Exemplo n.º 1
0
    def draw(self, display):

        if self.hud_open:
            tools.blit_alpha(display, self.background.image,
                             self.background.rect.topleft, 128)

        [component.draw(display) for component in self.components]
Exemplo n.º 2
0
    def draw(self, display):

        if self.opacity == 255:
            display.blit(self.image, (self.rect.x, self.rect.y))
        elif self.opacity == 0:
            return
        else:
            tools.blit_alpha(display, self.image, self.rect.topleft,
                             self.opacity)
Exemplo n.º 3
0
    def draw(self, display):

        for particle in self.particles:
            particle.draw(display)

        for particle in self.fade_out_particles:
            tools.blit_alpha(display, particle.image, particle.rect.topleft,
                             particle.image.get_alpha())

        for particle in self.fade_in_particles:
            tools.blit_alpha(display, particle.image, particle.rect.topleft,
                             particle.image.get_alpha())
Exemplo n.º 4
0
    def draw(self, display):

        # Takes a group of tile sprites
        # and draws them to the display

        layered_render = []

        for chunk in self.live_chunks:
            chunk_to_draw = self.map_tiles[chunk]
            chunk_to_draw.draw(display)

            for dec in chunk_to_draw.get_decs():
                if dec.tile_code in src.terrain.tile_types.no_layer_decs:
                    dec.draw(display)
                else:
                    layered_render.append(dec)

            [
                layered_render.append(entity)
                for entity in chunk_to_draw.get_entities()
            ]

        [layered_render.append(bean) for bean in self.player.beans]

        for dec in sorted(layered_render,
                          key=lambda x: x.shadow.rect.bottom
                          if x.has_shadow else x.rect.bottom):
            if dec.__class__.__name__ not in constants.no_fade_sprites:
                if dec.tile_code not in no_fade_decs:
                    if any([
                            dec.rect.colliderect(bean.rect)
                            for bean in self.player.beans
                    ]):
                        if dec.has_shadow:
                            dec.shadow.draw(display)
                        tools.blit_alpha(display, dec.image, dec.rect.topleft,
                                         180)
                    else:
                        dec.draw(display)
                else:
                    dec.draw(display)
            else:
                dec.draw(display)

        [entity.draw(display) for entity in self.assorted_entities]

        self.master.particle_engine.draw(display)

        if self.hud_on:
            self.hud.draw(display)
            if self.hud.get_component("backing").hud_open:
                [panel.draw(display) for panel in self.other_bean_stat_panels]