def on_draw(self): """ Use this function to draw everything to the screen. """ # Start the render. This must happen before any drawing # commands. We do NOT need an stop render command. arcade.start_render() # Calculate minutes minutes = int(self.total_time) // 60 # Calculate seconds by using a modulus (remainder) seconds = int(self.total_time) % 60 # Figure out our output output = "Time minutes:" + format(minutes) + " seconds:" + format( seconds) + " " # See if the output is the same as last frame. If not, generate a new # text object. if not self.timer_text or self.timer_text.text != output: self.timer_text = arcade.create_text(output, arcade.color.BLACK, 30) # Output the timer text. arcade.render_text(self.timer_text, 300, 300)
def on_draw(self): """ Render the screen. """ # This command has to happen before we start drawing arcade.start_render() # Draw the background texture arcade.draw_texture_rectangle(SCREEN_WIDTH // 2, SCREEN_HEIGHT // 2, SCREEN_WIDTH, SCREEN_HEIGHT, self.background) # Draw all the sprites. self.coin_list.draw() self.player_sprite.draw() # Put the text on the screen. output = "Score: " + format(self.score) # Is this the same text as last frame? If not, set up a new text object if not self.score_text or output != self.score_text.text: self.score_text = arcade.create_text(output, arcade.color.WHITE, 14) # Render the text arcade.render_text(self.score_text, 10, 20)
def draw(self): self.label_location_map.clear() from .app import app center_x = app.window.width // 2 y = super(Menu, self).draw() y += self.label_height // 2 for i, label in enumerate(self.labels): focused = i == self.selected_action_index self.label_location_map[(center_x, y)] = i arcade.draw_rectangle_filled(color=arcade.color.BABY_BLUE if focused else arcade.color.BLUE_GRAY, center_x=center_x, center_y=app.window.height - y, width=self.label_width, height=self.label_height) arcade.draw_rectangle_outline( color=arcade.color.BLUE if focused else arcade.color.BLACK, center_x=center_x, center_y=app.window.height - y, width=self.label_width, height=self.label_height) arcade.render_text(label, start_x=center_x - label.content_width // 2, start_y=app.window.height - y) y += self.label_height + self.label_step_size
def on_draw(self): arcade.start_render() self.all_sprites_list.draw() #วาดทุกอย่างที่สร้าง output = f"Score : {self.score}" #scoreboard if not self.score_text or output != self.score_text.text: self.score_text = arcade.create_text(output, arcade.color.WHITE, 17) arcade.render_text(self.score_text, SCREEN_WIDTH / 25, SCREEN_HEIGHT * 2.44 / 25) output2 = f"Player's HP : {self.hp}" #hp if not self.hp_text or output2 != self.hp_text.text: self.hp_text = arcade.create_text(output2, arcade.color.WHITE, 17) arcade.render_text(self.hp_text, SCREEN_WIDTH / 25, SCREEN_HEIGHT / 25) if self.BOSS == True: #bosshp output3 = f"{self.currentbossname} : {self.boss_hp}" if not self.boss_hp_text or output3 != self.boss_hp_text.text: self.boss_hp_text = arcade.create_text(output3, arcade.color.RED, 17) arcade.render_text(self.boss_hp_text, SCREEN_WIDTH * 16.5 / 25, SCREEN_HEIGHT / 25) output4 = f"Level : {self.current_lv}" #level ปัจจุบัน if not self.current_lv_text or output4 != self.current_lv_text.text: self.current_lv_text = arcade.create_text(output4, arcade.color.WHITE, 17) arcade.render_text(self.current_lv_text, SCREEN_WIDTH / 25, SCREEN_HEIGHT * 3.12 / 25) output5 = f"Fenceproof : {self.fenceproof}" #รั้ว if not self.fenceproof_text or output5 != self.fenceproof_text.text: self.fenceproof_text = arcade.create_text(output5, arcade.color.WHITE, 17) arcade.render_text(self.fenceproof_text, SCREEN_WIDTH / 25, SCREEN_HEIGHT * 1.72 / 25)
