def redrawAll(self, screen): # draw background (parallax..whee) screen.blit(self.bg_sky, (0, 0), (self.worldX//2, 0, 600, 450)) screen.blit(self.bg_bush, (0, 0), (int(self.worldX*0.75), 0, 600, 450)) screen.blit(self.bg_ground, (0, 0), (self.worldX, 0, 600, 450)) # draw player & other things self.signs.draw(screen) self.healPoints.draw(screen) self.NPCs.draw(screen) self.playerList.draw(screen) # draw more background..or..foreground?? screen.blit(self.bg_sun, (0, 0), (self.worldX*1.2, 0, 600, 450)) # draw rain self.raindrops.draw(screen) # draw health self.player.displayHealth(screen) # display some text text = None if self.player.displayingText: text = self.player.textToDisplay[self.player.text_index] elif self.currentSign != None and self.currentSign.displayingText: text = self.currentSign.text[self.currentSign.text_index] elif self.currentHP != None and self.currentHP.displayingText: text = self.currentHP.textToDisplay[self.currentHP.text_index] elif self.currentNPC != None and self.currentNPC.displayingText: text = self.currentNPC.textToDisplay[self.currentNPC.text_index] if text != None: Textbox.displayTextBox(screen, self.textbox, text)
def redrawAll(self, screen): # draw background (parallax..whee) screen.blit(self.bg_sky, (0, 0), (self.worldX // 2, 0, 600, 450)) screen.blit(self.bg_bush, (0, 0), (int(self.worldX * 0.75), 0, 600, 450)) screen.blit(self.bg_ground, (0, 0), (self.worldX, 0, 600, 450)) # draw player & other things self.signs.draw(screen) self.healPoints.draw(screen) self.NPCs.draw(screen) self.playerList.draw(screen) # draw more background..or..foreground?? screen.blit(self.bg_sun, (0, 0), (self.worldX * 1.2, 0, 600, 450)) # draw rain self.raindrops.draw(screen) # draw health self.player.displayHealth(screen) # display some text text = None if self.player.displayingText: text = self.player.textToDisplay[self.player.text_index] elif self.currentSign != None and self.currentSign.displayingText: text = self.currentSign.text[self.currentSign.text_index] elif self.currentHP != None and self.currentHP.displayingText: text = self.currentHP.textToDisplay[self.currentHP.text_index] elif self.currentNPC != None and self.currentNPC.displayingText: text = self.currentNPC.textToDisplay[self.currentNPC.text_index] if text != None: Textbox.displayTextBox(screen, self.textbox, text)
def redrawAll(self, screen): screen.fill((19,24,52)) # color = same as credits page if self.text_index <= self.max_text_index: Textbox.displayTextBox(screen, self.textbox, self.text[self.text_index])
def redrawAll(self, screen): screen.blit(self.bg, (0,0)) if self.text_index <= self.max_text_index: Textbox.displayTextBox(screen, self.textbox, self.text[self.text_index])
def redrawAll(self, screen): screen.fill((19, 24, 52)) # color = same as credits page if self.text_index <= self.max_text_index: Textbox.displayTextBox(screen, self.textbox, self.text[self.text_index])
def redrawAll(self, screen): screen.blit(self.bg, (0, 0)) if self.text_index <= self.max_text_index: Textbox.displayTextBox(screen, self.textbox, self.text[self.text_index])