def draw_after_players(self, surface, level_place, zoom, levelmap=False): ''' draw everything that need to be drawn after players ''' self.draw_foreground(surface, level_place, zoom) if levelmap or loaders.get_gconfig().get("game", "minimap") == "y": self.draw_minimap(surface) for block in self.moving_blocs + self.vector_blocs: block.draw_after(surface, level_place, zoom) for generator in self.particles_generators: generator.draw(surface, level_place, zoom)
def draw_player_portrait(self, player): """ draw, like... the player portrait? :D """ self.screen.blit( loaders.image(player.entity_skin.image, scale=(30, 30))[0], (-0.5 * self.icon_space + player.num * self.icon_space, self.size[1] * .9)) if loaders.get_gconfig().get("game", "displaylives") == "y": self.screen.blit( GAME_FONT.render( str(player.percents * 10)[:3] + "%", True, pygame.color.Color("red")), (-0.5 * self.icon_space + player.num * self.icon_space, self.size[1] * .9)) elif loaders.get_gconfig().get( "game", "display_progress_bar_for_lives") == "y": self.draw_progress_bar_for_lives(player) self.draw_player_lives(player)
def draw_player_portrait(self, player): """ draw, like... the player portrait? :D """ self.screen.blit( loaders.image(player.entity_skin.image, scale=(30, 30))[0], ( -0.5 * self.icon_space + player.num * self.icon_space, self.size[1] * .9)) if loaders.get_gconfig().get("game", "displaylives") == "y": self.screen.blit( GAME_FONT.render(str(player.percents * 10)[:3] + "%", True, pygame.color.Color("red")), ( -0.5 * self.icon_space + player.num * self.icon_space, self.size[1] * .9)) elif loaders.get_gconfig().get("game", "display_progress_bar_for_lives") == "y": self.draw_progress_bar_for_lives(player) self.draw_player_lives(player)