コード例 #1
0
 def draw_game(self):
     arcade.draw_xywh_rectangle_textured(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT,
                                         self.background)
     self.world.main_list.draw()
     arcade.draw_text("Sheep : ",
                      770,
                      self.height - 30,
                      arcade.color.WHITE,
                      20,
                      width=200,
                      align="left")
     arcade.draw_text(str(self.world.sheep),
                      750,
                      self.height - 30,
                      arcade.color.WHITE,
                      20,
                      width=200,
                      align="right")
     arcade.draw_text("Score : ",
                      990,
                      self.height - 30,
                      arcade.color.WHITE,
                      20,
                      width=1000,
                      align="left")
     arcade.draw_text(str(self.world.score),
                      990,
                      self.height - 30,
                      arcade.color.WHITE,
                      20,
                      width=200,
                      align="right")
     if self.world.check_end:
         self.current_state = GAME_OVER
コード例 #2
0
    def on_draw(self):
        arcade.start_render()  # keep as first line
        arcade.draw_texture_rectangle(WIDTH//2, HEIGHT//2, WIDTH, HEIGHT,
                                      background)
        arcade.draw_xywh_rectangle_textured(1280, 0, 70, 50,
                                            arcade.load_texture
                                            ("images/finish box.jpg"))
        self.barriers.draw()
        self.lasers.draw()
        self.barrier_turrets.draw()
        self.turret_list.draw()
        self.smart_turret.draw()
        self.player.draw()
        self.heart_list.draw()
        self.coin_list.draw()

        arcade.draw_text(f"SCORE: {self.score}", 1050, 650, arcade.color.WHITE,
                         30)

        if self.frame_count < 120:
            arcade.draw_text(self.countdown(), WIDTH//2, HEIGHT//2,
                             arcade.color.WHITE, 500,
                             align="center", anchor_x="center",
                             anchor_y="center")

        if self.reset_message is True:
            arcade.draw_text("SCORE BOARD HAS\nBEEN RESET", WIDTH//2, 500,
                             arcade.color.RED, 100, align="center",
                             anchor_x="center", anchor_y="center")
コード例 #3
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def enemy_bullet_draw():
    """Draws bullets
    """    
    global enemy_bullet, enemy_bullet_angle, enemy_bullet_texture, enemy_lazer, enemy_lazer_firing_texture, enemy_laser_charging_texture, enemy_lazer_charging
    global laser_y, enemy_bullet_timer, enemy_two_speed
    # Enemy bullet
    for enemy_bullet_draw in range(len(enemy_bullet)):
        scale = 1
        # Draws for reagular enemy
        if 3 <= page <= 6:
            arcade.draw_texture_rectangle(enemy_bullet[enemy_bullet_draw][0], enemy_bullet[enemy_bullet_draw][1] - 10, scale * enemy_bullet_texture.width, scale * enemy_bullet_texture.height, enemy_bullet_texture, enemy_bullet_angle)
        # Draws for boss
        elif page == 7:
            arcade.draw_texture_rectangle(enemy_bullet[enemy_bullet_draw][0], enemy_bullet[enemy_bullet_draw][1] - 15, scale * enemy_bullet_texture.width, scale * enemy_bullet_texture.height, enemy_bullet_texture, enemy_bullet_angle)

    # Enemy laser descending rate
    if 5 <= page <= 6:
        if 200 <= enemy_bullet_timer <= 299:
            laser_y += 20
        
        # Draws enemy lazer
        for enemy_lazer_draw in range(len(enemy_lazer)):
            arcade.draw_xywh_rectangle_textured(enemy_lazer[enemy_lazer_draw][0] - 20, enemy_lazer[enemy_lazer_draw][1] - 30 - laser_y, 40, 0 + laser_y, enemy_laser_firing_texture)

