def draw_time(x, y): s = game.seconds m = game.minutes % 60 h = p8.flr(game.minutes / 60) p8.rectfill(x, y, x + 32, y + 6, 0) p8._print("{:02d}:{:02d}:{:02d}".format(h, m, s), x + 1, y + 1, 7)
def draw(self): self.x += self.spd self.y += math.sin(self.off) self.off+= min(0.05,self.spd/32) p8.rectfill(self.x,self.y,self.x+self.s,self.y+self.s,self.c) if self.x>128+4: self.x=-4 self.y=p8.rnd(128)
def draw(self): self.x += self.spd.x self.y += self.spd.y self.t -= 1 if self.t <= 0: game.dead_particles.remove(self) p8.rectfill(self.x - self.t / 5, self.y - self.t / 5, self.x + self.t / 5, self.y + self.t / 5, 14 + self.t % 2)
def draw(self): self.spr=118+(frames/5)%3 p8.spr(self.spr,self.x,self.y) if self.show: p8.rectfill(32,2,96,31,0) p8.spr(26,55,6) p8._print("x{}".format(self.score),64,9,7) draw_time(49,16) p8._print("deaths:{}".format(deaths),48,24,7) elif self.check(Player,0,0): p8.sfx(55) game.sfx_timer=30 self.show=True
def draw(self): self.delay-=1 if self.delay<-30: game.objects.remove(self) elif self.delay<0: p8.rectfill(24,58,104,70,0) # rect(26,64-10,102,64+10,7) # print("---",31,64-2,13) if game.room.x==3 and game.room.y==1: p8._print("old site",48,62,7) elif game.level_index()==30: p8._print("summit",52,62,7) else: level=(1+game.level_index())*100 p8._print(str(level) + " m",52+(level<1000 and 2 or 0),62,7) # p8._print("---",86,64-2,13) helper.draw_time(4,4)
def draw(self): self.text="-- celeste mountain --#self memorial to those# perished on the climb" if self.check(Player,4,0): if self.index<len(self.text): self.index+=0.5 if self.index>=self.last+1: self.last+=1 p8.sfx(35) self.off=geom.Vec(x=8,y=96) for i in range(self.index): if self.text[i] != "#": p8.rectfill(self.off.x-2,self.off.y-2,self.off.x+7,self.off.y+6 ,7) p8._print(self.text[i],self.off.x,self.off.y,0) self.off.x+=5 else: self.off.x=8 self.off.y+=7 else: self.index=0 self.last=0
def draw(self): self.x += self.spd p8.rectfill(self.x,self.y,self.x+self.w,self.y+4+(1-self.w/64)*12,14 if game.new_bg else 1) if self.x > 128: self.x = -self.w self.y=p8.rnd(128-8)
def _draw(): if game.freeze > 0: return # reset all palette values p8.pal() # start game flash if game.start_game: c = 10 if game.start_game_flash > 10: if game.frames % 10 < 5: c = 7 elif game.start_game_flash > 5: c = 2 elif game.start_game_flash > 0: c = 1 else: c = 0 if c < 10: p8.pal(6, c) p8.pal(12, c) p8.pal(13, c) p8.pal(5, c) p8.pal(1, c) p8.pal(7, c) # clear screen bg_col = 0 if game.flash_bg: bg_col = game.frames / 5 elif game.new_bg: bg_col = 2 p8.rectfill(0, 0, 128, 128, bg_col) display.show(game.objects) # clouds if not game.is_title(): for c in clouds: c.draw() # draw bg terrain # if p8.platform == "adafruit": # game.objects.append(p8._map(game.room.x * 16,game.room.y * 16,0,0,16,16,4)) # else: # p8._map(game.room.x * 16,game.room.y * 16,0,0,16,16,0) # platforms/big chest for o in game.objects: if isinstance(o, Platform) or isinstance(o, BigChest): o.draw() # draw terrain # off = -4 if game.is_title() else 0 # if p8.platform == "adafruit": # p8._map(game.room.x*16,game.room.y * 16,off,0,16,16,2) # draw objects for o in game.objects: if not isinstance(o, Platform) and not isinstance(o, BigChest): try: o.draw() except AttributeError: pass # draw fg terrain # if p8.platform != "gb" and platform != "gbc": # p8._map(game.room.x * 16,game.room.y * 16,0,0,16,16,8) # particles for p in particles: p.draw() # dead particles for p in game.dead_particles: p.draw() # draw outside of the screen for screenshake p8.rectfill(-5, -5, -1, 133, 0) p8.rectfill(-5, -5, 133, -1, 0) p8.rectfill(-5, 128, 133, 133, 0) p8.rectfill(128, -5, 133, 133, 0) if game.level_index() == 30: p = None for o in game.objects: if isinstance(o, Player): p = o break if p: diff = min(24, 40 - abs(p.x + 4 - 64)) rectfill(0, 0, diff, 128, 0) rectfill(128 - diff, 0, 128, 128, 0)