def draw_game(self): arcade.draw_xywh_rectangle_textured(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, self.background) self.world.main_list.draw() arcade.draw_text("Sheep : ", 770, self.height - 30, arcade.color.WHITE, 20, width=200, align="left") arcade.draw_text(str(self.world.sheep), 750, self.height - 30, arcade.color.WHITE, 20, width=200, align="right") arcade.draw_text("Score : ", 990, self.height - 30, arcade.color.WHITE, 20, width=1000, align="left") arcade.draw_text(str(self.world.score), 990, self.height - 30, arcade.color.WHITE, 20, width=200, align="right") if self.world.check_end: self.current_state = GAME_OVER
def on_draw(self): arcade.start_render() # keep as first line arcade.draw_texture_rectangle(WIDTH//2, HEIGHT//2, WIDTH, HEIGHT, background) arcade.draw_xywh_rectangle_textured(1280, 0, 70, 50, arcade.load_texture ("images/finish box.jpg")) self.barriers.draw() self.lasers.draw() self.barrier_turrets.draw() self.turret_list.draw() self.smart_turret.draw() self.player.draw() self.heart_list.draw() self.coin_list.draw() arcade.draw_text(f"SCORE: {self.score}", 1050, 650, arcade.color.WHITE, 30) if self.frame_count < 120: arcade.draw_text(self.countdown(), WIDTH//2, HEIGHT//2, arcade.color.WHITE, 500, align="center", anchor_x="center", anchor_y="center") if self.reset_message is True: arcade.draw_text("SCORE BOARD HAS\nBEEN RESET", WIDTH//2, 500, arcade.color.RED, 100, align="center", anchor_x="center", anchor_y="center")
def enemy_bullet_draw(): """Draws bullets """ global enemy_bullet, enemy_bullet_angle, enemy_bullet_texture, enemy_lazer, enemy_lazer_firing_texture, enemy_laser_charging_texture, enemy_lazer_charging global laser_y, enemy_bullet_timer, enemy_two_speed # Enemy bullet for enemy_bullet_draw in range(len(enemy_bullet)): scale = 1 # Draws for reagular enemy if 3 <= page <= 6: arcade.draw_texture_rectangle(enemy_bullet[enemy_bullet_draw][0], enemy_bullet[enemy_bullet_draw][1] - 10, scale * enemy_bullet_texture.width, scale * enemy_bullet_texture.height, enemy_bullet_texture, enemy_bullet_angle) # Draws for boss elif page == 7: arcade.draw_texture_rectangle(enemy_bullet[enemy_bullet_draw][0], enemy_bullet[enemy_bullet_draw][1] - 15, scale * enemy_bullet_texture.width, scale * enemy_bullet_texture.height, enemy_bullet_texture, enemy_bullet_angle) # Enemy laser descending rate if 5 <= page <= 6: if 200 <= enemy_bullet_timer <= 299: laser_y += 20 # Draws enemy lazer for enemy_lazer_draw in range(len(enemy_lazer)): arcade.draw_xywh_rectangle_textured(enemy_lazer[enemy_lazer_draw][0] - 20, enemy_lazer[enemy_lazer_draw][1] - 30 - laser_y, 40, 0 + laser_y, enemy_laser_firing_texture) # Draws enemy charging lazer for enemy_lazer_charging_draw in range(len(enemy_lazer_charging)): arcade.draw_texture_rectangle(enemy_lazer_charging[enemy_lazer_charging_draw][0], enemy_lazer_charging[enemy_lazer_charging_draw][1] - 380, 4 * enemy_laser_charging_texture.width, 35 * enemy_laser_charging_texture.height, enemy_laser_charging_texture)
def game_over(self): if self.world.player.is_dead: arcade.draw_xywh_rectangle_textured( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, arcade.load_texture("images/game_over/game_over.png")) self.floor(200, SCREEN_HEIGHT // 2 - 50, 40) self.score(SCREEN_WIDTH // 2 + 30, SCREEN_HEIGHT // 2 - 50, 40)
def draw_platforms(self, platforms): for p in platforms: arcade.draw_xywh_rectangle_textured( p.x, p.y - PLATFORM_DRAW_Y_OFFSET, p.width, PLATFORM_DRAW_THICKNESS, texture=arcade.load_texture('images/platform.png'))