        # Draws enemy charging lazer
        for enemy_lazer_charging_draw in range(len(enemy_lazer_charging)):
            arcade.draw_texture_rectangle(enemy_lazer_charging[enemy_lazer_charging_draw][0], enemy_lazer_charging[enemy_lazer_charging_draw][1] - 380, 4 * enemy_laser_charging_texture.width, 35 * enemy_laser_charging_texture.height, enemy_laser_charging_texture)
コード例 #4
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 def game_over(self):
     if self.world.player.is_dead:
         arcade.draw_xywh_rectangle_textured(
             0, 0, SCREEN_WIDTH, SCREEN_HEIGHT,
             arcade.load_texture("images/game_over/game_over.png"))
         self.floor(200, SCREEN_HEIGHT // 2 - 50, 40)
         self.score(SCREEN_WIDTH // 2 + 30, SCREEN_HEIGHT // 2 - 50, 40)
コード例 #5
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 def draw_platforms(self, platforms):
     for p in platforms:
         arcade.draw_xywh_rectangle_textured(
             p.x,
             p.y - PLATFORM_DRAW_Y_OFFSET,
             p.width,
             PLATFORM_DRAW_THICKNESS,
             texture=arcade.load_texture('images/platform.png'))
コード例 #6
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ファイル: zorder.py プロジェクト: mquinson/arcade
    def on_draw(self):
        """
        Render the screen.
        """

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

        # Draw all the sprites.
        self.all_sprites_list.draw()
コード例 #7
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 def draw_background(self):
     # TILES
     for x in range(self.whole_map_x,
                    self.whole_map_x + self.whole_map_width,
                    tile_img.width):
         for y in range(self.whole_map_y,
                        self.whole_map_y + self.whole_map_length,
                        tile_img.height):
             arcade.draw_xywh_rectangle_textured(x, y, tile_img.width,
                                                 tile_img.height, tile_img)
コード例 #8
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 def draw_game_start(self):
     arcade.draw_xywh_rectangle_textured(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT,
                                         self.intro_background)
     arcade.draw_text("Click to play",
                      90,
                      90,
                      arcade.color.WHITE,
                      50,
                      width=1000,
                      align="center")
コード例 #9
0
ファイル: zorder.py プロジェクト: schofieldtyler/arcade
    def on_draw(self):
        """
        Render the screen.
        """

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

        # Draw all the sprites.
        self.all_sprites_list.draw()
コード例 #10
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 def draw_background(self):
     # TILES
     for x in range(self.whole_map_x, self.whole_map_x + self.whole_map_width, self.tile_img.width):
         for y in range(self.whole_map_y, self.whole_map_y + self.whole_map_length, self.tile_img.height):
             arcade.draw_xywh_rectangle_textured(x, y, self.tile_img.width, self.tile_img.height, self.tile_img)
     # TREES
     # BUILDING
     for x in range(500, WIDTH, background.width):
         for y in range(500, HEIGHT, background.height):
             arcade.draw_xywh_rectangle_textured(375, 100, background.width + 350, background.height + 250,
                                                 background)
コード例 #11
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 def draw_number(self, string, x, y, size=16, color='white'):
     x0 = x
     for s in string:
         if s == '/':
             arcade.draw_xywh_rectangle_textured(
                 x0, y, size / 2, size,
                 arcade.load_texture('images/char/' + str(color) +
                                     '/slash.png'))
         else:
             arcade.draw_xywh_rectangle_textured(
                 x0, y, size / 2, size,
                 arcade.load_texture('images/char/' + str(color) + '/' +
                                     str(s) + '.png'))
         x0 += size / 2
コード例 #12
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ファイル: 4ele.py プロジェクト: MaquiaSA/four_elements
 def draw_menu(self):
     arcade.draw_xywh_rectangle_textured(
         0, 0, SCREEN_WIDTH, SCREEN_HEIGHT,
         arcade.load_texture('images/menu/menu.png'))
     self.draw_sprite(self.gameplay.enable_sound,
                      'images/menu/sound_on.png')
     self.draw_sprite(not self.gameplay.enable_sound,
                      'images/menu/sound_off.png')
     self.draw_sprite(self.gameplay.enable_sound and self.sound_onoff_cover,
                      'images/menu/sound_on_cover.png')
     self.draw_sprite(
         not self.gameplay.enable_sound and self.sound_onoff_cover,
         'images/menu/sound_off_cover.png')
     self.draw_sprite(self.start_cover, 'images/menu/start_cover.png')
     self.draw_sprite(self.how_cover, 'images/menu/how_cover.png')
コード例 #13
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    def on_draw(self):
        arcade.start_render()

