def playing_draw(self): self.screen.fill(BLACK) self.screen.blit(self.background, (TOP_BOTTOM_BUFFER//2, TOP_BOTTOM_BUFFER//2)) #self.draw_grid() self.draw_coins() self.draw_text("CURRENT SCORE: {}".format(self.player.current_score), self.screen, [WIDTH//2,10], START_TEXT_SIZE, WHITE, START_FONT, centered=True) # self.draw_text("HIGH SCORE: 0", self.screen, [WIDTH//2+60,5], START_TEXT_SIZE, WHITE, START_FONT, centered=False) self.player.draw() self.draw_big_coins() for enemy in self.enemies: enemy.draw() pygame.display.update()
def draw(self): glMatrixMode(GL_MODELVIEW) glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) # Draw reference lines around viewport if 0: glDisable(GL_LIGHTING) glColor3f(0,1,0) glBegin(GL_LINE_STRIP) glVertex2i(0,0) glVertex2i(WIDTH,0) glVertex2i(WIDTH,HEIGHT) glVertex2i(0,HEIGHT) glVertex2i(0,0) glEnd() for i in range(3): glBegin(GL_LINES) glColor3fv(c[i]) glVertex3fv(v[i]) glColor3fv(c[3]) glVertex3fv(v[3]) glEnd() glColor3f(1, 1, 1) draw_string( v[ 0 ][ 0 ], v[ 0 ][ 1 ], v[ 0 ][ 2 ], txt[ 0 ] ) draw_string( v[ 1 ][ 0 ], v[ 1 ][ 1 ], v[ 1 ][ 2 ], txt[ 1 ] ) draw_string( v[ 2 ][ 0 ], v[ 2 ][ 1 ], v[ 2 ][ 2 ], txt[ 2 ] ) self.hud.draw() glEnable(GL_LIGHTING) # Draw things for a in self.asteroids: a.draw() self.ship.draw() particle.draw() for enemy in self.enemies: enemy.draw() # flush the command pipeline and swap the buffers to display this frame glFlush() glutSwapBuffers()
def draw(self): """draws the level on the screen""" game.display.blit(self.image, self.rect) for enemy in self.enemies: enemy.draw()