def draw_text(self): from .app import app p1, p2 = self.get_text_placement() center = (p1 + p2) // 2 arcade.draw_rectangle_filled(color=arcade.color.WHITE, **app.get_screen_pos_args((p1, p2))) if self.edit_mode: txt = "-- Edit mode -- Room %r" % (tuple( self.cur_room.world_coord), ) elif self.human_player: txt = "Score: %i, lives: %i" % (self.human_player.scores, self.human_player.lives) else: txt = "No player" if not self.game_text_gfx_label or self.game_text_gfx_label.text != txt: self.game_text_gfx_label = arcade.create_text( txt, color=arcade.color.BLACK, anchor_y="center") arcade.render_text(self.game_text_gfx_label, start_x=p1[0] + 5, start_y=app.window.height - center[1]) if self.info_text_gfx_label: arcade.render_text(self.info_text_gfx_label, start_x=p1[0] + self.game_text_gfx_label.content_width + 20, start_y=app.window.height - center[1])
def answer_1(): arcade.open_window(800, 600, "Magic 8 Ball") arcade.set_background_color(arcade.color.WHITE) arcade.start_render() draw_eight_ball(400, 300) arcade.render_text(text=arcade.create_text('NO', arcade.color.BLACK), start_x=350, start_y=300, rotation=0) arcade.finish_render() arcade.run()
def on_draw(self): arcade.start_render() self.cloud1_sprite.draw() self.cloud2_sprite.draw() self.cloud3_sprite.draw() self.cloud4_sprite.draw() self.cloud5_sprite.draw() self.house_sprite.draw() draw_background() if self.world.endd == "GAME OVER": f = open('highscore.log', 'r') highscore = f.readline() arcade.draw_text("score = {}".format(str(self.world.lastscore)), self.width / 3, self.height / 2, arcade.color.BLACK, 25) arcade.render_text(self.endd, self.width / 4 + 10, self.height / 3 * 2) arcade.draw_text("Highscore = {}".format(str(highscore)), self.width / 3, self.height / 3, arcade.color.BLACK, 20) print('{} > {}'.format(self.world.lastscore, highscore)) if (int(self.world.lastscore) > int(highscore)): f = open('highscore.log', 'w') f.write(str(self.world.lastscore)) else: if self.world.shield == 0: ModelSprite('images/stupidchar.png', model=self.world.stupid).draw() elif self.world.shield == 1: ModelSprite('images/readbookchar.png', model=self.world.stupid).draw() elif self.world.shield == 2: ModelSprite('images/smartchar.png', model=self.world.stupid).draw() elif self.world.shield == 3: ModelSprite('images/jt.png', model=self.world.stupid).draw() self.coin_sprite.draw() self.obstacleL_sprite.draw() self.obstacleR_sprite.draw() for bs in self.world.bonus_list: ModelSprite('images/peptein.png', model=bs).draw() for ss in self.world.shield_list: ModelSprite('images/redbook.png', model=ss).draw() arcade.draw_text(str(self.world.score), self.width / 2, self.height - 30, arcade.color.BLACK, 20)
def on_draw(delta_time): arcade.start_render() for c in circles: c.move() c.draw() if player.is_hit(c) == True: arcade.render_text( arcade.create_text('LOSE', arcade.color.RED, 100), 300, 300) time.sleep(1) player.control(keys) player.draw()
def draw_title(self): from .app import app width, height = self.get_size() center_x = app.window.width // 2 y = (app.window.height - height) // 2 y += self.border_size if self.title_label: arcade.render_text(self.title_label, start_x=center_x - self.title_label.content_width // 2, start_y=app.window.height - y - self.title_label.content_height // 2) y += self.title_label.content_height + self.title_step_size return y
def draw_time(self): text = arcade.create_text('Time:{:.1f}'.format(self.world.time), color=arcade.color.WHITE, font_size=14, anchor_x='center', align='center') text_offset = arcade.create_text('Time:{:.1f}'.format(self.world.time), color=arcade.color.BLACK, font_size=14, anchor_x='center', align='center') arcade.render_text(text_offset, SCREEN_WIDTH - EDGE_WIDTH + 2, SCREEN_HEIGHT - EDGE_HEIGHT - 2) arcade.render_text(text, SCREEN_WIDTH - EDGE_WIDTH, SCREEN_HEIGHT - EDGE_HEIGHT)