        scale = .6
        arcade.draw_texture_rectangle(540, 120,
                                      self.texture.image.width * scale,
                                      self.texture.image.height * scale,
                                      self.texture, angle=45)

        arcade.draw_xywh_rectangle_textured(10, 400, 64, 64, self.texture)

        for i in range(15):
            arcade.draw_scaled_texture_rectangle(i * 50 + 20, 220,
                                                 self.texture,
                                                 scale,
                                                 angle=45, alpha=i * 15)
コード例 #14
0
ファイル: 4ele.py プロジェクト: MaquiaSA/four_elements
 def draw_howto(self):
     arcade.draw_xywh_rectangle_textured(
         0, 0, SCREEN_WIDTH, SCREEN_HEIGHT,
         arcade.load_texture('images/how_to/menu_bg.png'))
     if 1 <= self.howto_page <= 3:
         arcade.draw_xywh_rectangle_textured(
             0, 0, SCREEN_WIDTH, SCREEN_HEIGHT,
             arcade.load_texture('images/how_to/howto_' +
                                 str(self.howto_page) + '.png'))
         self.draw_sprite(self.howto_left, 'images/how_to/arrow_left.png')
         self.draw_sprite(self.howto_right, 'images/how_to/arrow_right.png')
         if self.howto_page == 2:
             self.draw_howto_interface()
     else:
         self.stage = MENU
         self.howto_page = 1
コード例 #15
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def what_is_ergonomics():

    arcade.draw_text("What is ergonomics?", 30, 650, arcade.color.BLACK, 14)
    arcade.draw_text("Ergonomics is the optimization of products for us to comforatably use.", 30, 625, arcade.color.BLACK, 12)

    arcade.draw_text("What can ergonomics prevent?", 30, 550, arcade.color.BLACK, 14)
    arcade.draw_text("-Carpal tunnel", 30, 525, arcade.color.BLACK, 12)
    arcade.draw_text("-Tendinitis", 30, 500, arcade.color.BLACK, 12)
    arcade.draw_text("-Tennis elbow", 30, 475, arcade.color.BLACK, 12)
    arcade.draw_text("-Ganglion cysts", 30, 450, arcade.color.BLACK, 12)
    arcade.draw_text("-DeQuervain's Disease", 30, 425, arcade.color.BLACK, 12)
    arcade.draw_text("...and more, unfortunately.", 30, 400, arcade.color.BLACK, 12)

    meme = arcade.load_texture("ergonomics_meme.jpg", mirrored=False, scale=0.5)
    arcade.draw_xywh_rectangle_textured(25, 100, 250, 250, meme)

    meme = arcade.load_texture("good_ergonomics.png", mirrored=False, scale=0.5)
    arcade.draw_xywh_rectangle_textured(25, 100, 250, 250, meme)
コード例 #16
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def draw_logo(world: World):
    """
    Actually draws the logo of the school in the given x and y coordinate.