def on_draw(self): """ Render the screen. """ # Draw the background arcade.draw_xywh_rectangle_textured(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, self.background) # Draw all the sprites. self.all_sprites_list.draw()
def draw_background(self): # TILES for x in range(self.whole_map_x, self.whole_map_x + self.whole_map_width, tile_img.width): for y in range(self.whole_map_y, self.whole_map_y + self.whole_map_length, tile_img.height): arcade.draw_xywh_rectangle_textured(x, y, tile_img.width, tile_img.height, tile_img)
def draw_game_start(self): arcade.draw_xywh_rectangle_textured(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, self.intro_background) arcade.draw_text("Click to play", 90, 90, arcade.color.WHITE, 50, width=1000, align="center")
def on_draw(self): """ Render the screen. """ # Draw the background arcade.draw_xywh_rectangle_textured(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, self.background) # Draw all the sprites. self.all_sprites_list.draw()
def draw_background(self): # TILES for x in range(self.whole_map_x, self.whole_map_x + self.whole_map_width, self.tile_img.width): for y in range(self.whole_map_y, self.whole_map_y + self.whole_map_length, self.tile_img.height): arcade.draw_xywh_rectangle_textured(x, y, self.tile_img.width, self.tile_img.height, self.tile_img) # TREES # BUILDING for x in range(500, WIDTH, background.width): for y in range(500, HEIGHT, background.height): arcade.draw_xywh_rectangle_textured(375, 100, background.width + 350, background.height + 250, background)
def draw_number(self, string, x, y, size=16, color='white'): x0 = x for s in string: if s == '/': arcade.draw_xywh_rectangle_textured( x0, y, size / 2, size, arcade.load_texture('images/char/' + str(color) + '/slash.png')) else: arcade.draw_xywh_rectangle_textured( x0, y, size / 2, size, arcade.load_texture('images/char/' + str(color) + '/' + str(s) + '.png')) x0 += size / 2
def draw_menu(self): arcade.draw_xywh_rectangle_textured( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, arcade.load_texture('images/menu/menu.png')) self.draw_sprite(self.gameplay.enable_sound, 'images/menu/sound_on.png') self.draw_sprite(not self.gameplay.enable_sound, 'images/menu/sound_off.png') self.draw_sprite(self.gameplay.enable_sound and self.sound_onoff_cover, 'images/menu/sound_on_cover.png') self.draw_sprite( not self.gameplay.enable_sound and self.sound_onoff_cover, 'images/menu/sound_off_cover.png') self.draw_sprite(self.start_cover, 'images/menu/start_cover.png') self.draw_sprite(self.how_cover, 'images/menu/how_cover.png')
def on_draw(self): arcade.start_render() scale = .6 arcade.draw_texture_rectangle(540, 120, self.texture.image.width * scale, self.texture.image.height * scale, self.texture, angle=45) arcade.draw_xywh_rectangle_textured(10, 400, 64, 64, self.texture) for i in range(15): arcade.draw_scaled_texture_rectangle(i * 50 + 20, 220, self.texture, scale, angle=45, alpha=i * 15)
def draw_howto(self): arcade.draw_xywh_rectangle_textured( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, arcade.load_texture('images/how_to/menu_bg.png')) if 1 <= self.howto_page <= 3: arcade.draw_xywh_rectangle_textured( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, arcade.load_texture('images/how_to/howto_' + str(self.howto_page) + '.png')) self.draw_sprite(self.howto_left, 'images/how_to/arrow_left.png') self.draw_sprite(self.howto_right, 'images/how_to/arrow_right.png') if self.howto_page == 2: self.draw_howto_interface() else: self.stage = MENU self.howto_page = 1