def draw_score(self): text = arcade.create_text('Score:{}'.format(self.world.SCORE), color=arcade.color.WHITE, font_size=14, anchor_x='center', align='center') text_offset = arcade.create_text('Score:{}'.format(self.world.SCORE), color=arcade.color.BLACK, font_size=14, anchor_x='center', align='center') arcade.render_text(text_offset, EDGE_WIDTH + 2, SCREEN_HEIGHT - EDGE_HEIGHT - 2) arcade.render_text(text, EDGE_WIDTH, SCREEN_HEIGHT - EDGE_HEIGHT)
def first(self): arcade.render_text(arcade.create_text( ''' HOW TO PLAY Reach a final score higher than the dealer without exceeding 21 or Let the dealer draw addition card until their hand exceeds 21 (The dealer must have a final score higher than 17) CONTROL Press <SPACE> To Hit Press <ENTER> To Stand Press <F1> To start new game (when game end) CONTINUE TO GAME BY PRESS <ENTER> ''',arcade.color.BLACK,12),50,400)
def on_draw(self): arcade.start_render() self.all_sprites_list.draw() output = f"Score: {self.score}" if not self.score_text or output != self.score_text.text: self.score_text = arcade.create_text(output, arcade.color.WHITE, 14) arcade.render_text(self.score_text, 10, 70) output = "Level: {}".format(self.score // 30) if not self.zombie_text or output != self.zombie_text.text: self.zombie_text = arcade.create_text(output, arcade.color.WHITE, 14) arcade.render_text(self.zombie_text, 10, 50)
def on_draw(self): """ Render the screen. """ arcade.start_render() # Draw the y labels i = 0 for y in range(START, END, STEP): arcade.draw_point(0, y, arcade.color.BLUE, 5) arcade.render_text(self.label_list[i], 5, y) i += 1 # Draw the x labels. i = 1 for x in range(START + STEP, END, STEP): arcade.draw_point(x, 0, arcade.color.BLUE, 5) arcade.render_text(self.label_list[i], x, 5) i += 1
def on_draw(self): arcade.start_render() # Draw background self.background_list.draw() # Draw all the sprites self.player.draw() self.enemy_list.draw() self.bullet_list.draw() self.effect_list.draw() self.item_list.draw() self.life.draw() # Draw text output = f"Score: {self.score}" self.score_text = arcade.create_text(output, arcade.color.WHITE, 14) arcade.render_text(self.score_text, 10, 50) output = f"x{self.player.health}" self.health_text = arcade.create_text(output, arcade.color.WHITE, 14) arcade.render_text(self.health_text, 40, 73)
def on_draw_game(self): arcade.draw_texture_rectangle(SCREEN_WIDTH // 2, SCREEN_HEIGHT // 2, SCREEN_WIDTH, SCREEN_HEIGHT, self.background) #### DRAW CHOICE #### self.rock.draw() arcade.render_text(self.text_A, 100, 50) self.paper.draw() arcade.render_text(self.text_S, 200, 50) self.scissor.draw() arcade.render_text(self.text_D, 300, 50) #### DRAW RED #### if self.x == 1: self.rock_red.draw() elif self.x == 2: self.paper_red.draw() elif self.x == 3: self.scissor_red.draw() #### DRAW BLUE #### elif self.x == 4: self.rock_blue.draw() elif self.x == 5: self.paper_blue.draw() elif self.x == 6: self.scissor_blue.draw() #### DRAW SCORE #### output_score = f"Score : {self.score}" if not self.score_text or self.score_text.text != output_score: self.score_text = arcade.create_text(output_score, arcade.color.BLACK, 15) arcade.render_text(self.score_text, 300, 475) #### DRAW TIME #### output_time = f"Time : {round(self.time)}" if not self.time_text or self.time_text.text != output_time: self.time_text = arcade.create_text(output_time, arcade.color.BLACK, 15) arcade.render_text(self.time_text, 10, 475)