    Args:

        world (World): The current sate of the world.
    """
    y = 500
    for row in world['positions']:
        x = 0
        for num in row:
            if num == 1:
                arcade.draw_xywh_rectangle_textured(
                    (x * .75) + 50, (y * .8) - 50, 100, 100, UD)
            elif num == 2:
                arcade.draw_xywh_rectangle_textured(
                    (x * .75) + 50, (y * .8) - 50, 100, 100, VN)
            x += 200
        y -= 180
コード例 #17
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 def score(self, x, y, size):
     arcade.draw_xywh_rectangle_textured(
         x, y, size * 3, size, arcade.load_texture('images/char/score.png'))
     self.draw_number(str(self.world.score), x + size * 3.1, y, size)
コード例 #18
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def create_image(texture, x, y, wid, ht):
    # creats an image
    # try:
    image = arcade.load_texture(texture, mirrored=False, scale=0.5)
    arcade.draw_xywh_rectangle_textured(x, y, wid, ht, image, 0, 255, 1, 1)
コード例 #19
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 def draw_instructions(self):
     arcade.draw_xywh_rectangle_textured(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT,
                                         self.instrution_background)
コード例 #20
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 def draw_background(self):
     # TILES
     for x in range(self.whole_map_x,
                    self.whole_map_x + self.whole_map_width,
                    self.tile_img.width):
         for y in range(self.whole_map_y,
                        self.whole_map_y + self.whole_map_length,
                        self.tile_img.height):
             arcade.draw_xywh_rectangle_textured(x, y, self.tile_img.width,
                                                 self.tile_img.height,
                                                 self.tile_img)
     # BUILDING
     # Floor
     arcade.draw_xywh_rectangle_textured(375, 100, floor.width + 350,
                                         floor.height + 250, floor)
     # Left wall
     for x in range(500, WIDTH, left_wall.width):
         for y in range(500, HEIGHT, left_wall.height):
             arcade.draw_xywh_rectangle_textured(375 - 125, 100,
                                                 left_wall.width - 100,
                                                 left_wall.height + 250,
                                                 left_wall)
     # Right wall
     for x in range(500, WIDTH, right_wall.width):
         for y in range(500, HEIGHT, right_wall.height):
             arcade.draw_xywh_rectangle_textured(375 + 575, 100,
                                                 right_wall.width - 100,
                                                 right_wall.height + 250,
                                                 right_wall)
     # Upper wall
     for x in range(500, WIDTH, upper_wall.width):
         for y in range(500, HEIGHT, upper_wall.height):
             arcade.draw_xywh_rectangle_textured(375, 100 + 475,
                                                 upper_wall.width + 350,
                                                 upper_wall.height - 120,
                                                 upper_wall)
     # Under wall
     for x in range(500, WIDTH, under_wall.width):
         for y in range(500, HEIGHT, under_wall.height):
             arcade.draw_xywh_rectangle_textured(375, 100 - 105,
                                                 under_wall.width + 350,
                                                 under_wall.height - 120,
                                                 under_wall)
     # Coner Wall (Upper left)
     for x in range(500, WIDTH, coner_wall.width):
         for y in range(500, HEIGHT, coner_wall.height):
             arcade.draw_xywh_rectangle_textured(250, 100 + 475,
                                                 coner_wall.width + 5,
                                                 coner_wall.height - 15,
                                                 coner_wall)
     # Coner Wall (Upper right)
     for x in range(500, WIDTH, coner_wall.width):
         for y in range(500, HEIGHT, coner_wall.height):
             arcade.draw_xywh_rectangle_textured(950, 100 + 475,
                                                 coner_wall.width + 5,
                                                 coner_wall.height - 15,
                                                 coner_wall)
     # Coner Wall (Under left)
     for x in range(500, WIDTH, coner_wall.width):
         for y in range(500, HEIGHT, coner_wall.height):
             arcade.draw_xywh_rectangle_textured(250, 100 - 105,
                                                 coner_wall.width + 5,
                                                 coner_wall.height - 15,
                                                 coner_wall)
     # Coner Wall (Under right)
     for x in range(500, WIDTH, coner_wall.width):
         for y in range(500, HEIGHT, coner_wall.height):
             arcade.draw_xywh_rectangle_textured(950, 100 - 105,
                                                 coner_wall.width + 5,
                                                 coner_wall.height - 15,
                                                 coner_wall)
コード例 #21
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    def on_draw(self):
        """ It renders everything. """

