def draw(): clear_canvas() main_state.draw() if (blink < 1): image.draw(400, 300) update_canvas() pass
def draw(): clear_canvas() main_state.draw() if show: image.draw(400, 300) update_canvas() delay(0.3)
def draw(frame_time): clear_canvas() main_state.draw(frame_time) image.draw(400, 300) update_canvas() delay(0.1) pass
def draw(): global pause clear_canvas() main_state.draw() # main화면이 남아있어야되기 때문에 main_state()상태를 그려준 후, pause.update() # pause를 갱신시켜줍니다. 다음 갱신까지 0.09초씩 지연시킬겁니다 pause.draw() # pause이미지를 그려줍니다 update_canvas() # 캔버스를 업데이트 시켜줍니다
def draw(): global pause clear_canvas() main_state.draw() pause.update() pause.draw() update_canvas()
def draw(frame_time): clear_canvas() main_state.draw(frame_time) if count < 10: image.draw(400,500) update_canvas() pass
def draw(): global image clear_canvas() main_state.draw() if pause_draw: image.draw(400, 300, 200, 200) update_canvas()
def draw(): global image clear_canvas() main_state.draw() if pause_draw: image.draw(game_world.WIDTH * 0.5, game_world.HEIGHT * 0.5, 200, 200) update_canvas()
def draw(): global blink clear_canvas() main_state.draw() if blink == 0: image.draw(game_framework.WIDTH // 2, game_framework.HEIGHT // 2) update_canvas()
def draw(): clear_canvas() main_state.draw() if(icon_time%2) == 0: image.draw(400, 300,400,300) update_canvas() pass
def draw(): if run_time < 81: clear_canvas() main_state.draw() point_image.draw(400, image_h + 100) image.draw(400, image_h) update_canvas()
def draw(): main_state.draw() update_canvas() delay(0.3) image.draw(400, 300, 500, 500) update_canvas() delay(0.3)
def draw(): global image clear_canvas() #game_framework.GameState(main_state).draw() main_state.draw() if mode == 1: image.draw(800 // 2, 600 // 2) update_canvas() pass
def draw(): global frame clear_canvas() main_state.draw() if frame == 0: image.draw(400, 300) update_canvas()
def draw(): main_state.draw() global flicker_time if flicker_time==0: image.draw(400, 300) update_canvas() delay(0.5)
def draw(): global blink_time global image clear_canvas() main_state.draw() if (blink_time == True): image.draw(300, 400) update_canvas() delay(0.5)
def draw(): global time clear_canvas() main_state.draw() time = (time + 1) % 300 if time < 150: image.draw(400, 300, 400, 400) elif time > 300: time = 0 update_canvas()
def draw(): global i if (i % 2 == 0): clear_canvas() main_state.draw() image.draw(400, 300) update_canvas() else: clear_canvas() main_state.draw() update_canvas() delay(0.1) i += 2 pass
def draw(): global image global pause_second if (pause_second < 0.5): clear_canvas() main_state.draw() image.draw(400, 300) update_canvas() delay(0.01) pause_second += 0.01 elif (0.5 < pause_second < 1): clear_canvas() main_state.draw() update_canvas() delay(0.01) pause_second += 0.01 else: pause_second = 0
def draw(): clear_canvas() main_state.draw() if time < 1: image.clip_draw(250, 250, 400, 400, 400, 400) update_canvas()
def draw(): clear_canvas() main_state.draw() image.draw(400, 300, 400, 200) update_canvas() pass
def draw(): clear_canvas() main_state.draw() pause_button.draw() update_canvas()
def draw(): clear_canvas() main_state.draw() icon.draw() update_canvas()