def on_draw(self): arcade.start_render() arcade.draw_texture_rectangle(SCREEN_WIDTH // 2, SCREEN_HEIGHT // 2, SCREEN_WIDTH, SCREEN_HEIGHT, self.background) self.player1_p.draw() self.player2_p.draw() self.town1.draw() self.town2.draw() self.flag_p1_p.draw() self.flag_p2_p.draw() minutes = int(self.total_time) // 60 seconds = int(self.total_time) % 60 output = f"Time {minutes:02d}:{seconds:02d}" output_p1 = "Score: {}".format(FlagPlayer1.score) output_p2 = "Score: {}".format(FlagPlayer2.score) if not self.timer_text or self.timer_text.text != output: self.timer_text = arcade.create_text(output, arcade.color.WHITE, 20) if (FlagPlayer1.score == 5): arcade.draw_texture_rectangle(SCREEN_WIDTH // 2, SCREEN_HEIGHT // 2, SCREEN_WIDTH, SCREEN_HEIGHT, self.background) arcade.draw_text("PLAYER 1 WINS !", 250, 250, arcade.color.WHITE, 30) if (FlagPlayer2.score == 5): arcade.draw_texture_rectangle(SCREEN_WIDTH // 2, SCREEN_HEIGHT // 2, SCREEN_WIDTH, SCREEN_HEIGHT, self.background) arcade.draw_text("PLAYER 2 WINS !", 250, 250, arcade.color.WHITE, 30) arcade.render_text(self.timer_text, 650, 450) arcade.draw_text(output_p1, 700, 20, arcade.color.WHITE, 15) arcade.draw_text(output_p2, 50, 20, arcade.color.WHITE, 15)
def on_draw(self): arcade.start_render() arcade.draw_texture_rectangle(SCREEN_WIDTH // 2, SCREEN_HEIGHT // 2, SCREEN_WIDTH, SCREEN_HEIGHT, self.background) if self.is_game_over: self.draw_game_over() return None self.sprites_list.draw() output = "{}".format(self.score) if not self.score_text or output != self.score_text.text: self.score_text = arcade.create_text(output, arcade.color.GOLD, 16) arcade.render_text(self.score_text, 450, 662) self.coin.draw() self.girl[0].draw() self.girl[1].draw() self.knife[0].draw() self.knife[1].draw() self.basket[0].draw() self.boss[0].draw()
def on_draw(self): """ Render the screen. """ # This command has to happen before we start drawing arcade.start_render() # Draw all the sprites. self.all_sprites_list.draw() # Put the text on the screen. output = "Score: " + format(self.score) if not self.score_text or output != self.score_text.text: self.score_text = arcade.create_text(output, arcade.color.WHITE, 14) arcade.render_text(self.score_text, 10, 70) output = "Asteroid Count: {}".format(len(self.asteroid_list)) if not self.asteroid_text or output != self.asteroid_text.text: self.asteroid_text = arcade.create_text(output, arcade.color.WHITE, 14) arcade.render_text(self.asteroid_text, 10, 50)
def draw(self): arcade.draw_rectangle_filled(self.x, self.y, self.width, self.height, Blackground_Title.Filled_Color) arcade.draw_rectangle_outline(self.x, self.y, self.width, self.height, Blackground_Title.Outline_Color) arcade.draw_line arcade.render_text(self.text_title, self.x, self.y) arcade.render_text(self.text_title2, self.x, self.y - 80) arcade.render_text(self.text_score, self.x, self.y + 50)
def on_draw(self): """ Render the screen. """ # This command has to happen before we start drawing arcade.start_render() # Draw all the sprites. self.player_sprite.draw() self.wall_list.draw() # Put the text on the screen. # Adjust the text position based on the view port so that we don't # scroll the text too. distance = self.view_left + self.player_sprite.right output = "Distance: "+ format(distance) # Replaced f (f-string only works in Python 3.6 and will not be backported to previous versions) with u (unicode string) if not self.distance_text or output != self.distance_text.text: self.distance_text = arcade.create_text(output, arcade.color.WHITE, 14) arcade.render_text(self.distance_text, self.view_left + 10, self.view_bottom + 20,) if self.game_over: arcade.render_text(self.game_over_text, self.view_left + 200, self.view_bottom + 200)