        arcade.start_render()
        arcade.draw_xywh_rectangle_textured(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT,
                                            self.background_img)
コード例 #22
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    def on_draw(self):
        """ This function renders everything on screen. """

        arcade.start_render()
        draw_start_time = timeit.default_timer

        # We render the sprite lists.
        self.wall_list.draw()
        self.floor_list.draw()
        self.enemy_spawn_list.draw()
        self.player_spawn_list.draw()
        self.bullet_sprite_list.draw()
        self.enemy_bullet_sprite_list.draw()
        self.mv_box_tile_list.draw()
        self.hp_box_tile_list.draw()
        self.ad_box_tile_list.draw()

        # Drawing some UI.
        score_text = f"Credits: {self.credits}"
        health_text = f"HP: {self.player.health}"
        bullet_text = "Bullets: Infinite"
        lazer_icon = arcade.load_texture("Sprites/lazer_icon.png")
        fire_icon = arcade.load_texture("Sprites/fire_icon.png")
        slime_icon = arcade.load_texture("Sprites/slime_icon.png")
        leech_icon = arcade.load_texture("Sprites/leech_icon.png")

        if self.player.adaptation != "Lazer":
            bullet_text = f"Bullets: {self.player.adaptation_uses}"

        arcade.draw_text(score_text, 10 + self.view_left,
                         10 + self.view_bottom, arcade.csscolor.WHITE, 18)
        arcade.draw_text(health_text, 10 + self.view_left,
                         30 + self.view_bottom, arcade.csscolor.WHITE, 18)
        arcade.draw_text(bullet_text, 10 + self.view_left,
                         60 + self.view_bottom, arcade.csscolor.WHITE, 18)

        if self.player.adaptation == "Lazer":
            arcade.draw_xywh_rectangle_textured(10 + self.view_left,
                                                110 + self.view_bottom, 24, 24,
                                                lazer_icon)
            arcade.draw_text("LaZer: Adapt to your enemies.",
                             10 + self.view_left, 90 + self.view_bottom,
                             arcade.csscolor.WHITE, 12)
        elif self.player.adaptation == "Fire":
            arcade.draw_xywh_rectangle_textured(10 + self.view_left,
                                                110 + self.view_bottom, 24, 24,
                                                fire_icon)
            arcade.draw_text("Fire: Damage over time.", 10 + self.view_left,
                             90 + self.view_bottom, arcade.csscolor.WHITE, 12)
        elif self.player.adaptation == "Slime":
            arcade.draw_xywh_rectangle_textured(10 + self.view_left,
                                                110 + self.view_bottom, 24, 24,
                                                slime_icon)
            arcade.draw_text("Slime: Slow them down.", 10 + self.view_left,
                             90 + self.view_bottom, arcade.csscolor.WHITE, 12)
        elif self.player.adaptation == "Leech":
            arcade.draw_xywh_rectangle_textured(10 + self.view_left,
                                                110 + self.view_bottom, 24, 24,
                                                leech_icon)
            arcade.draw_text("Leech: Absorb their life.", 10 + self.view_left,
                             90 + self.view_bottom, arcade.csscolor.WHITE, 12)

        if self.frame_count % 60 == 0:
            if self.fps_start_timer is not None:
                total_time = timeit.default_timer() - self.fps_start_timer
                self.fps = 60 / total_time
            self.fps_start_timer = timeit.default_timer()

        if self.fps is not None:
            fps_text = f"FPS: {self.fps:.0f}"
            arcade.draw_text(fps_text, 10 + self.view_left,
                             620 + self.view_bottom, arcade.csscolor.WHITE, 16)

