def draw(self): if self.dof == 1: gg.draw_center_rect(self.screen, 2*(self.RAD+self.OUTLINE_THK), 2*self.screen_mid[1], self.OUTLINE_COLOR, self.pos[0], self.screen_mid[1]) gg.draw_center_rect(self.screen, 2*self.RAD, 2*self.screen_mid[1], self.color, self.pos[0], self.screen_mid[1]) elif self.dof == 2: gg.draw_filled_aacircle(self.screen, self.RAD+self.OUTLINE_THK, self.OUTLINE_COLOR, self.pos[0], self.pos[1]) gg.draw_filled_aacircle(self.screen, self.RAD, self.color, self.pos[0], self.pos[1])
def draw_indicator(self): if self.dof == 1: gg.draw_center_rect(self.screen, 2*self.indicator_rad, self.SCREEN_HEIGHT, self.indicator_color, self.START_COORDS[0], self.screen_mid[1]) elif self.dof == 2: gg.draw_filled_aacircle(self.screen, self.indicator_rad, self.indicator_color, self.START_COORDS[0], self.START_COORDS[1])
def draw(self): if self.draw_bool: if self.dof == 1: gg.draw_center_rect(self.screen, 2*(self.rad+self.outline_rad), 2*self.screen_mid[1], self.outline_color, self.pos[0], self.screen_mid[1]) gg.draw_center_rect(self.screen, 2*self.rad, 2*self.screen_mid[1], self.color, self.pos[0], self.screen_mid[1]) elif self.dof == 2: gg.draw_filled_aacircle(self.screen, self.rad+self.outline_rad, self.outline_color, self.pos[0], self.pos[1]) gg.draw_filled_aacircle(self.screen, self.rad, self.color, self.pos[0], self.pos[1])
def draw(self, draw_type): if draw_type == 'next_next': self.color = self.NEXT_NEXT_COLOR elif draw_type == 'next': self.color = self.NEXT_COLOR elif draw_type == 'current': if self.highlight: if self.success: self.color = self.HIGHLIGHT_COLOR else: self.color = self.HIGHLIGHT_COLOR_FAIL elif self.wait_prev_target: self.color = self.CURRENT_COLOR else: self.color = self.CURRENT_COLOR_ACTIVE gg.draw_filled_aacircle(self.screen, self.rad, self.color, self.pos[0], self.pos[1])
def draw_keyboard(self): for key in range(5): if game.keydown[key]: color = game.ACTIVE_COLOR else: color = game.PASSIVE_COLOR gg.draw_center_rect(self.screen, self.KEY_WIDTH, self.KEY_HEIGHT, color, .5*self.SCREEN_WIDTH+self.KEY_XPOS*(key-2), self.KEY_YPOS) if (game.current_key != 'none' and game.current_key != game.last_key): gg.draw_filled_aacircle(self.screen, .5*self.KEY_WIDTH, self.ACTIVE_COLOR, .5*self.SCREEN_WIDTH+self.KEY_XPOS*(game.current_key-2), .6*self.KEY_YPOS) game.potential_last_key = game.current_key else: game.last_key = game.potential_last_key
def draw_play_area(self): if self.dof == 1: gg.draw_center_rect(self.screen, self.SCREEN_HEIGHT, self.SCREEN_HEIGHT, self.bg_color, self.screen_mid[0], self.screen_mid[1]) gg.draw_center_rect(self.screen, self.TARGET_DIST[1]-self.TARGET_DIST[0], self.SCREEN_HEIGHT, self.bg_color_alt, (self.TARGET_DIST[0] +0.5*(self.TARGET_DIST[1] -self.TARGET_DIST[0]) + self.START_COORDS[0]), self.screen_mid[1]) gg.draw_center_rect(self.screen, 2*(self.START_DIST-self.cursor.RAD), self.SCREEN_HEIGHT, self.bg_color_alt_2, self.START_COORDS[0], self.screen_mid[1]) elif self.dof == 2: gg.draw_center_rect(self.screen, self.SCREEN_HEIGHT, self.SCREEN_HEIGHT, self.bg_color, self.screen_mid[0], self.screen_mid[1]) gg.draw_filled_aacircle(self.screen, self.TARGET_DIST[1], self.bg_color_alt, self.START_COORDS[0], self.START_COORDS[1]) gg.draw_filled_aacircle(self.screen, self.TARGET_DIST[0], self.bg_color, self.START_COORDS[0], self.START_COORDS[1]) gg.draw_center_rect(self.screen, self.SCREEN_HEIGHT, 2*self.BUFFER_DIST, self.bg_color, self.screen_mid[0], self.GAME_ORIGIN[1]) gg.draw_center_rect(self.screen, 2*self.BUFFER_DIST, self.SCREEN_HEIGHT, self.bg_color, self.GAME_ORIGIN[0], self.screen_mid[1]) gg.draw_filled_aacircle(self.screen, self.START_DIST-self.cursor.RAD, self.bg_color_alt_2, self.START_COORDS[0], self.START_COORDS[1])