def bltStripe(x, y, img, u, v, w, h, col, p): for yy in range(p, h, 2): pyxel.blt(x, y + yy, img, u, v + yy, w, 1, col)
def draw(): pyxel.cls(10) pyxel.line(x, y, pyxel.mouse_x, pyxel.mouse_y, pyxel.COLOR_WHITE) pyxel.blt(x - r, y - r, 0, 4, 3, 11, 11, pyxel.COLOR_BLACK)
def draw(self): pyxel.cls(12) # draw sky pyxel.blt(0, 88, 0, 0, 88, 160, 32) # draw mountain pyxel.blt(0, 88, 0, 0, 64, 160, 24, 12) # draw forest offset = pyxel.frame_count % 160 for i in range(2): pyxel.blt(i * 160 - offset, 104, 0, 0, 48, 160, 16, 12) # draw clouds offset = (pyxel.frame_count // 16) % 160 for i in range(2): for x, y in self.far_cloud: pyxel.blt(x + i * 160 - offset, y, 0, 64, 32, 32, 8, 12) offset = (pyxel.frame_count // 8) % 160 for i in range(2): for x, y in self.near_cloud: pyxel.blt(x + i * 160 - offset, y, 0, 0, 32, 56, 8, 12) # draw floors for x, y, is_active in self.floor: pyxel.blt(x, y, 0, 0, 16, 40, 8, 12) # draw fruits for x, y, kind, is_active in self.fruit: if is_active: pyxel.blt(x, y, 0, 32 + kind * 16, 0, 16, 16, 12) # draw player pyxel.blt(self.player_x, self.player_y, 0, 16 if self.player_vy > 0 else 0, 0, 16, 16, 12) # draw score s = 'SCORE {:>4}'.format(self.score) pyxel.text(5, 4, s, 1) pyxel.text(4, 4, s, 7)
def drawHiyoko(x, y): pyxel.blt(x, y, 0, 16, 16, 16, 16, pyxel.COLOR_LIGHTGRAY)
def drawBackGround(): pyxel.blt(0, 0, 1, 0, 0, 250, 150)
def Draw(self): pyxel.blt(self.position["x"], self.position["y"], 0, self.__col_pos["x"], self.__col_pos["y"], 8, 8, 15)
def drawOrange(x, y): pyxel.blt(x, y, 0, 16, 0, 16, 16, pyxel.COLOR_LIGHTGRAY)
def drawUpperBar(self, legX, backSide): pyxel.blt(self.x + legX - 16, self.y - 8, 2, 0, 152 if backSide else 144, 112, 8, 3)
def render(self): pyxel.blt(self.anchor.x - 1, self.anchor.y - 5, 0, frame_x, 16, -self.direction * self.width + (3 * -self.direction), self.height + 5, 1)
def draw(self): pyxel.cls(0) pyxel.text(55, 41, "test lol", 15) pyxel.blt(61, 66, 0, 0, 0, 38, 16)
def draw(self): n = 0 if abs(self.mover.dx) > 0.1: n = 1 + (self.cnt >> 2) & 3 pyxel.blt(self.x, self.y, 1, 56 + n * 16, 208, 16 * self.fdx, 16 * self.position, 0)
def draw(self): pyxel.cls(0) #pyxel.text(55, 41, "Hello, Pyxel!", pyxel.frame_count % 16) #pyxel.blt(61, 66, 0, 0, 0, 38, 16) if self.stage == 1: pyxel.bltm(0, -8 + gcommon.map_y % 8, 0, self.mapOffsetX, (256 - 33) - (int)(gcommon.map_y / 8), 32, 33) elif self.stage == 2: if gcommon.draw_star: for i in range(0, 128): pyxel.pset(self.star_ary[i][0], (self.star_pos + i * 2) % 255, self.star_ary[i][1]) #for obj in gcommon.ObjMgr.objs: # if obj.layer==gcommon.C_LAYER_UNDER_GRD: # if obj.hitcolor1 !=0 and obj.hit: # pyxel.pal(obj.hitcolor1, obj.hitcolor2) # obj.draw() # if obj.hitcolor1 !