def draw(self, surface): if globals.debugging: self._draw_collision_rectangles(surface) draw_rectangle(surface, self.bounds, CameraType.DYNAMIC, self.color, 4) else: self.sprite.draw(surface, CameraType.STATIC)
def draw(self, surface): if globals.debugging: self.sprite.draw(surface, CameraType.DYNAMIC) draw_rectangle(surface, self.bounds, CameraType.DYNAMIC, self.color, 2) else: self.sprite.draw(surface, CameraType.DYNAMIC)
def draw(self, surface, camera_type=CameraType.DYNAMIC): for r in self.rectangles: draw_rectangle( surface, r, camera_type, self.color )
def _draw_collision_rectangles(self, surface): for r in self.collision_rectangles: draw_rectangle( surface, r, CameraType.DYNAMIC, Color.RED, )
def draw(self, surface): for y in range(self.rows): for x in range(self.columns): draw_rectangle( surface, Rect(x * self.cell_size, y * self.cell_size, self.cell_size, self.cell_size), CameraType.DYNAMIC, Color.BLACK, 1)
def draw(self, surface): draw_rectangle(surface, self.boundary, CameraType.DYNAMIC, Color.BLACK, 1) if self.divided: self.topLeft.draw(surface) self.topRight.draw(surface) self.bottomRight.draw(surface) self.bottomLeft.draw(surface)
def draw(self, surface): if globals.debugging: draw_rectangle(surface, self.bounds, CameraType.DYNAMIC, self.color, 4) else: if not self.flashing: self.body.draw(surface, CameraType.STATIC) self.bandaid.draw(surface, CameraType.STATIC) self.face.draw(surface, CameraType.STATIC) self.emote.draw(surface, CameraType.STATIC)
def draw(self, surface): if globals.debugging: self._draw_collision_rectangles(surface) draw_rectangle(surface, self.bounds, CameraType.DYNAMIC, self.color) if self.area != None: draw_rectangle(surface, self.area, CameraType.DYNAMIC, Color.BLACK, 1) else: self.sprite.draw(surface, CameraType.DYNAMIC)
def draw(self, surface, camera_type): draw_rectangle(surface, self.bounds, camera_type)