def draw(self): if self.cur_gui == "triaging": patient = self.patients[self.patient_index] patient_text = arcade.create_text( f"Name: {patient.name}\n" "Symptoms:\n" f"{list(patient.symptoms)[0][0]}\n" f"{list(patient.symptoms)[1][0]}\n" f"{list(patient.symptoms)[2][0]}\n" f"Survival chance: {patient.survival_chance}", arcade.color.BLACK, 20, align="center", anchor_x="center", anchor_y="center") arcade.draw_text( "Press the number you want to have this patient treated (0 INDEXED)", 10, 10, arcade.color.BLACK) arcade.render_text(patient_text, self.width / 2 + 100, self.height / 2) arcade.draw_texture_rectangle(self.width / 2 - 50, self.height / 2, 100, 100, patient.texture) arcade.render_text(self.patients_text, 10, self.height - 10) elif self.cur_gui == "death": arcade.render_text(self.patients_deaths, self.width / 2, self.height / 2) elif self.cur_gui == "day": self.day_text = arcade.create_text(f"Day {self.day}", arcade.color.BLACK, 20, align="center", anchor_x="center", anchor_y="center") arcade.render_text(self.day_text, self.width / 2, self.height / 2)
def on_draw(self): """ Render the screen. """ # This command has to happen before we start drawing arcade.start_render() # Start timing how long this takes draw_start_time = timeit.default_timer() # Draw all the sprites self.sprite_list.draw() # Draw the lines that aren't sprites for line in self.static_lines: body = line.body pv1 = body.position + line.a.rotated(body.angle) pv2 = body.position + line.b.rotated(body.angle) arcade.draw_line(pv1.x, pv1.y, pv2.x, pv2.y, arcade.color.WHITE, 2) for joint in self.joints: color = arcade.color.WHITE if isinstance(joint, pymunk.DampedSpring): color = arcade.color.DARK_GREEN arcade.draw_line(joint.a.position.x, joint.a.position.y, joint.b.position.x, joint.b.position.y, color, 3) # Display timings output = f"Processing time: {self.processing_time:.3f}" if not self.processing_time_text or output != self.processing_time_text.text: self.processing_time_text = arcade.create_text( output, arcade.color.WHITE, 12) arcade.render_text(self.processing_time_text, 20, SCREEN_HEIGHT - 20) output = f"Drawing time: {self.draw_time:.3f}" if not self.draw_time_text or output != self.draw_time_text.text: self.draw_time_text = arcade.create_text(output, arcade.color.WHITE, 12) arcade.render_text(self.draw_time_text, 20, SCREEN_HEIGHT - 40) self.draw_time = timeit.default_timer() - draw_start_time output = f"Mode: {self.mode}" if not self.draw_mode_text or output != self.draw_mode_text.text: self.draw_mode_text = arcade.create_text(output, arcade.color.WHITE, 12) arcade.render_text(self.draw_mode_text, 20, SCREEN_HEIGHT - 60)
def on_draw(self): arcade.start_render() arcade.draw_texture_rectangle(SCREEN_WIDTH // 2, SCREEN_HEIGHT // 2, SCREEN_WIDTH, SCREEN_HEIGHT, self.background) self.wall_1.draw() self.wall_7.draw() self.wall_2.draw() self.wall_9.draw() self.wall_3.draw() self.wall_4.draw() self.wall_5.draw() self.wall_6.draw() self.wall_8.draw() self.wall_10.draw() self.world.ghost_list.draw() self.world.player_list.draw() self.world.item_list.draw() self.world.food_list.draw() self.world.bullet_list.draw() ####################################################### output = f"Score: {self.world.score}" if not self.score_text or output != self.score_text.text: self.score_text = arcade.create_text(output, arcade.color.WHITE, 14) arcade.render_text(self.score_text, 10, 20) ####################################################### output = f"Energy: {self.world.energy} %" if not self.energy_text or output != self.energy_text.text: self.energy_text = arcade.create_text(output, arcade.color.WHITE, 14) arcade.render_text(self.energy_text, 140, 20) if self.world.game_over: arcade.draw_texture_rectangle(SCREEN_WIDTH // 2, SCREEN_HEIGHT // 2, SCREEN_WIDTH, SCREEN_HEIGHT, self.background) output = f"Your Score: {self.world.score}" if not self.score_text or output != self.score_text.text: self.score_text = arcade.create_text(output, arcade.color.WHITE, 30) arcade.render_text(self.score_text, 300, 300) if not self.world.start_game: arcade.draw_texture_rectangle(SCREEN_WIDTH // 2, SCREEN_HEIGHT // 2, SCREEN_WIDTH, SCREEN_HEIGHT, self.intro)