def what_is_ergonomics(): arcade.draw_text("What is ergonomics?", 30, 650, arcade.color.BLACK, 14) arcade.draw_text("Ergonomics is the optimization of products for us to comforatably use.", 30, 625, arcade.color.BLACK, 12) arcade.draw_text("What can ergonomics prevent?", 30, 550, arcade.color.BLACK, 14) arcade.draw_text("-Carpal tunnel", 30, 525, arcade.color.BLACK, 12) arcade.draw_text("-Tendinitis", 30, 500, arcade.color.BLACK, 12) arcade.draw_text("-Tennis elbow", 30, 475, arcade.color.BLACK, 12) arcade.draw_text("-Ganglion cysts", 30, 450, arcade.color.BLACK, 12) arcade.draw_text("-DeQuervain's Disease", 30, 425, arcade.color.BLACK, 12) arcade.draw_text("...and more, unfortunately.", 30, 400, arcade.color.BLACK, 12) meme = arcade.load_texture("ergonomics_meme.jpg", mirrored=False, scale=0.5) arcade.draw_xywh_rectangle_textured(25, 100, 250, 250, meme) meme = arcade.load_texture("good_ergonomics.png", mirrored=False, scale=0.5) arcade.draw_xywh_rectangle_textured(25, 100, 250, 250, meme)
def draw_logo(world: World): """ Actually draws the logo of the school in the given x and y coordinate. Args: world (World): The current sate of the world. """ y = 500 for row in world['positions']: x = 0 for num in row: if num == 1: arcade.draw_xywh_rectangle_textured( (x * .75) + 50, (y * .8) - 50, 100, 100, UD) elif num == 2: arcade.draw_xywh_rectangle_textured( (x * .75) + 50, (y * .8) - 50, 100, 100, VN) x += 200 y -= 180
def score(self, x, y, size): arcade.draw_xywh_rectangle_textured( x, y, size * 3, size, arcade.load_texture('images/char/score.png')) self.draw_number(str(self.world.score), x + size * 3.1, y, size)
def create_image(texture, x, y, wid, ht): # creats an image # try: image = arcade.load_texture(texture, mirrored=False, scale=0.5) arcade.draw_xywh_rectangle_textured(x, y, wid, ht, image, 0, 255, 1, 1)
def draw_instructions(self): arcade.draw_xywh_rectangle_textured(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, self.instrution_background)
def draw_background(self): # TILES for x in range(self.whole_map_x, self.whole_map_x + self.whole_map_width, self.tile_img.width): for y in range(self.whole_map_y, self.whole_map_y + self.whole_map_length, self.tile_img.height): arcade.draw_xywh_rectangle_textured(x, y, self.tile_img.width, self.tile_img.height, self.tile_img) # BUILDING # Floor arcade.draw_xywh_rectangle_textured(375, 100, floor.width + 350, floor.height + 250, floor) # Left wall for x in range(500, WIDTH, left_wall.width): for y in range(500, HEIGHT, left_wall.height): arcade.draw_xywh_rectangle_textured(375 - 125, 100, left_wall.width - 100, left_wall.height + 250, left_wall) # Right wall for x in range(500, WIDTH, right_wall.width): for y in range(500, HEIGHT, right_wall.height): arcade.draw_xywh_rectangle_textured(375 + 575, 100, right_wall.width - 100, right_wall.height + 250, right_wall) # Upper wall for x in range(500, WIDTH, upper_wall.width): for y in range(500, HEIGHT, upper_wall.height): arcade.draw_xywh_rectangle_textured(375, 100 + 475, upper_wall.width + 350, upper_wall.height - 120, upper_wall) # Under wall for x in range(500, WIDTH, under_wall.width): for y in range(500, HEIGHT, under_wall.height): arcade.draw_xywh_rectangle_textured(375, 100 - 105, under_wall.width + 350, under_wall.height - 120, under_wall) # Coner Wall (Upper left) for x in range(500, WIDTH, coner_wall.width): for y in range(500, HEIGHT, coner_wall.height): arcade.draw_xywh_rectangle_textured(250, 100 + 475, coner_wall.width + 5, coner_wall.height - 15, coner_wall) # Coner Wall (Upper right) for x in range(500, WIDTH, coner_wall.width): for y in range(500, HEIGHT, coner_wall.height): arcade.draw_xywh_rectangle_textured(950, 100 + 475, coner_wall.width + 5, coner_wall.height - 15, coner_wall) # Coner Wall (Under left) for x in range(500, WIDTH, coner_wall.width): for y in range(500, HEIGHT, coner_wall.height): arcade.draw_xywh_rectangle_textured(250, 100 - 105, coner_wall.width + 5, coner_wall.height - 15, coner_wall) # Coner Wall (Under right) for x in range(500, WIDTH, coner_wall.width): for y in range(500, HEIGHT, coner_wall.height): arcade.draw_xywh_rectangle_textured(950, 100 - 105, coner_wall.width + 5, coner_wall.height - 15, coner_wall)
