pico2d.get_canvas_width() // 2 + SHADOW_RANGE, pico2d.get_canvas_height() // 2 + pico2d.get_canvas_height() // 4 - SHADOW_RANGE, str("GAME OVER"), (0, 0, 0))
    dead_font.draw(pico2d.get_canvas_width() // 2, pico2d.get_canvas_height() // 2 + pico2d.get_canvas_height() // 4, str("GAME OVER"), (255, 255, 255))

    dead_font.draw(500 + SHADOW_RANGE, pico2d.get_canvas_height() // 2 - SHADOW_RANGE, str("Game Score : "), (0, 0, 0))
    dead_font.draw(500, pico2d.get_canvas_height() // 2, str("Game Score : "), (255, 255, 255))

    dead_score_font.draw(pico2d.get_canvas_width() - 500 + SHADOW_RANGE, pico2d.get_canvas_height() // 2 - SHADOW_RANGE, "%d" % MainState.BlackBoard['player']['holding_gold'], (0, 0, 0))
    dead_score_font.draw(pico2d.get_canvas_width() - 500, pico2d.get_canvas_height() // 2, "%d" % MainState.BlackBoard['player']['holding_gold'], (55, 55, 55))

    dead_message_font.draw(pico2d.get_canvas_width() // 2 + SHADOW_RANGE, pico2d.get_canvas_height() // 8 - SHADOW_RANGE, str("게임을 종료하려면 ESC 키를 누르세요"), (0, 0, 0))
    dead_message_font.draw(pico2d.get_canvas_width() // 2, pico2d.get_canvas_height() // 8, str("게임을 종료하려면 ESC 키를 누르세요"), (255, 255, 255))

    pico2d.update_canvas()
    pass
Esempio n. 8
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def draw():
    global camera

    pico2d.clear_canvas()
    for game_object, object_layer in GameWorldManager.all_objects():
        if object_layer == LAYER_BACKGROUND or object_layer == LAYER_MESSAGE or object_layer == LAYER_UI:
            game_object.draw()
            pass

        else:
            if camera.check_object_in_camera(game_object.pivot.x,
                                             game_object.pivot.y):
                view_val = check_object_view(game_object.pivot.x,
                                             game_object.pivot.y)
                if view_val == 0:
                    game_object.alpha_value = 0.0
                    game_object.draw()
                    pass
                elif view_val == 1:
                    game_object.alpha_value = 0.3
                    game_object.draw()
                    pass
                elif view_val == 2:
                    game_object.alpha_value = 0.8
                    game_object.draw()
                else:
                    game_object.alpha_value = 1.0
                    pass

    fade_image.opacify(fade_timer)
    fade_image.clip_draw(0, 0, pico2d.get_canvas_width(),
                         pico2d.get_canvas_height(), 0, 0,
                         pico2d.get_canvas_width() * 3,
                         pico2d.get_canvas_height() * 3)

    pico2d.update_canvas()
    pass
Esempio n. 9
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def main():
    mainE = MainE()
    mainM = MainM()
    mainH = MainH()
    mainE.Init()
    mainM.Init()
    mainH.Init()

    while (scene >= 0):
        while (scene == 0):
            p2.clear_canvas()

            mainE.draw()
            p2.update_canvas()
            p2.delay(0.1)

            handle_events()

        while (scene == 1):
            p2.clear_canvas()

            mainM.draw()
            p2.update_canvas()
            p2.delay(0.1)

            handle_events()

        while (scene == 2):
            p2.clear_canvas()

            mainH.draw()
            p2.update_canvas()
            p2.delay(0.1)

            handle_events()

    p2.close_canvas()
Esempio n. 10
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import game_framework

# fill here
import pico2d

import start_state

pico2d.open_canvas()
game_framework.run(start_state)
pico2d.clear_canvas()
Esempio n. 11
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def draw():
    global title
    pico2d.clear_canvas()
    title.draw()
    pico2d.update_canvas()
Esempio n. 12
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def draw():
    global garage
    pico2d.clear_canvas()
    garage.draw()
    pico2d.update_canvas()
Esempio n. 13
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import pico2d as Pico

Pico.open_canvas()

Grass = Pico.load_image('../res/grass.png')
Character = Pico.load_image('../res/run_animation.png')

x = 0
FrameIndex = 0

while x < 800 :
    Pico.clear_canvas()
    Grass.draw(400,30)
    Character.clip_draw(100 * FrameIndex, 0, 100, 100, x, 85)
    Pico.update_canvas()

    Pico.get_events()

    x += 4

    #FrameIndex += 1
    #if FrameIndex >= 8 :
    #    FrameIndex = 0

    FrameIndex = (FrameIndex + 1) % 8

    Pico.delay(0.05)


Pico.close_canvas()
Esempio n. 14
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                state = State.e_running
            else:
                state = State.e_idle


direct = Direct.e_right
state = State.e_idle

grass = p.load_image('KPU_GROUND.png')
char = p.load_image('animation_sheet.png')
LEFT = 1073741904
RIGHT = 1073741903
UP = 1073741906
DOWN = 1073741905
while (True):
    p.clear_canvas()
    grass.draw(640, 512)
    if direct == Direct.e_right:
        if state == State.e_idle:
            char.clip_draw(frame * 100, 300, 100, 100, cx, cy)
        else:
            char.clip_draw(frame * 100, 100, 100, 100, cx, cy)
    else:
        if state == State.e_idle:
            char.clip_draw(frame * 100, 200, 100, 100, cx, cy)
        else:
            char.clip_draw(frame * 100, 0, 100, 100, cx, cy)
    p.update_canvas()
    frame = (frame + 1) % 8
    handle_events()
    if myInput[0] == True and cx < 1280:
Esempio n. 15
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def draw():
    global gameover
    pico2d.clear_canvas()
    gameover.draw()
    pico2d.update_canvas()