def on_draw(self): arcade.start_render() self.board.draw() self.puck.draw() self.player1.draw() self.player2.draw() arcade.render_text(self.world.scoreboard, SCREEN_WIDTH // 2, 83.5 // 2) if self.world.end == True: if self.world.player1_score > self.world.player2_score: arcade.render_text( arcade.create_text("PLAYER 1 WIN!!!!!", arcade.color.RED, 50, align="center", anchor_x="center", anchor_y="center"), SCREEN_WIDTH // 2, SCREEN_HEIGHT // 2) else: arcade.render_text( arcade.create_text("PLAYER 2 WIN!!!!!", arcade.color.BLUE, 50, align="center", anchor_x="center", anchor_y="center"), SCREEN_WIDTH // 2, SCREEN_HEIGHT // 2) arcade.render_text( arcade.create_text("Press \"Enter\" to restart.", arcade.color.CAMOUFLAGE_GREEN, 15, align="center", anchor_x="center", anchor_y="center"), SCREEN_WIDTH // 2, SCREEN_HEIGHT // 2 - 50)
def on_draw(self): # Render the Screen arcade.start_render() if not self.game_over: arcade.draw_texture_rectangle(SCREEN_WIDTH // 2, SCREEN_HEIGHT // 2, SCREEN_WIDTH, SCREEN_HEIGHT, self.background) self.all_sprites_list.draw() if not self.started: show_tutorial = False output = f"Press Spacebar to start" self.score_text = arcade.create_text(output, arcade.color.BLACK, 14) arcade.render_text(self.score_text, self.width // 2 - 100, 100) else: output = f"Player1: {self.world.player1.score} Player2: {self.world.player2.score}" self.score_text = arcade.create_text(output, arcade.color.BLACK, 14) arcade.render_text(self.score_text, self.width // 2 - 100, 100) arcade.draw_rectangle_filled(self.player1.x, self.player1.y, 20, self.player1.height, arcade.color.RED, 0) arcade.draw_rectangle_filled(self.player2.x, self.player2.y, 20, self.player2.height, arcade.color.BLUE, 0) else: if self.world.player1.score == self.end_score: output = f"Player 1 WIN {self.world.player1.score}:{self.world.player2.score}" elif self.world.player2.score == self.end_score: output = f"Player 2 WIN {self.world.player1.score}:{self.world.player2.score}" self.score_text = arcade.create_text(output, arcade.color.WHITE, 60) arcade.render_text(self.score_text, self.width // 2 - 100, 100)
def on_draw(self): arcade.start_render() # Draw all the sprites. self.effect_list.draw() self.chest_list.draw() self.arrow_list.draw() self.fireball_list.draw() self.wall_list.draw() self.player_sprite.draw() self.enemy_list.draw() self.potion_list.draw() self.coin_list.draw() self.ammo_list.draw() # If you get a high score change the text if self.highscore_sound: # Render the high-score text output = "High Score: " + str(self.highscore) if not self.highscore_text or self.highscore_text != output: self.highscore_text = arcade.create_text( output, arcade.color.YELLOW, 14) arcade.render_text(self.highscore_text, self.view_left + 8, self.view_bottom + 365) else: # Render the score text output = "Score: " + str(self.score) + " (" + str( self.highscore) + ")" if not self.score_text or self.score_text != output: self.score_text = arcade.create_text(output, arcade.color.GREEN, 10) arcade.render_text(self.score_text, self.view_left + 8, self.view_bottom + 365) if self.player_sprite.alive: # Render the arrow count text output = "Arrows: " + str(self.ammo) if not self.ammo_text or self.ammo_text != output: self.ammo_text = arcade.create_text(output, arcade.color.WHITE, 12) arcade.render_text(self.ammo_text, self.view_left + 8, self.view_bottom + 8) # Draw Health bar x = self.player_sprite.center_x y = self.player_sprite.center_y arcade.draw_rectangle_filled(x, y - 16, 24, 4, (255, 0, 0)) arcade.draw_rectangle_filled( x - math.ceil((24 - (self.health / 4.16)) / 2), y - 16, math.ceil(self.health / 4.16), 4, (0, 255, 0)) # Death screen if not self.player_sprite.alive: arcade.draw_text("You died!", self.player_sprite.center_x - 125, self.player_sprite.center_y, (200, 20, 20), 48) arcade.draw_text("Press R To Restart", self.player_sprite.center_x - 125, self.player_sprite.center_y - 125, (200, 20, 20), 24) # Instructions if not self.game_started: arcade.draw_texture_rectangle(self.player_sprite.center_x, self.player_sprite.center_y, 150, 200, self.controls)