        # Rendering the player.
        try:
            self.player_list.draw()
            self.enemy_sprite_list.draw()

        except Exception as e:
            print(str(e))
コード例 #23
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def on_draw():
    arcade.start_render()
    arcade.draw_xywh_rectangle_textured(100, 200, tile_img.width, tile_img.height, tile_img)
コード例 #24
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    def on_draw(self):
        global FPS
        """
        Render the screen.
        """
        def loadout_texture_fix(num, texture0, texture1, texture2, texture3):
            if loadout == num:
                if pause is False:
                    if self.player_sprite.side_check == 1:
                        if self.player_sprite.RSPRITE_TEXTURE % 6 - 3 == 0 or RIGHT_MOVE is False:
                            arcade.draw_texture_rectangle(
                                self.player_sprite.center_x + 9,
                                self.player_sprite.center_y, 66, 63, texture0)
                        else:
                            arcade.draw_texture_rectangle(
                                self.player_sprite.center_x + 9,
                                self.player_sprite.center_y, 66, 63, texture1)
                    if self.player_sprite.side_check == 0:
                        if self.player_sprite.LSPRITE_TEXTURE % 6 == 0 or LEFT_MOVE is False:
                            arcade.draw_texture_rectangle(
                                self.player_sprite.center_x - 9,
                                self.player_sprite.center_y, 66, 63, texture2)
                        else:
                            arcade.draw_texture_rectangle(
                                self.player_sprite.center_x - 9,
                                self.player_sprite.center_y, 66, 63, texture3)

        arcade.start_render()
        if start is False:
            if self.konami is False:
                arcade.draw_texture_rectangle(SCREEN_WIDTH / 2,
                                              SCREEN_HEIGHT / 2, SCREEN_WIDTH,
                                              SCREEN_HEIGHT, self.title)
                arcade.draw_text("Press 'M' to start, 'N' to pause",
                                 SCREEN_WIDTH / 6, SCREEN_HEIGHT / 2 - 60,
                                 arcade.color.WHITE, 30)
                arcade.draw_text("'WAS' for movement", SCREEN_WIDTH / 6,
                                 SCREEN_HEIGHT / 2 - 105, arcade.color.WHITE,
                                 30)
                arcade.draw_text("'123' to switch weapons", SCREEN_WIDTH / 6,
                                 SCREEN_HEIGHT / 2 - 150, arcade.color.WHITE,
                                 30)
                arcade.draw_text("'P' to shoot", SCREEN_WIDTH / 6,
                                 SCREEN_HEIGHT / 2 - 195, arcade.color.WHITE,
                                 30)
            if self.konami is True:
                arcade.draw_text(
                    'Cheats Enabled',
                    SCREEN_WIDTH / 6 + self.view_left + perm_shakevalue,
                    SCREEN_HEIGHT / 2 + self.view_bottom + perm_shakevalue1,
                    arcade.color.RED, 70)
                arcade.draw_text(
                    "Infinite ammo",
                    SCREEN_WIDTH / 6 + self.view_left + perm_shakevalue1 / 1.5,
                    SCREEN_HEIGHT / 2 - 55 + self.view_bottom +
                    perm_shakevalue / 1.5, arcade.color.RED, 30)
                arcade.draw_text(
                    "God mode",
                    SCREEN_WIDTH / 6 + self.view_left + perm_shakevalue1 / 1.5,
                    SCREEN_HEIGHT / 2 - 55 - 55 + self.view_bottom +
                    perm_shakevalue / 1.5, arcade.color.RED, 30)
                self.player_sprite.health = 999999999