def on_draw(self): """ It renders everything. """ arcade.start_render() arcade.draw_xywh_rectangle_textured(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT, self.background_img)
def on_draw(self): """ This function renders everything on screen. """ arcade.start_render() draw_start_time = timeit.default_timer # We render the sprite lists. self.wall_list.draw() self.floor_list.draw() self.enemy_spawn_list.draw() self.player_spawn_list.draw() self.bullet_sprite_list.draw() self.enemy_bullet_sprite_list.draw() self.mv_box_tile_list.draw() self.hp_box_tile_list.draw() self.ad_box_tile_list.draw() # Drawing some UI. score_text = f"Credits: {self.credits}" health_text = f"HP: {self.player.health}" bullet_text = "Bullets: Infinite" lazer_icon = arcade.load_texture("Sprites/lazer_icon.png") fire_icon = arcade.load_texture("Sprites/fire_icon.png") slime_icon = arcade.load_texture("Sprites/slime_icon.png") leech_icon = arcade.load_texture("Sprites/leech_icon.png") if self.player.adaptation != "Lazer": bullet_text = f"Bullets: {self.player.adaptation_uses}" arcade.draw_text(score_text, 10 + self.view_left, 10 + self.view_bottom, arcade.csscolor.WHITE, 18) arcade.draw_text(health_text, 10 + self.view_left, 30 + self.view_bottom, arcade.csscolor.WHITE, 18) arcade.draw_text(bullet_text, 10 + self.view_left, 60 + self.view_bottom, arcade.csscolor.WHITE, 18) if self.player.adaptation == "Lazer": arcade.draw_xywh_rectangle_textured(10 + self.view_left, 110 + self.view_bottom, 24, 24, lazer_icon) arcade.draw_text("LaZer: Adapt to your enemies.", 10 + self.view_left, 90 + self.view_bottom, arcade.csscolor.WHITE, 12) elif self.player.adaptation == "Fire": arcade.draw_xywh_rectangle_textured(10 + self.view_left, 110 + self.view_bottom, 24, 24, fire_icon) arcade.draw_text("Fire: Damage over time.", 10 + self.view_left, 90 + self.view_bottom, arcade.csscolor.WHITE, 12) elif self.player.adaptation == "Slime": arcade.draw_xywh_rectangle_textured(10 + self.view_left, 110 + self.view_bottom, 24, 24, slime_icon) arcade.draw_text("Slime: Slow them down.", 10 + self.view_left, 90 + self.view_bottom, arcade.csscolor.WHITE, 12) elif self.player.adaptation == "Leech": arcade.draw_xywh_rectangle_textured(10 + self.view_left, 110 + self.view_bottom, 24, 24, leech_icon) arcade.draw_text("Leech: Absorb their life.", 10 + self.view_left, 90 + self.view_bottom, arcade.csscolor.WHITE, 12) if self.frame_count % 60 == 0: if self.fps_start_timer is not None: total_time = timeit.default_timer() - self.fps_start_timer self.fps = 60 / total_time self.fps_start_timer = timeit.default_timer() if self.fps is not None: fps_text = f"FPS: {self.fps:.0f}" arcade.draw_text(fps_text, 10 + self.view_left, 620 + self.view_bottom, arcade.csscolor.WHITE, 16) # Rendering the player. try: self.player_list.draw() self.enemy_sprite_list.draw() except Exception as e: print(str(e))
def on_draw(): arcade.start_render() arcade.draw_xywh_rectangle_textured(100, 200, tile_img.width, tile_img.height, tile_img)