=0 and obj.hit: # pyxel.pal(obj.hitcolor1, obj.hitcolor1) # map pyxel.bltm(0, -8 + int(gcommon.map_y) % 8, 0, self.mapOffsetX, (256 - 33) - (int)(gcommon.map_y / 8), 32, 33, gcommon.TP_COLOR) elif self.stage == 3: if gcommon.draw_star: for i in range(0, 128): pyxel.pset(self.star_ary[i][0], (self.star_pos + i * 2) % 255, self.star_ary[i][1]) for obj in gcommon.ObjMgr.objs: if obj.layer == gcommon.C_LAYER_UNDER_GRD: if obj.hitcolor1 != 0 and obj.hit: pyxel.pal(obj.hitcolor1, obj.hitcolor2) obj.draw() if obj.hitcolor1 != 0 and obj.hit: pyxel.pal(obj.hitcolor1, obj.hitcolor1) # map if gcommon.map_y < 1664: pyxel.bltm(0, -8 + int(gcommon.map_y) % 8, 0, self.mapOffsetX, (256 - 33) - (int)(gcommon.map_y / 8), 32, 33, gcommon.TP_COLOR) # enemy(ground) for obj in gcommon.ObjMgr.objs: if obj.layer == gcommon.C_LAYER_GRD or obj.layer == gcommon.C_LAYER_HIDE_GRD: if obj.hitcolor1 != 0 and obj.hit: pyxel.pal(obj.hitcolor1, obj.hitcolor2) obj.draw() if obj.hitcolor1 != 0 and obj.hit: pyxel.pal(obj.hitcolor1, obj.hitcolor1) # explosion(ground) for obj in gcommon.ObjMgr.objs: if obj.layer == gcommon.C_LAYER_EXP_GRD: obj.draw() # upper ground for obj in gcommon.ObjMgr.objs: if obj.layer == gcommon.C_LAYER_UPPER_GRD: obj.draw() # item for obj in gcommon.ObjMgr.objs: if obj.layer == gcommon.C_LAYER_ITEM: obj.draw() # my bom if gcommon.ObjMgr.myBom != None: gcommon.ObjMgr.myBom.draw() # enemy(sky) for obj in gcommon.ObjMgr.objs: if obj.layer == gcommon.C_LAYER_SKY: if obj.hitcolor1 != 0 and obj.hit: pyxel.pal(obj.hitcolor1, obj.hitcolor2) obj.draw() if obj.hitcolor1 != 0 and obj.hit: pyxel.pal(obj.hitcolor1, obj.hitcolor1) # enemy shot and explosion(sky) for obj in gcommon.ObjMgr.objs: if obj.layer == gcommon.C_LAYER_EXP_SKY or obj.layer == gcommon.C_LAYER_E_SHOT: obj.draw() # my shot for shot in gcommon.ObjMgr.shots: shot.draw() # my ship gcommon.ObjMgr.myShip.draw() for obj in gcommon.ObjMgr.objs: if obj.layer == gcommon.C_LAYER_TEXT: obj.draw() # SCORE表示 pyxel.text(4, 2, "SCORE " + str(gcommon.score), 7) # 残機 pyxel.blt(232, 2, 0, 48, 32, 6, 8, gcommon.C_COLOR_KEY) pyxel.text(242, 4, str(gcommon.remain), 7) # BOM for i in range(0, gcommon.bomRemain): pyxel.blt(4 + i * 6, 244, 0, 56, 32, 6, 8, gcommon.C_COLOR_KEY) #pyxel.text(0, 220, str(gcommon.game_timer), 7) # マップ位置表示 #pyxel.text(0, 230, str(gcommon.map_y), 7) if self.pause: pyxel.rect(127 - 24, 127 - 10, 48, 20, 0) pyxel.rectb(127 - 24, 127 - 10, 48, 20, 7) gcommon.TextHCenter(127 - 3, "PAUSE", 7, -1)
def desenhar_flappy(): frame = (pyxel.frame_count // 4) % 3 pyxel.blt(_.flappy_x, _.flappy_y, 0, 0, frame * 16, 17, 13, 0)
def desenhar_canos(): for (x, y) in _.canos: pyxel.blt(x, y, 1, 0, 0, 25, 150, 0) pyxel.blt(x, y + _.abertura_cano, 1, 0, 0, 25, -150, 0)
def draw(self): pyxel.blt(self.x, self.y, 0, self.icon_x ,0, 16, 16, 0) self.update_icon()
