def draw(): if settings.drawbackground: background.draw() else: window.screen.fill((0, 60, 0)) for obj in todraw: obj.draw() if "cursor" in control: image.worlddraw("cursor", control["cursor"].X, control["cursor"].y, 1.6, angle = pygame.time.get_ticks() * 0.15) if "qtarget" in control: X, y = control["qtarget"] image.worlddraw("qtarget", X, y, 1, angle = -pygame.time.get_ticks() * 0.15) dialog.draw() hud.draw() hud.drawstats() state.you.drawhud() dy = state.you.y - state.Rcore if dy < 36: alpha = pygame.time.get_ticks() * 0.001 % 1 ptext.draw("Warning: Approaching data horizon", midtop = F(854/2, 100), color = "#FF7777", owidth = 1, fontsize = F(36), fontname = "NovaSquare", alpha = alpha) background.drawwash()
def draw(): if settings.drawbackground: background.draw() else: window.screen.fill((0, 60, 0)) for obj in todraw: obj.draw() regenerating = isinstance(state.you, thing.SlowTeleport) if "cursor" in control: image.worlddraw("cursor", control["cursor"].X, control["cursor"].y, 1.6, angle = pygame.time.get_ticks() * 0.15) if "qtarget" in control: X, y = control["qtarget"] image.worlddraw("qtarget", X, y, 1, angle = -pygame.time.get_ticks() * 0.15) dialog.draw() hud.draw() if regenerating: hud.drawnotice("Emergency transmitter activated") else: hud.drawstats() state.you.drawhud() dy = state.you.y - state.Rcore if dy < 36: hud.drawnotice("Warning: Approaching data horizon") background.drawwash()
def draw(self): for X, y, t in self.imgs: t = (self.t - t) / self.timg if not 0 < t < 1: continue alpha = t * (1 - t) image.worlddraw("tremor", X, y, 6, rotate = False, alpha = alpha)
def draw(self): if self.y <= 0: return if not self.tvisible: return alpha = min(self.tvisible, 0.5 + 0.4 * math.sin(self.t)) image.worlddraw(self.imgname, self.X, self.y, self.imgr, alpha = alpha, angle = 200 * self.t)
def draw(): if settings.drawbackground: background.draw() else: window.screen.fill((0, 60, 0)) for obj in todraw: obj.draw() regenerating = isinstance(state.you, thing.SlowTeleport) if "cursor" in control: image.worlddraw("cursor", control["cursor"].X, control["cursor"].y, 1.6, angle=pygame.time.get_ticks() * 0.15) if "qtarget" in control: X, y = control["qtarget"] image.worlddraw("qtarget", X, y, 1, angle=-pygame.time.get_ticks() * 0.15) dialog.draw() hud.draw() if regenerating: hud.drawnotice("Emergency transmitter activated") else: hud.drawstats() state.you.drawhud() dy = state.you.y - state.Rcore if dy < 36: hud.drawnotice("Warning: Approaching data horizon") background.drawwash()
def draw(self): if self.y <= 0: return if self.tflash: if self.tflash * 10 % 2 > 1: return image.worlddraw(self.imgname, self.X, self.y, self.imgr, angle = -self.vx)
def draw(self): alpha = 2 * self.flife * (1 - self.flife) image.worlddraw("tremor-white", self.X, self.y, self.s, rotate=False, alpha=alpha)
def draw(self): if self.deployed: image.worlddraw("shield", self.X, self.y, settings.rshield, rotate=False, alpha=0.6 + 0.4 * math.sin(self.t))
def draw(self): if self.y <= 0: return image.worlddraw(self.imgname, self.X, self.y, self.imgr, angle=-self.vx)
def draw(self): for X, y, angle, t, color in self.imgs: if not state.Rcore + 7 < y < state.R - 7: continue t = (self.t - t) / self.timg if not 0 < t < 1: continue alpha = t * (1 - t) image.worlddraw("slash-" + color, X, y, 6, angle = angle, alpha = alpha)
def draw(self): if not self.tvisible: return for X, y, t, s, iname in self.imgs: t = (self.t - t) / self.timg if not 0 < t < 1: continue alpha = min(self.tvisible, 2 * t * (1 - t)) image.worlddraw(iname, X, y, s, rotate = False, alpha = alpha)
def draw(self): if self.y <= 0: return image.worlddraw(self.imgname, self.X, self.y, self.imgr, angle=self.imgomega * self.t, alpha=1 - self.flife)
def draw(self): for X, y, angle, t in self.imgs: if not state.Rcore + 5 < y < state.R - 5: continue t = (self.t - t) / self.timg if not 0 < t < 1: continue alpha = t * (1 - t) image.worlddraw("slash-red", X, y, 6, angle = angle, alpha = alpha)