        if start is True and self.player_sprite.center_x < 7500:
            arcade.draw_xywh_rectangle_textured(-64 + self.view_left / 1.1,
                                                0 + self.view_bottom / 1.05,
                                                1024, 512, self.background)
            arcade.draw_xywh_rectangle_textured(
                -64 + 1024 + self.view_left / 1.1, 0 + self.view_bottom / 1.05,
                1024, 512, self.background)
            arcade.draw_xywh_rectangle_textured(
                -64 + 1024 * 2 + self.view_left / 1.1,
                0 + self.view_bottom / 1.05, 1024, 512, self.background)
            arcade.draw_xywh_rectangle_textured(-268 + self.view_left / 2,
                                                -32 + self.view_bottom / 1.5,
                                                2048, 512 - 64,
                                                self.background1)
            arcade.draw_xywh_rectangle_textured(
                -268 + 2048 + self.view_left / 2, -32 + self.view_bottom / 1.5,
                2048, 512 - 64, self.background1)
            arcade.draw_xywh_rectangle_textured(
                -268 + 2048 * 2 + self.view_left / 2,
                -32 + self.view_bottom / 1.5, 2048, 512 - 64, self.background1)
            self.bullet_list.draw()
            self.enemy_bullet_list.draw()
            for enemy in self.enemy_list:
                arcade.draw_texture_rectangle(enemy.center_x, enemy.center_y,
                                              76, 76, self.enemy_gun,
                                              enemy.gun_angle)
                arcade.draw_rectangle_filled(enemy.center_x,
                                             enemy.center_y + 32,
                                             5 * enemy.health, 4,
                                             arcade.color.GREEN)
            for boss in self.boss_list:
                arcade.draw_texture_rectangle(boss.center_x, boss.center_y,
                                              152, 152, self.boss_gun,
                                              boss.gun_angle)
                arcade.draw_rectangle_filled(boss.center_x, boss.center_y + 64,
                                             1.5 * boss.health, 7,
                                             arcade.color.RED)

            self.enemy_list.draw()
            self.player_list.draw()
            self.wall_list.draw()
            self.toxin_list.draw()
            self.pickup_list.draw()
            self.boss_list.draw()
            if pause is False and self.player_sprite.health > 0:
                loadout_texture_fix(2, self.red_texture, self.red_texture1,
                                    self.red_texture2, self.red_texture3)
                loadout_texture_fix(3, self.brown_texture, self.brown_texture1,
                                    self.brown_texture2, self.brown_texture3)
                arcade.draw_text(str(FPS), SCREEN_WIDTH - 40 + self.view_left,
                                 SCREEN_HEIGHT - 30 + self.view_bottom,
                                 arcade.color.GREEN, 20)
            if pause is True:
                arcade.draw_xywh_rectangle_textured(
                    -64 + self.view_left / 1.1, 0 + self.view_bottom / 1.05,
                    1024, 512, self.background)
                arcade.draw_xywh_rectangle_textured(
                    -64 + 1024 + self.view_left / 1.1,
                    0 + self.view_bottom / 1.05, 1024, 512, self.background)
                arcade.draw_xywh_rectangle_textured(-268 + self.view_left / 2,
                                                    -32 +
                                                    self.view_bottom / 1.5,
                                                    2048,
                                                    512 - 64,
                                                    self.background1,
                                                    alpha=70)
                arcade.draw_xywh_rectangle_textured(
                    -268 + 2048 + self.view_left / 2,
                    -32 + self.view_bottom / 1.5,
                    2048,
                    512 - 64,
                    self.background1,
                    alpha=70)

