def initBackground(s,screen,resolution): DrawHelper.drawAspect(screen,s.textureIdBG, 0,0 ) s.icnTextScore.draw(screen) s.icnRocketLabelFraction.draw(screen) s.helperRenderScreen(screen ,s.arrIcnFuelLabelFraction) s.helperRenderScreen(screen ,s.arrButtons) s.helperRenderScreen(screen ,s.arrIcnText) s.helperRenderScreen(screen, s.arrLines ) pass
def __init__(self): pygame.mixer.pre_init(44100, -16, 1, 512 * 2) pygame.display.init() pygame.font.init() pygame.mixer.init(44100) pygame.mouse.set_visible(False) width = pygame.display.Info().current_w height = pygame.display.Info().current_h if float(width) / float(height) == float(4) / float(3): screenSize = (width, height) else: screenSize = (800, 600) TextureLoader.screenSize = screenSize self.screen = pygame.display.set_mode(screenSize, pygame.DOUBLEBUF) SoundManager.init() # SoundManager.EVENT_MUSIC_BACKGROUND() DrawHelper.init(screenSize[0], screenSize[1]) self.myFont = pygame.font.Font( os.path.join('assets', 'Minecraftia.ttf'), 24) IcnTextBox.setFont(self.myFont) self.isRunning = True self.isRenderFirstFrame = True self.myState = self.STATE_MENU self.lockRender = threading.Lock() self.savePath = os.path.join('assets', 'save.json') self.clock = pygame.time.Clock( ) # Set up a clock for managing the frame rate. self.scnMenu = SceneMenu(screenSize) self.scnGame = SceneGame(screenSize) self.scnWin = SceneWin(screenSize) self.scnHelp = SceneHelp(screenSize) self.registerEvents(self.scnMenu, self.scnGame, self.scnWin, self.scnHelp) self.dicScenes = { self.STATE_MENU: self.scnMenu, self.STATE_GAME: self.scnGame, self.STATE_WIN_SCREEN: self.scnWin, self.STATE_HELP: self.scnHelp }
def renderScreen(self,screen): DrawHelper.drawAspect(screen,self.textureIdBG, 0,0) # #self.background_rocket.draw(self.main.screen) idiotic rocket rising self.goalContainer.draw(screen) for button in self.buttons: button.draw(screen) for answer in self.currentAnswers: answer.draw(screen) for item in self.gameScreenUI: item.draw(screen) if(self.winScreen.drawing == True): self.winScreen.draw(screen) if(self.loseScreen.drawing == True): self.loseScreen.draw(screen) if not self.level_loaded: screen.fill((0, 0, 0)) #wtf idiot stop this stupid shit
def __init__(self): pygame.mixer.pre_init(44100, -16, 1, 512*2) pygame.display.init() pygame.font.init() pygame.mixer.init(44100) pygame.mouse.set_visible(False) width = pygame.display.Info().current_w height = pygame.display.Info().current_h if(float(width)/float(height) == float(4)/float(3)): screenSize = (width,height) else: screenSize = (800,600) TextureLoader.screenSize =screenSize self.screen = pygame.display.set_mode(screenSize, pygame.FULLSCREEN) SoundManager.init() SoundManager.EVENT_MUSIC_BACKGROUND() DrawHelper.init(screenSize[0],screenSize[1]) self.myFont = pygame.font.Font(os.path.join('assets', 'Minecraftia.ttf') , 24) IcnTextBox.setFont( self.myFont) self.isRunning = True self.isRenderFirstFrame = True self.myState = self.STATE_MENU self.lockRender = threading.Lock() self.savePath = os.path.join('assets', 'save.json') self.clock = pygame.time.Clock()# Set up a clock for managing the frame rate. self.scnMenu = SceneMenu(screenSize) self.scnGame = SceneGame(screenSize) self.scnWin = SceneWin(screenSize) self.scnHelp = SceneHelp(screenSize) self.registerEvents(self.scnMenu,self.scnGame,self.scnWin,self.scnHelp) self.dicScenes ={self.STATE_MENU: self.scnMenu, self.STATE_GAME: self.scnGame , self.STATE_WIN_SCREEN: self.scnWin, self.STATE_HELP: self.scnHelp}
def __init__(self): self.gameLoaded = False self.savePath = os.path.join('assets', 'save.json') # Set up a clock for managing the frame rate. self.clock = pygame.time.Clock() self.lockRender = threading.Lock() self.currentLevel = 0; self.score = 0; self.x = -100 self.y = 100 self.vx = 10 self.vy = 0 self.modes = ['menu', 'play', 'help'] self.state = 0 self.paused = False self.direction = 1 pygame.init() screenSize = (800,600) self.screen = pygame.display.set_mode(screenSize) DrawHelper.init(screenSize[0],screenSize[1]) self.myFont = pygame.font.Font('freesansbold.ttf', 32) self.screen = pygame.display.get_surface() self.height = pygame.display.Info().current_h self.width = pygame.display.Info().current_w self.hcenter = self.width / 2 self.vcenter = self.height / 2 self.states = [SceneGameMenu(screenSize), SceneGame(screenSize), SceneHelp(screenSize)] #initialize all states self.registerEvents(self.states[0],self.states[1],self.states[2]) if self.gameLoaded == False: print "gameLoaded" self.loadGame()
def renderScreen(s, screen): DrawHelper.drawAspect(screen, s.textureIdBG, 0,0) DrawHelper.drawAspect(screen, s.textureIdBG_sunsetoverlay, 0,0) tick = pygame.time.get_ticks() for button in s.buttons: button.draw(screen)
def initBackground(s, screen, resolution): DrawHelper.drawAspect(screen, s.textureIdBG, 0, 0) s.helperRenderScreen(screen, s.arrButtons) s.helperRenderScreen(screen, s.arrIcnText) pass
def initBackground(s, screen, resolution): DrawHelper.drawAspect(screen, s.textureIdBG, 0, 0) pygame.display.update() pass
def initBackground(self, screen, size): screen.fill((255, 255, 255)) DrawHelper.drawAspect(screen, self.textureIdBG, 0, 0) DrawHelper.drawAspect(screen, self.textureIdTitle, .12, .1) for button in self.buttons: button.draw(screen)
def initBackground(s,screen,resolution): DrawHelper.drawAspect(screen,s.textureIdBG, 0,0 ) s.helperRenderScreen(screen ,s.arrButtons) s.helperRenderScreen(screen ,s.arrIcnText) pass
def initBackground(s,screen,size): screen.fill((255, 255, 255)) DrawHelper.drawAspect(screen, s.textureIdBG,0,0) DrawHelper.drawAspect(screen, s.textureIdTitle,.12,.1) for button in s.buttons: button.draw(screen)