def draw(): global Test_obj pico2d.clear_canvas() Test_obj.draw() pico2d.update_canvas()
def draw(): global fade_image global image global ready_font global blink_str global fade_timer pico2d.clear_canvas() if fade_timer > 0.0: image.draw(pico2d.get_canvas_width() // 2, pico2d.get_canvas_height() // 2) if blink_str > 1.2: blink_str = 0.0 pass elif blink_str <= 0.6: pass elif blink_str <= 1.2: ready_font.draw(pico2d.get_canvas_width()//2, pico2d.get_canvas_height()//2 // 2 // 2, str("Press Enter")) pass if fade_timer < 0.0: fade_timer = 0.0 fade_image.opacify(1.0 - fade_timer) fade_image.clip_draw(0, 0, pico2d.get_canvas_width(), pico2d.get_canvas_height(), 0, 0, pico2d.get_canvas_width() * 3, pico2d.get_canvas_height() * 3) pico2d.update_canvas() pass
def draw(): global frame pico2d.clear_canvas() BG.draw(400, 300) charicter.clip_draw(frame * 100, right * 100, 100, 100, x + 400, y + 300) pico2d.update_canvas() pico2d.delay(1 / 30) frame = (frame + 1) % 8
def exit_state(): global fade_image global image global ready_font global ready_bgm pico2d.clear_canvas() del image del ready_font del ready_bgm del fade_image pass
def draw(): global road, player, cars, coins, fires pico2d.clear_canvas() road.draw() for c in cars: c.draw() for c in coins: c.draw() for f in fires: f.draw() player.draw() info.draw() pico2d.update_canvas() pico2d.delay(DELAY)
def draw(): global bg, player, cars, coins, fires pico2d.clear_canvas() bg.draw() with lock: for c in cars: c.draw() for c in coins: c.draw() for f in fires: f.draw() player.draw() for c in bg.clouds: c.draw() info.draw() pico2d.update_canvas()
def draw(): pico2d.clear_canvas() for game_object, object_layer in GameWorldManager.all_objects(): game_object.draw() dead_font.draw(pico2d.get_canvas_width() // 2 + SHADOW_RANGE, pico2d.get_canvas_height() // 2 + pico2d.get_canvas_height() // 4 - SHADOW_RANGE, str("GAME OVER"), (0, 0, 0)) dead_font.draw(pico2d.get_canvas_width() // 2, pico2d.get_canvas_height() // 2 + pico2d.get_canvas_height() // 4, str("GAME OVER"), (255, 255, 255)) dead_font.draw(500 + SHADOW_RANGE, pico2d.get_canvas_height() // 2 - SHADOW_RANGE, str("Game Score : "), (0, 0, 0)) dead_font.draw(500, pico2d.get_canvas_height() // 2, str("Game Score : "), (255, 255, 255)) dead_score_font.draw(pico2d.get_canvas_width() - 500 + SHADOW_RANGE, pico2d.get_canvas_height() // 2 - SHADOW_RANGE, "%d" % MainState.BlackBoard['player']['holding_gold'], (0, 0, 0)) dead_score_font.draw(pico2d.get_canvas_width() - 500, pico2d.get_canvas_height() // 2, "%d" % MainState.BlackBoard['player']['holding_gold'], (55, 55, 55)) dead_message_font.draw(pico2d.get_canvas_width() // 2 + SHADOW_RANGE, pico2d.get_canvas_height() // 8 - SHADOW_RANGE, str("게임을 종료하려면 ESC 키를 누르세요"), (0, 0, 0)) dead_message_font.draw(pico2d.get_canvas_width() // 2, pico2d.get_canvas_height() // 8, str("게임을 종료하려면 ESC 키를 누르세요"), (255, 255, 255)) pico2d.update_canvas() pass
def draw(): global camera pico2d.clear_canvas() for game_object, object_layer in GameWorldManager.all_objects(): if object_layer == LAYER_BACKGROUND or object_layer == LAYER_MESSAGE or object_layer == LAYER_UI: game_object.draw() pass else: if camera.check_object_in_camera(game_object.pivot.x, game_object.pivot.y): view_val = check_object_view(game_object.pivot.x, game_object.pivot.y) if view_val == 0: game_object.alpha_value = 0.0 game_object.draw() pass elif view_val == 1: game_object.alpha_value = 0.3 game_object.draw() pass elif view_val == 2: game_object.alpha_value = 0.8 game_object.draw() else: game_object.alpha_value = 1.0 pass fade_image.opacify(fade_timer) fade_image.clip_draw(0, 0, pico2d.get_canvas_width(), pico2d.get_canvas_height(), 0, 0, pico2d.get_canvas_width() * 3, pico2d.get_canvas_height() * 3) pico2d.update_canvas() pass
def main(): mainE = MainE() mainM = MainM() mainH = MainH() mainE.Init() mainM.Init() mainH.Init() while (scene >= 0): while (scene == 0): p2.clear_canvas() mainE.draw() p2.update_canvas() p2.delay(0.1) handle_events() while (scene == 1): p2.clear_canvas() mainM.draw() p2.update_canvas() p2.delay(0.1) handle_events() while (scene == 2): p2.clear_canvas() mainH.draw() p2.update_canvas() p2.delay(0.1) handle_events() p2.close_canvas()
import game_framework # fill here import pico2d import start_state pico2d.open_canvas() game_framework.run(start_state) pico2d.clear_canvas()
def draw(): global title pico2d.clear_canvas() title.draw() pico2d.update_canvas()
def draw(): global garage pico2d.clear_canvas() garage.draw() pico2d.update_canvas()
import pico2d as Pico Pico.open_canvas() Grass = Pico.load_image('../res/grass.png') Character = Pico.load_image('../res/run_animation.png') x = 0 FrameIndex = 0 while x < 800 : Pico.clear_canvas() Grass.draw(400,30) Character.clip_draw(100 * FrameIndex, 0, 100, 100, x, 85) Pico.update_canvas() Pico.get_events() x += 4 #FrameIndex += 1 #if FrameIndex >= 8 : # FrameIndex = 0 FrameIndex = (FrameIndex + 1) % 8 Pico.delay(0.05) Pico.close_canvas()
state = State.e_running else: state = State.e_idle direct = Direct.e_right state = State.e_idle grass = p.load_image('KPU_GROUND.png') char = p.load_image('animation_sheet.png') LEFT = 1073741904 RIGHT = 1073741903 UP = 1073741906 DOWN = 1073741905 while (True): p.clear_canvas() grass.draw(640, 512) if direct == Direct.e_right: if state == State.e_idle: char.clip_draw(frame * 100, 300, 100, 100, cx, cy) else: char.clip_draw(frame * 100, 100, 100, 100, cx, cy) else: if state == State.e_idle: char.clip_draw(frame * 100, 200, 100, 100, cx, cy) else: char.clip_draw(frame * 100, 0, 100, 100, cx, cy) p.update_canvas() frame = (frame + 1) % 8 handle_events() if myInput[0] == True and cx < 1280:
def draw(): global gameover pico2d.clear_canvas() gameover.draw() pico2d.update_canvas()