                arcade.draw_text("PAUSED", SCREEN_WIDTH / 2.5 + self.view_left,
                                 SCREEN_HEIGHT / 2 + self.view_bottom,
                                 arcade.color.WHITE, 50)
                arcade.draw_text("'M' to restart",
                                 SCREEN_WIDTH / 2.5 + self.view_left,
                                 SCREEN_HEIGHT / 2 + self.view_bottom - 30,
                                 arcade.color.WHITE, 20)
            if self.player_sprite.health <= 0:
                arcade.draw_xywh_rectangle_textured(-64 + self.view_left / 1.1,
                                                    0 +
                                                    self.view_bottom / 1.05,
                                                    1024,
                                                    512,
                                                    self.background,
                                                    alpha=200)
                arcade.draw_xywh_rectangle_textured(
                    -64 + 1024 + self.view_left / 1.1,
                    0 + self.view_bottom / 1.05,
                    1024,
                    512,
                    self.background,
                    alpha=200)
                arcade.draw_text("YOU DIED",
                                 SCREEN_WIDTH / 2.5 + self.view_left,
                                 SCREEN_HEIGHT / 2 + self.view_bottom,
                                 arcade.color.WHITE, 50)
                arcade.draw_text("'M' to restart",
                                 SCREEN_WIDTH / 2.5 + self.view_left,
                                 SCREEN_HEIGHT / 2 + self.view_bottom - 30,
                                 arcade.color.WHITE, 20)
            if self.konami is False:
                arcade.draw_text(
                    str(ammo), SCREEN_WIDTH - 80 + shakevalue + self.view_left,
                    40 + shakevalue1 + self.view_bottom, arcade.color.YELLOW,
                    30)
                arcade.draw_rectangle_filled(
                    30 + self.view_left, SCREEN_HEIGHT - 46 + self.view_bottom,
                    50, 80, arcade.color.WHITE)
                arcade.draw_text(str(ammo1), 10 + self.view_left,
                                 SCREEN_HEIGHT - 30 + self.view_bottom,
                                 arcade.color.BLACK, 20)
                arcade.draw_text(str(ammo2), 10 + self.view_left,
                                 SCREEN_HEIGHT - 55 + self.view_bottom,
                                 arcade.color.BLACK, 20)
                arcade.draw_text(str(ammo3), 10 + self.view_left,
                                 SCREEN_HEIGHT - 80 + self.view_bottom,
                                 arcade.color.BLACK, 20)
                if self.player_sprite.health > 0:
                    arcade.draw_texture_rectangle(
                        50 + self.view_left, 50 + self.view_bottom, 64, 52,
                        self.hp[self.player_sprite.health])
                if self.player_sprite.health <= 0:
                    arcade.draw_texture_rectangle(50 + self.view_left,
                                                  50 + self.view_bottom, 64,
                                                  52, self.hp[0])

            if self.konami is True:
                arcade.draw_text(
                    str(ammo),
                    SCREEN_WIDTH - 160 + shakevalue + self.view_left,
                    40 + shakevalue1 + self.view_bottom, arcade.color.RED, 30)
                arcade.draw_rectangle_filled(
                    67 + self.view_left, SCREEN_HEIGHT - 46 + self.view_bottom,
                    120, 80, arcade.color.WHITE)
                arcade.draw_text(str(ammo1), 10 + self.view_left,
                                 SCREEN_HEIGHT - 30 + self.view_bottom,
                                 arcade.color.RED, 20)
                arcade.draw_text(str(ammo2), 10 + self.view_left,
                                 SCREEN_HEIGHT - 55 + self.view_bottom,
                                 arcade.color.RED, 20)
                arcade.draw_text(str(ammo3), 10 + self.view_left,
                                 SCREEN_HEIGHT - 80 + self.view_bottom,
                                 arcade.color.RED, 20)
                arcade.draw_texture_rectangle(50 + self.view_left,
                                              50 + self.view_bottom, 64, 52,
                                              self.god)
                self.player_sprite.health = 9999999999
        if win is True and self.player_sprite.center_x > 7500:
            arcade.draw_texture_rectangle(SCREEN_WIDTH / 2 + self.view_left,
                                          SCREEN_HEIGHT / 2 + self.view_bottom,
                                          SCREEN_WIDTH, SCREEN_HEIGHT,
                                          self.background)
            arcade.draw_text("You Won!", SCREEN_WIDTH / 3 + self.view_left,
                             SCREEN_HEIGHT / 2 + self.view_bottom,
                             arcade.color.YELLOW, 40)