def on_draw(self): global FPS """ Render the screen. """ def loadout_texture_fix(num, texture0, texture1, texture2, texture3): if loadout == num: if pause is False: if self.player_sprite.side_check == 1: if self.player_sprite.RSPRITE_TEXTURE % 6 - 3 == 0 or RIGHT_MOVE is False: arcade.draw_texture_rectangle( self.player_sprite.center_x + 9, self.player_sprite.center_y, 66, 63, texture0) else: arcade.draw_texture_rectangle( self.player_sprite.center_x + 9, self.player_sprite.center_y, 66, 63, texture1) if self.player_sprite.side_check == 0: if self.player_sprite.LSPRITE_TEXTURE % 6 == 0 or LEFT_MOVE is False: arcade.draw_texture_rectangle( self.player_sprite.center_x - 9, self.player_sprite.center_y, 66, 63, texture2) else: arcade.draw_texture_rectangle( self.player_sprite.center_x - 9, self.player_sprite.center_y, 66, 63, texture3) arcade.start_render() if start is False: if self.konami is False: arcade.draw_texture_rectangle(SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2, SCREEN_WIDTH, SCREEN_HEIGHT, self.title) arcade.draw_text("Press 'M' to start, 'N' to pause", SCREEN_WIDTH / 6, SCREEN_HEIGHT / 2 - 60, arcade.color.WHITE, 30) arcade.draw_text("'WAS' for movement", SCREEN_WIDTH / 6, SCREEN_HEIGHT / 2 - 105, arcade.color.WHITE, 30) arcade.draw_text("'123' to switch weapons", SCREEN_WIDTH / 6, SCREEN_HEIGHT / 2 - 150, arcade.color.WHITE, 30) arcade.draw_text("'P' to shoot", SCREEN_WIDTH / 6, SCREEN_HEIGHT / 2 - 195, arcade.color.WHITE, 30) if self.konami is True: arcade.draw_text( 'Cheats Enabled', SCREEN_WIDTH / 6 + self.view_left + perm_shakevalue, SCREEN_HEIGHT / 2 + self.view_bottom + perm_shakevalue1, arcade.color.RED, 70) arcade.draw_text( "Infinite ammo", SCREEN_WIDTH / 6 + self.view_left + perm_shakevalue1 / 1.5, SCREEN_HEIGHT / 2 - 55 + self.view_bottom + perm_shakevalue / 1.5, arcade.color.RED, 30) arcade.draw_text( "God mode", SCREEN_WIDTH / 6 + self.view_left + perm_shakevalue1 / 1.5, SCREEN_HEIGHT / 2 - 55 - 55 + self.view_bottom + perm_shakevalue / 1.5, arcade.color.RED, 30) self.player_sprite.health = 999999999 if start is True and self.player_sprite.center_x < 7500: arcade.draw_xywh_rectangle_textured(-64 + self.view_left / 1.1, 0 + self.view_bottom / 1.05, 1024, 512, self.background) arcade.draw_xywh_rectangle_textured( -64 + 1024 + self.view_left / 1.1, 0 + self.view_bottom / 1.05, 1024, 512, self.background) arcade.draw_xywh_rectangle_textured( -64 + 1024 * 2 + self.view_left / 1.1, 0 + self.view_bottom / 1.05, 1024, 512, self.background) arcade.draw_xywh_rectangle_textured(-268 + self.view_left / 2, -32 + self.view_bottom / 1.5, 2048, 512 - 64, self.background1) arcade.draw_xywh_rectangle_textured( -268 + 2048 + self.view_left / 2, -32 + self.view_bottom / 1.5, 2048, 512 - 64, self.background1) arcade.draw_xywh_rectangle_textured( -268 + 2048 * 2 + self.view_left / 2, -32 + self.view_bottom / 1.5, 2048, 512 - 64, self.background1) self.bullet_list.draw() self.enemy_bullet_list.draw() for enemy in self.enemy_list: arcade.draw_texture_rectangle(enemy.center_x, enemy.center_y, 76, 76, self.enemy_gun, enemy.gun_angle) arcade.draw_rectangle_filled(enemy.center_x, enemy.center_y + 32, 5 * enemy.health, 4, arcade.color.GREEN) for boss in self.boss_list: arcade.draw_texture_rectangle(boss.center_x, boss.center_y, 152, 152, self.boss_gun, boss.gun_angle) arcade.draw_rectangle_filled(boss.center_x, boss.center_y + 64, 1.5 * boss.health, 7, arcade.color.RED) self.enemy_list.draw() self.player_list.draw() self.wall_list.draw() self.toxin_list.draw() self.pickup_list.draw() self.boss_list.draw() if pause is False and self.player_sprite.health > 0: