def render(self, screen): screen.fill(white) gamedata.bgsurf.fill(white) gamedata.bgsurf.blit(self.loadFont, self.lfCenter) gamedata.bgsurf.blit(self.loadTipsFont, self.lftCenter) screen.blit(gamedata.bgsurf, (gamedata.bgsurfx, gamedata.bgsurfy)) self.loadBool = True
def render(self, screen): screen.fill(black) gamedata.bgsurf.fill(black) playerscript.allSprites.clear(screen, gamedata.bgsurf) for y in xrange(gamedata.calcOffsetY[0], gamedata.calcOffsetY[1]): for x in xrange(gamedata.calcOffsetX[0], gamedata.calcOffsetX[1]): gamedata.bgsurf.blit(world.mdp.world[y][x].img, ((x + (gamedata.mapOffsetX >> 5)) * tilesize, (y + (gamedata.mapOffsetY >> 5)) * tilesize)) for j in self.itemList: if not self.itemList: pass else: j.update(gamedata.bgsurf) player.update() for i in self.enemyList: if not self.enemyList: pass else: i.update(gamedata.bgsurf) #self.hbOffset = 10 #for i in sorted(self.hbDict): # gamedata.bgsurf.blit(self.hbDict[i], (self.hbOffset, 5)) # self.hbOffset += 65 if self.sideBar: pygame.draw.rect(gamedata.bgsurf, black, (gamedata.width-self.sideBarWid, 0, self.sideBarWid, gamedata.height)) gamedata.bgsurf.blit(self.selected, (gamedata.width-60, 30)) gamedata.bgsurf.blit(self.selected, (gamedata.width-150, 30)) screen.blit(gamedata.bgsurf, (gamedata.bgsurfx, gamedata.bgsurfy))
def render(self, screen): screen.fill(white) gamedata.bgsurf.fill(white) gamedata.bgsurf.blit(self.playImage, (self.playImgRect.x, self.playImgRect.y)) gamedata.bgsurf.blit(self.playText, (self.playTextCenter[0]+self.playImgRect.x, self.playTextCenter[1]+self.playImgRect.y)) screen.blit(gamedata.bgsurf, (gamedata.bgsurfx, gamedata.bgsurfy))