def handleHearts(life): if life > 1: if life < 3: pyxel.blt(x=2, y=3, img=1, u=0, v=0, w=7, h=6, colkey=0) pyxel.blt(x=9, y=3, img=1, u=0, v=0, w=7, h=6, colkey=0) pyxel.blt(x=16, y=3, img=1, u=14, v=0, w=7, h=6, colkey=0) else: pyxel.blt(x=2, y=3, img=1, u=0, v=0, w=7, h=6, colkey=0) pyxel.blt(x=9, y=3, img=1, u=0, v=0, w=7, h=6, colkey=0) pyxel.blt(x=16, y=3, img=1, u=0, v=0, w=7, h=6, colkey=0) else: pyxel.blt(x=2, y=3, img=1, u=0, v=0, w=7, h=6, colkey=0) pyxel.blt(x=9, y=3, img=1, u=14, v=0, w=7, h=6, colkey=0) pyxel.blt(x=16, y=3, img=1, u=14, v=0, w=7, h=6, colkey=0)
def draw(self): x = self.PosX + self.PosAdjX y = self.PosY + self.PosAdjY if self.PlDir == 0: pyxel.blt(x, y, 0, 16, 0, 16, 16, 0) # 前 if pyxel.frame_count & 0x04: pyxel.blt(self.PosX + 0, self.PosY + 8, 0, 8, 16, 6, 6, 0) pyxel.blt(self.PosX - 6, self.PosY + 8, 0, 8, 16, -6, 6, 0) else: pyxel.blt(self.PosX + 0, self.PosY + 8, 0, 8, 24, 6, 6, 0) pyxel.blt(self.PosX - 6, self.PosY + 8, 0, 8, 24, -6, 6, 0) else: if self.PlDir == 1: pyxel.blt(x, y, 0, 0, 0, 16, 16, 0) # 左 else: pyxel.blt(x, y, 0, 32, 0, 16, 16, 0) # 右 if pyxel.frame_count & 0x04: pyxel.blt(self.PosX - 1, self.PosY + 8, 0, 8, 16, 6, 6, 0) pyxel.blt(self.PosX - 5, self.PosY + 8, 0, 8, 16, -6, 6, 0) else: pyxel.blt(self.PosX - 1, self.PosY + 8, 0, 8, 24, 6, 6, 0) pyxel.blt(self.PosX - 5, self.PosY + 8, 0, 8, 24, -6, 6, 0) # 中心の表示 shooting_sub.DebugDrawPosHitRect(self)
def handleKeys(key, pos): if key: pyxel.blt(x=pos[0], y=pos[1], img=1, u=26, v=0, w=5, h=6, colkey=0) else: pyxel.blt(x=pos[0], y=pos[1], img=1, u=21, v=0, w=5, h=6, colkey=0)
def drawRingo(x, y): pyxel.blt(x, y, 0, 0, 0, 16, 16, pyxel.COLOR_LIGHTGRAY)
def draw(self): pyxel.blt(self.x, self.y, 0, TORTURED_SOUL[0], TORTURED_SOUL[1], 16, 16, 0) self.update()
def drawBucket(x, y): pyxel.blt(x, y, 0, 0, 16, 16, 16, pyxel.COLOR_LIGHTGRAY)
def update(self): Scuttling_Thing.update(self) pyxel.blt(self.x, self.y, 0, TORTURED_SOUL[0], TORTURED_SOUL[1], 16, 16, 0)
def drawUribo(x, y): pyxel.blt(x, y, 0, 32, 16, 16, 16, pyxel.COLOR_LIGHTGRAY)
def draw(self): pyxel.blt(self.x, self.y, 0, LIFE[0], LIFE[1], 16, 16, 0) self.update()
def draw(self): pyxel.cls(0) # 猫を表示 pyxel.blt(16, 16, 0, 0, 0, 16, 16, 11) #テキスト表示 pyxel.text(120/2 -15, 120/2 - 10, 'Hello Pyxel', pyxel.frame_count % 16)
def update(self): Scuttling_Thing.update(self) pyxel.blt(self.x, self.y, 0, LIFE[0], LIFE[1], 16, 16, 0)
def draw(self): pyxel.blt(self.x, self.y, 0, 0, 0, 16, 16)
def draw(self): pyxel.blt(self.x, self.y, 0, REDBULL[0], REDBULL[1], 16, 16, 0)
def render(self): pyxel.rect(0, 0, pyxel.width, pyxel.height, pyxel.COLOR_BLACK) pyxel.blt(self.h_center, 10, _TILE_SCR_, 0, 0, *self.tile_resolution) pyxel.text(80, 220, "GOOD END", pyxel.COLOR_WHITE)
def sspr1(sx, sy, sw, sh, dx, dy): pyxel.blt(dx, dy, 1, sx * 2, sy * 2, sw * 2, sh * 2, TP_COLOR)