def winner(self): self.busted = arcade.create_text("Busted!!!",arcade.color.BLACK,12) self.human_win = arcade.create_text("You win!!!",arcade.color.BLACK,12) self.bot_win = arcade.create_text("Dealer win!!!",arcade.color.BLACK,12) if self.world.human.busted: arcade.render_text(self.busted, 255, 290) arcade.render_text(self.bot_win, 240, 260) elif self.world.bot.busted: arcade.render_text(self.busted, 255, 290) arcade.render_text(self.human_win, 250, 260) elif self.world.human.end and self.world.bot.end: if self.world.human.score > self.world.bot.score: arcade.render_text(self.human_win, 250, 280) elif self.world.human.score < self.world.bot.score: arcade.render_text(self.bot_win, 240, 280) else: arcade.render_text(arcade.create_text("Tie!!!",arcade.color.BLACK,12),250,250) if self.world.human.busted or self.world.bot.busted or self.world.bot.end: arcade.render_text(arcade.create_text("Press <F1> to start new game :3",arcade.color.BLACK,12),170,230)
def update_score(self): self.human_score_board = arcade.create_text("Score: " + str(self.world.human.score), arcade.color.BLACK, 12) self.bot_score_board = arcade.create_text("Score: " + str(self.world.bot.score), arcade.color.BLACK, 12) arcade.render_text(self.human_score_board, 50, 225) if self.world.human.end: arcade.render_text(self.bot_score_board, 50, 550)
def on_draw(self): arcade.start_render() current_x = 20 # First line current_y = SCREEN_HEIGHT - LINE_HEIGHT arcade.draw_text("Test Text", current_x, current_y, arcade.color.BLACK, 12) # Again to test caching current_y -= LINE_HEIGHT arcade.draw_text("Test Text", current_x, current_y, arcade.color.BLACK, 12) current_y -= LINE_HEIGHT arcade.draw_text("Test Text Anchor Left", SCREEN_WIDTH // 2, current_y, arcade.color.BLACK, 12, anchor_x="left") arcade.draw_point(SCREEN_WIDTH // 2, current_y, arcade.color.RED, 5) current_y -= LINE_HEIGHT arcade.draw_text("Test Text Anchor Center", SCREEN_WIDTH // 2, current_y, arcade.color.BLACK, 12, anchor_x="center") arcade.draw_point(SCREEN_WIDTH // 2, current_y, arcade.color.RED, 5) current_y -= LINE_HEIGHT arcade.draw_text("Test Text Anchor Right", SCREEN_WIDTH // 2, current_y, arcade.color.BLACK, 12, anchor_x="right") arcade.draw_point(SCREEN_WIDTH // 2, current_y, arcade.color.RED, 5) current_y -= LINE_HEIGHT arcade.draw_text("Test Text Anchor Top", SCREEN_WIDTH // 2, current_y, arcade.color.BLACK, 12, anchor_y="top") arcade.draw_point(SCREEN_WIDTH // 2, current_y, arcade.color.RED, 5) current_y -= LINE_HEIGHT arcade.draw_text("Test Text Anchor Center", SCREEN_WIDTH // 2, current_y, arcade.color.BLACK, 12, anchor_y="center") arcade.draw_point(SCREEN_WIDTH // 2, current_y, arcade.color.RED, 5) current_y -= LINE_HEIGHT arcade.draw_text("Test Text Anchor Bottom", SCREEN_WIDTH // 2, current_y, arcade.color.BLACK, 12, anchor_y="bottom") arcade.draw_point(SCREEN_WIDTH // 2, current_y, arcade.color.RED, 5) field_width = SCREEN_WIDTH current_y -= LINE_HEIGHT arcade.draw_text(f"Test Text Field Width {field_width}", current_x, current_y, arcade.color.BLACK, 12, font_name="arial", width=field_width) current_y -= LINE_HEIGHT arcade.draw_text(f"Centered Test Text Field Width {field_width}", current_x, current_y, arcade.color.BLACK, 12, font_name="arial", width=field_width, align="center") current_y -= LINE_HEIGHT font_name = "comic" arcade.draw_text("Different font", current_x, current_y, arcade.color.BLACK, 12, font_name=font_name) current_y -= LINE_HEIGHT # noinspection PyDeprecation text = arcade.create_text("Create text", arcade.color.BLACK) # noinspection PyDeprecation arcade.render_text(text, current_x, current_y)