def draw(self): ds = [-0.02 * j for j in range(8, -1, -1)] ss = [2, 2, 2, 3.2, 3.2, 3.2, 4, 4, 4] for d, s in zip(ds, ss): f = math.clamp((self.flife + d) * 1.1, 0, 1) if not 0 < f < 1: continue fp = math.clamp(f * 1.3 - 0.3, 0, 1) f = (3 - 2 * f) * f ** 2 fp = (3 - 2 * fp) * fp ** 2 X = self.X + fp * (self.X1 - self.X) y = self.y + fp * (self.y1 - self.y) r = 10 * f * (1 - f) a = 25 * self.t + 45 * d + j * math.tau / 6 image.worlddraw("slash-" + self.color, X + r/y * math.sin(a), y + r * math.cos(a), s, rotate = False)
def draw(): window.screen.fill((0, 0, 0)) background.drawstars() for ship in state.ships: ship.draw() for effect in state.effects: effect.draw() if "cursor" in control: image.worlddraw("cursor", control["cursor"].X, control["cursor"].y, 1.6, angle = pygame.time.get_ticks() * 0.15) if "qtarget" in control: X, y = control["qtarget"] image.worlddraw("qtarget", X, y, 1, angle = -pygame.time.get_ticks() * 0.15) dialog.draw() hud.draw()
def draw(self): target = get(self.targetid) if not target: return ds = [-0.02 * j for j in range(8, -1, -1)] ss = [2, 2, 2, 3.2, 3.2, 3.2, 4, 4, 4] for d, s in zip(ds, ss): f = math.clamp((self.flife + d) * 1.2 - 0.1, 0, 1) if not 0 < f < 1: continue f = (3 - 2 * f) * f ** 2 X = self.X + f * (target.X - self.X) y = self.y + f * (target.y - self.y) r = 10 * f * (1 - f) a = -25 * self.t + 45 * d + j * math.tau / 6 image.worlddraw("slash-white", X + r/y * math.sin(a), y + r * math.cos(a), s, rotate = False)
def draw(self): ds = [-0.02 * j for j in range(8, -1, -1)] ss = [2, 2, 2, 3.2, 3.2, 3.2, 4, 4, 4] for j, (d, s) in enumerate(zip(ds, ss)): f = math.clamp((self.flife + d) * 1.1, 0, 1) if not 0 < f < 1: continue fp = math.clamp(f * 1.3 - 0.3, 0, 1) f = (3 - 2 * f) * f**2 fp = (3 - 2 * fp) * fp**2 X = self.X + fp * (self.X1 - self.X) y = self.y + fp * (self.y1 - self.y) r = 10 * f * (1 - f) a = 25 * self.t + 45 * d + j * math.tau / 6 image.worlddraw("slash-" + self.color, X + r / y * math.sin(a), y + r * math.cos(a), s, rotate=False)
def draw(self): target = get(self.targetid) if not target: return ds = [-0.02 * j for j in range(8, -1, -1)] ss = [2, 2, 2, 3.2, 3.2, 3.2, 4, 4, 4] for j, (d, s) in enumerate(zip(ds, ss)): f = math.clamp((self.flife + d) * 1.2 - 0.1, 0, 1) if not 0 < f < 1: continue f = (3 - 2 * f) * f**2 X = self.X + f * (target.X - self.X) y = self.y + f * (target.y - self.y) r = 10 * f * (1 - f) a = -25 * self.t + 45 * d + j * math.tau / 6 image.worlddraw("slash-white", X + r / y * math.sin(a), y + r * math.cos(a), s, rotate=False)
def draw(): if settings.drawbackground: background.draw() else: window.screen.fill((0, 60, 0)) for obj in todraw: obj.draw() if "cursor" in control: image.worlddraw("cursor", control["cursor"].X, control["cursor"].y, 1.6, angle=pygame.time.get_ticks() * 0.15) if "qtarget" in control: X, y = control["qtarget"] image.worlddraw("qtarget", X, y, 1, angle=-pygame.time.get_ticks() * 0.15) dialog.draw() hud.draw() hud.drawstats() state.you.drawhud() dy = state.you.y - state.Rcore if dy < 36: alpha = pygame.time.get_ticks() * 0.001 % 1 ptext.draw("Warning: Approaching data horizon", midtop=F(854 / 2, 100), color="#FF7777", owidth=1, fontsize=F(36), fontname="NovaSquare", alpha=alpha) background.drawwash()
def draw(self): alpha = 2 * self.flife * (1 - self.flife) image.worlddraw("tremor-white", self.X, self.y, self.s, rotate = False, alpha = alpha)
def draw(self): if self.deployed: image.worlddraw("shield", self.X, self.y, settings.rshield, rotate = False, alpha = 0.6 + 0.4 * math.sin(self.t))
def draw(self): if self.y <= 0: return image.worlddraw(self.imgname, self.X, self.y, self.imgr, angle = -self.vx)
def draw(self): if self.y <= 0: return image.worlddraw(self.imgname, self.X, self.y, self.imgr, angle = self.imgomega * self.t, alpha = 1 - self.flife)