def on_draw(): window.clear() pyglet.gl.glColor4f(1.0, 0.0, 1.0, 1.0) points = [] generate_branch(window.width/2, root.y, pi/2, root.length*root.percent, root.percent, root.start_angle, root.num_children, root.offset_angle, root.levels, points) pyglet.graphics.draw(len(points)//2, pyglet.gl.GL_LINES, ('v2f', points))
def on_draw(): window.clear() w, sx = _dim(window.width, window.height) h, sy = _dim(window.height, window.width) for i, color in enumerate(_strip): y, x = divmod(i, 3) px = sx+(2-x)*w py = sy+(2-y)*h gl.glColor3f(*((c/255)**0.5 for c in color)) draw_rect(px, py, w-1, h-1) if sum(color) > 255: textcolor = (0, 0, 0, 100) else: textcolor = (255, 255, 255, 100) pyglet.text.Label(str(i), color=textcolor, x=px, y=py+1).draw() def _draw_button(x, y, r, pin): with pushed_matrix(): gl.glTranslatef(x, y, 0) gl.glRotatef(45 + r, 0, 0, 1) if pin in _pressed_button_pins: gl.glColor3f(0.5, 0.7, 0.6) else: gl.glColor3f(0.1, 0.1, 0.1) draw_rect(1, 1, w/2, w/2) for i, pin in enumerate([12, 13, 14, 4]): _draw_button(sx-w, sy+h*1.5, -i*90, pin) for i, pin in enumerate([0, 2]): _draw_button(sx+w*3.5, sy+h*1.6, (i+2)*90, pin)
def on_draw(): window.clear() self.background_sprite.draw() self.user.load_tank(window, self.bullet, self.enemy, self.user_health, self.score, self.level) self.bullet.load_bullet(window, self.user, self.enemy, self.leaderboard, self.user_health, self.score, self.level) self.enemy.load_enemy(window, self.user, self.bullet, self.user_health, self.score, self.level) self.walls.load_wall(window, self.user, self.bullet, self.enemy, self.user_health, self.score, self.level) health1 = pyglet.text.Label("Health:", font_name="Ariel", font_size=30, x=80, y=670, anchor_x="center", anchor_y="center") health2 = pyglet.text.Label(str(self.user_health), font_name="Ariel", font_size=30, x=180, y=670, anchor_x="center", anchor_y="center") score1 = pyglet.text.Label("Score:", font_name="Ariel", font_size=30, x=80, y=600, anchor_x="center", anchor_y="center") score2 = pyglet.text.Label(str(self.score), font_name="Ariel", font_size=30, x=180, y=600, anchor_x="center", anchor_y="center") level1 = pyglet.text.Label("Level:", font_name="Ariel", font_size=30, x=80, y=530, anchor_x="center", anchor_y="center") level2 = pyglet.text.Label(str(self.level), font_name="Ariel", font_size=30, x=180, y=530, anchor_x="center", anchor_y="center") health1.draw() health2.draw() score1.draw() score2.draw() level1.draw() level2.draw()
def on_draw(): window.clear() img1.blit(225,500) img2.blit(315,470) img3.blit(350,350) img4.blit(370,250) img5.blit(380,150) img6.blit(25,200)
def update(ad): # Clear Window window.clear() ball.update_position(ball.x + 1) # Draw Other Object ball.draw()
def on_draw(): window.clear() background.blit(0, 0) level_label.draw() label_game.draw() score_label.draw() for bee in bees: bee.draw()
def on_mouse_press(x, y, button, modifiers): for sprite in sprites: sprite_x, sprite_y = sprite.position if (sprite_x < x < sprite_x + sprite.width and sprite_y < y < sprite_y + sprite.height): if sprite.visible: sprite.visible = False else: sprite.visible = True break window.clear() batch.draw()
def on_draw(): window.clear() logging.info("on_draw: %s" % str(camera)) glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) glLoadIdentity() camera.lookAt(0, 0, 0) camera.focus(width, height) drawAxes() drawPoints() return pyglet.event.EVENT_HANDLED
def on_draw(): window.clear() logging.info("on_draw: %s" % str(camera)) glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT) glLoadIdentity() camera.lookAt(0, 0, 0) camera.focus(width, height) drawAxes() drawPoints() return pyglet.event.EVENT_HANDLED
def on_draw(): window.clear() label.draw() labe.draw() lab1.draw() lab.draw() lab2.draw() lab3.draw() lab4.draw() lab5.draw() lab6.draw() lab7.draw() lab8.draw() lab9.draw() labe9.draw() animSprite.draw()
def on_draw(): window.clear() image1.blit(-150, -250) batch.draw() space.debug_draw(options) for block in range(len(blocks)): block_image = pyglet.sprite.Sprite(block_surface, blocks[block].body.position.x - 40, blocks[block].body.position.y - 15) blocks_images.append(block_image) block_image.draw() stick_image.draw() ball_image.draw() if winnner: image_winner.blit(-5, -5) winner_label.draw()
def on_draw(): window.clear() draw_rectangle_background( ) # on the bottom, creates background for the game_label. classroom.blit(0, 58) batch_objects.draw() # These are toys, bed, chair, table. create_batch_state_labels(children) # mood, energy, hunger... At the top. icons = create_icons_children( children, batch_labels) # small icons next to the state labels, at the top. for child in children: child.sprite.draw() game_label.draw( ) # It displayes main text of the game on the bottom of the page. batch_gl_objects.draw( ) # Contains rectangle, which is displayed at the beggining and at the end of the game. batch_labels.draw( ) # Contains name of the game, introduction label, icons created above.
