Exemplo n.º 1
0
 def playing_draw(self):
     self.screen.fill(BLACK)
     self.screen.blit(self.background, (TOP_BOTTOM_BUFFER//2, TOP_BOTTOM_BUFFER//2))
     #self.draw_grid()
     self.draw_coins()
     self.draw_text("CURRENT SCORE: {}".format(self.player.current_score), self.screen, [WIDTH//2,10], START_TEXT_SIZE, WHITE, START_FONT, centered=True)
    # self.draw_text("HIGH SCORE: 0", self.screen, [WIDTH//2+60,5], START_TEXT_SIZE, WHITE, START_FONT, centered=False)
     self.player.draw()
     self.draw_big_coins()
     for enemy in self.enemies:
         enemy.draw()
     pygame.display.update()
Exemplo n.º 2
0
    def draw(self):
        glMatrixMode(GL_MODELVIEW)
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)

        # Draw reference lines around viewport
        if 0:
            glDisable(GL_LIGHTING)
            glColor3f(0,1,0)
            glBegin(GL_LINE_STRIP)
            glVertex2i(0,0)
            glVertex2i(WIDTH,0)
            glVertex2i(WIDTH,HEIGHT)
            glVertex2i(0,HEIGHT)
            glVertex2i(0,0)
            glEnd()
            for i in range(3):
                glBegin(GL_LINES)
                glColor3fv(c[i])
                glVertex3fv(v[i])
                glColor3fv(c[3])
                glVertex3fv(v[3])
                glEnd()
            glColor3f(1, 1, 1)
            draw_string( v[ 0 ][ 0 ], v[ 0 ][ 1 ], v[ 0 ][ 2 ], txt[ 0 ] )
            draw_string( v[ 1 ][ 0 ], v[ 1 ][ 1 ], v[ 1 ][ 2 ], txt[ 1 ] )
            draw_string( v[ 2 ][ 0 ], v[ 2 ][ 1 ], v[ 2 ][ 2 ], txt[ 2 ] )

        self.hud.draw()

        glEnable(GL_LIGHTING)

        # Draw things
        for a in self.asteroids:
            a.draw()

        self.ship.draw()

        particle.draw()

        for enemy in self.enemies:
            enemy.draw()

        # flush the command pipeline and swap the buffers to display this frame
        glFlush()
        glutSwapBuffers()
Exemplo n.º 3
0
    def draw(self):
        """draws the level on the screen"""
        game.display.blit(self.image, self.rect)

        for enemy in self.enemies:
            enemy.draw()