def format_debug(self, data): try: d = ''.join(chr(x) for x in data['result']) except TypeError as e: return o = serpent.decode_datalist(d) words = map(lambda x: x-2**256 if x > 2**255 else x, o) if words and words[0] == 0xdeba6: if len(words) >= 4 + 4 * 16 + 1: # have at least 16 cells words = words[1:] #msg.data = [cols, rows, a_ai, b_ai] + [a_grid] + [b_grid] + [sorted_redistribution_grid] ncells = words[0] * words[1] # restore redist redist = [0] * ncells for i in range(ncells): v = words[4 + ncells * 2 + i*2] c = words[4 + ncells * 2 + i*2 + 1] redist[c] = v self.sim_steps += 1 zeros = [0] * ncells # blink grid values ui.draw(sim_steps=self.sim_steps, cols=words[0], rows=words[1], a_grid=zeros, b_grid=zeros, redistribution_grid=redist) time.sleep(.2) ui.draw(sim_steps=self.sim_steps, cols=words[0], rows=words[1], a_grid=words[4:4+ncells], b_grid=words[4+ncells:4+ncells*2], redistribution_grid=redist)
def draw(frame_time): global button, button2 clear_canvas() background.draw() boy.draw() #button.draw() #button2.draw() ui.draw() update_canvas()
def draw(): clear_canvas() game_world.draw() ui.draw() global player life.draw(player.life) global gameState, gameOverImage if gameState == GAMESTETE_GAMEOVER: gameOverImage.draw(get_canvas_width() / 2, get_canvas_height() / 2) highscore.draw() update_canvas()
def draw(self): ui.draw() self.coin.draw() self.slot_imgs[self.slot[0]].draw(200, 500) self.slot_imgs[self.slot[1]].draw(400, 500) self.slot_imgs[self.slot[2]].draw(600, 500) if self.slot[0] not in player_info['have']: self.lock.draw(200, 500) if self.slot[1] not in player_info['have']: self.lock.draw(400, 500) if self.slot[2] not in player_info['have']: self.lock.draw(600, 500) img = self.slot_imgs[self.slot[self.select]] img.clip_draw(0, 0, img.w, img.h, 150, 300, 200, 200)
def draw(): clear_canvas() game_world.draw() ui.draw() global brick brick.draw() global player life.draw(player.life) global wall wall.drawRight() # global gameState, gameOverImage # if gameState == GAMESTETE_GAMEOVER: # gameOverImage.draw(get_canvas_width() / 2, get_canvas_height() / 2) # highscore.draw() update_canvas()
def format_debug(self, data): try: d = ''.join(chr(x) for x in data['result']) except TypeError as e: return o = serpent.decode_datalist(d) words = map(lambda x: x - 2**256 if x > 2**255 else x, o) if words and words[0] == 0xdeba6: if len(words) >= 4 + 4 * 16 + 1: # have at least 16 cells words = words[1:] #msg.data = [cols, rows, a_ai, b_ai] + [a_grid] + [b_grid] + [sorted_redistribution_grid] ncells = words[0] * words[1] # restore redist redist = [0] * ncells for i in range(ncells): v = words[4 + ncells * 2 + i * 2] c = words[4 + ncells * 2 + i * 2 + 1] redist[c] = v self.sim_steps += 1 zeros = [0] * ncells # blink grid values ui.draw(sim_steps=self.sim_steps, cols=words[0], rows=words[1], a_grid=zeros, b_grid=zeros, redistribution_grid=redist) time.sleep(.2) ui.draw(sim_steps=self.sim_steps, cols=words[0], rows=words[1], a_grid=words[4:4 + ncells], b_grid=words[4 + ncells:4 + ncells * 2], redistribution_grid=redist)
def uiDraw(): global pan pan.draw() ui.draw() pass
def draw(self): self.image.draw(400, 300) ui.draw()
def draw(): clear_canvas() ui.draw() update_canvas()
def draw(self): ui.draw() self.coin.draw()
def on_draw(): win.clear() scene.draw() ui.draw(win.width, win.height)
def draw(self): ui.draw()