def on_draw(): window.clear() gl.glEnable(gl.GL_TEXTURE_2D) gl.glBindTexture(gl.GL_TEXTURE_2D, texture.id) gl.glTexImage2D(gl.GL_TEXTURE_2D, 0, gl.GL_RGBA, pic.width, pic.height, 0, gl.GL_BGRA, gl.GL_UNSIGNED_BYTE, data) gl.glBegin(gl.GL_QUADS) gl.glTexCoord2f(0.0, 1.0) gl.glVertex2i(0, 0) gl.glTexCoord2f(1.0, 1.0) gl.glVertex2i(pic.width, 0) gl.glTexCoord2f(1.0, 0.0) gl.glVertex2i(pic.width, pic.height) gl.glTexCoord2f(0.0, 0.0) gl.glVertex2i(0, pic.height) gl.glEnd()
def on_draw(): window.clear() # Draw texture backed by ImageSurface gl.glEnable(gl.GL_TEXTURE_2D) gl.glBindTexture(gl.GL_TEXTURE_2D, texture.id) gl.glTexImage2D(gl.GL_TEXTURE_2D, 0, gl.GL_RGBA, width, height, 0, gl.GL_BGRA, gl.GL_UNSIGNED_BYTE, surface_data) gl.glBegin(gl.GL_QUADS) gl.glTexCoord2f(0.0, 1.0) gl.glVertex2i(0, 0) gl.glTexCoord2f(1.0, 1.0) gl.glVertex2i(width, 0) gl.glTexCoord2f(1.0, 0.0) gl.glVertex2i(width, height) gl.glTexCoord2f(0.0, 0.0) gl.glVertex2i(0, height) gl.glEnd()
def on_draw(): window.clear() gl.glEnable(gl.GL_TEXTURE_2D) gl.glBindTexture(gl.GL_TEXTURE_2D, texture.id) gl.glTexImage2D(gl.GL_TEXTURE_2D, 0, gl.GL_RGBA, WIDTH, HEIGHT, 0, gl.GL_BGRA, gl.GL_UNSIGNED_BYTE, data) gl.glBegin(gl.GL_QUADS) gl.glTexCoord2f(0.0, 1.0) gl.glVertex2i(0, 0) gl.glTexCoord2f(1.0, 1.0) gl.glVertex2i(WIDTH, 0) gl.glTexCoord2f(1.0, 0.0) gl.glVertex2i(WIDTH, HEIGHT) gl.glTexCoord2f(0.0, 0.0) gl.glVertex2i(0, HEIGHT) gl.glEnd() text.draw()
def on_draw(): '''The draw command is one glDraw command after gathering all of the vertex information from the simulation. The draw loop first draws the lines in simulation coordinates which is then "scaled" up using glMatrixmode.''' window.clear() vertices = [] colors = [] for p in liquid.particles: vertices.extend([p.x, p.y, p.x - p.u, p.y - p.v]) colors.extend(p.color) colors.extend([0, 0, 0]) graphics.draw( len(liquid.particles)*2, gl.GL_LINES, ('v2f', vertices), ('c3B', colors) ) gl.glMatrixMode(gl.GL_PROJECTION) gl.glLoadIdentity() gl.glOrtho(0, liquid.width, liquid.height, 0, -1, 1) gl.glMatrixMode(gl.GL_MODELVIEW)
def on_draw(self, window): window.clear() window.background_image.blit(0,0)
def on_draw(): window.clear() batch.draw()
def on_draw(): window.clear() label.draw()
def on_draw(): window.clear() label.draw() if len(argv) > 2: label2.draw()
def on_draw(): window.clear() director.on_draw()
def on_mouse_press(x, y, button, modifiers): window.clear() Iml.blit(x, y)
state = get_next_state(state) last_update = time.time() return (state, last_update, update_period) @window.event def on_key_press(symbol, modifiers): global speed_IO, pause_IO if symbol == key.SPACE: pause_IO = 1 - pause_IO elif symbol == key.MINUS: speed_IO = speed_IO / SPEED_MODIFIER_STEP elif symbol == key.EQUAL: speed_IO = speed_IO * SPEED_MODIFIER_STEP @window.event def on_mouse_press(x, y, button, modifiers): global point_buffer_IO if button == mouse.LEFT: point_buffer_IO.append([x, y]) while not window.has_exit: dt = clock.tick() (state, last_update, update_period) = updateIO(state, last_update, update_period) window.dispatch_events() window.clear() draw(state) window.flip()
def on_draw(): window.clear() glBegin(GL_POINTS) for i in range(0, len(xi)): glVertex2f(xi[i], yi[i]) glEnd()
def on_draw(): beenoir.create_waiting_players() window.clear() batch.draw()
def on_draw(): window.clear() animSprite.draw()
def on_draw(): window.clear() batch.draw() counter.draw()