loadout_texture_fix(2, self.red_texture, self.red_texture1, self.red_texture2, self.red_texture3) loadout_texture_fix(3, self.brown_texture, self.brown_texture1, self.brown_texture2, self.brown_texture3) arcade.draw_text(str(FPS), SCREEN_WIDTH - 40 + self.view_left, SCREEN_HEIGHT - 30 + self.view_bottom, arcade.color.GREEN, 20) if pause is True: arcade.draw_xywh_rectangle_textured( -64 + self.view_left / 1.1, 0 + self.view_bottom / 1.05, 1024, 512, self.background) arcade.draw_xywh_rectangle_textured( -64 + 1024 + self.view_left / 1.1, 0 + self.view_bottom / 1.05, 1024, 512, self.background) arcade.draw_xywh_rectangle_textured(-268 + self.view_left / 2, -32 + self.view_bottom / 1.5, 2048, 512 - 64, self.background1, alpha=70) arcade.draw_xywh_rectangle_textured( -268 + 2048 + self.view_left / 2, -32 + self.view_bottom / 1.5, 2048, 512 - 64, self.background1, alpha=70) arcade.draw_text("PAUSED", SCREEN_WIDTH / 2.5 + self.view_left, SCREEN_HEIGHT / 2 + self.view_bottom, arcade.color.WHITE, 50) arcade.draw_text("'M' to restart", SCREEN_WIDTH / 2.5 + self.view_left, SCREEN_HEIGHT / 2 + self.view_bottom - 30, arcade.color.WHITE, 20) if self.player_sprite.health <= 0: arcade.draw_xywh_rectangle_textured(-64 + self.view_left / 1.1, 0 + self.view_bottom / 1.05, 1024, 512, self.background, alpha=200) arcade.draw_xywh_rectangle_textured( -64 + 1024 + self.view_left / 1.1, 0 + self.view_bottom / 1.05, 1024, 512, self.background, alpha=200) arcade.draw_text("YOU DIED", SCREEN_WIDTH / 2.5 + self.view_left, SCREEN_HEIGHT / 2 + self.view_bottom, arcade.color.WHITE, 50) arcade.draw_text("'M' to restart", SCREEN_WIDTH / 2.5 + self.view_left, SCREEN_HEIGHT / 2 + self.view_bottom - 30, arcade.color.WHITE, 20) if self.konami is False: arcade.draw_text( str(ammo), SCREEN_WIDTH - 80 + shakevalue + self.view_left, 40 + shakevalue1 + self.view_bottom, arcade.color.YELLOW, 30) arcade.draw_rectangle_filled( 30 + self.view_left, SCREEN_HEIGHT - 46 + self.view_bottom, 50, 80, arcade.color.WHITE) arcade.draw_text(str(ammo1), 10 + self.view_left, SCREEN_HEIGHT - 30 + self.view_bottom, arcade.color.BLACK, 20) arcade.draw_text(str(ammo2), 10 + self.view_left, SCREEN_HEIGHT - 55 + self.view_bottom, arcade.color.BLACK, 20) arcade.draw_text(str(ammo3), 10 + self.view_left, SCREEN_HEIGHT - 80 + self.view_bottom, arcade.color.BLACK, 20) if self.player_sprite.health > 0: arcade.draw_texture_rectangle( 50 + self.view_left, 50 + self.view_bottom, 64, 52, self.hp[self.player_sprite.health]) if self.player_sprite.health <= 0: arcade.draw_texture_rectangle(50 + self.view_left, 50 + self.view_bottom, 64, 52, self.hp[0]) if self.konami is True: arcade.draw_text( str(ammo), SCREEN_WIDTH - 160 + shakevalue + self.view_left, 40 + shakevalue1 + self.view_bottom, arcade.color.RED, 30) arcade.draw_rectangle_filled( 67 + self.view_left, SCREEN_HEIGHT - 46 + self.view_bottom, 120, 80, arcade.color.WHITE) arcade.draw_text(str(ammo1), 10 + self.view_left, SCREEN_HEIGHT - 30 + self.view_bottom, arcade.color.RED, 20) arcade.draw_text(str(ammo2), 10 + self.view_left, SCREEN_HEIGHT - 55 + self.view_bottom, arcade.color.RED, 20) arcade.draw_text(str(ammo3), 10 + self.view_left, SCREEN_HEIGHT - 80 + self.view_bottom, arcade.color.RED, 20) arcade.draw_texture_rectangle(50 + self.view_left, 50 + self.view_bottom, 64, 52, self.god) self.player_sprite.health = 9999999999 if win is True and self.player_sprite.center_x > 7500: arcade.draw_texture_rectangle(SCREEN_WIDTH / 2 + self.view_left, SCREEN_HEIGHT / 2 + self.view_bottom, SCREEN_WIDTH, SCREEN_HEIGHT, self.background) arcade.draw_text("You Won!", SCREEN_WIDTH / 3 + self.view_left, SCREEN_HEIGHT / 2 + self.view_bottom, arcade.color.YELLOW, 40)