Пример #1
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    def draw(self, screen, view_rect):
        super().draw(screen, view_rect)
        screen.blit(self.bulb.image, world_to_screen(self.position, view_rect))

        if config.debug_hitboxes:
            r = self.rect.copy()
            r.topleft = world_to_screen(self.position, view_rect)
            screen.fill((0, 255, 0), r)
Пример #2
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    def draw(self, screen, view_rect):
        super().draw(screen, view_rect)

        self.trigger.draw(screen, view_rect)

        screen.blit(self.surface, world_to_screen(self.position, view_rect))
        screen.blit(self.target_text, world_to_screen(self.position, view_rect))
        screen.blit(self.idx_text, world_to_screen(self.position + make_vector(0, 20), view_rect))
Пример #3
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    def draw(self, screen, view_rect):
        if len(self.points) > 1:
            corrected_points = [
                world_to_screen(x, view_rect) for x in self.points
            ]

            pygame.draw.lines(screen, self.DRAW_COLOR, False, corrected_points)
            screen.blit(self.debug_image,
                        world_to_screen(self.rect.topleft, view_rect))
Пример #4
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    def draw(self, screen, view_rect):
        super().draw(screen, view_rect)

        screen.blit(self.pole.image, world_to_screen(self.position, view_rect))
        screen.blit(
            self.flag.image,
            world_to_screen(
                self.position + self.flag_offset + self.flag_movement,
                view_rect))
Пример #5
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 def draw(self, screen, view_rect):
     if config.debug_hitboxes:
         r = self.hitbox.rect.copy()
         self.hitbox.position = self.entity.position + self.hitbox_offset
         r.topleft = world_to_screen(self.hitbox.position, view_rect)
         r = screen.get_rect().clip(r)
         screen.fill((0, 255, 0), r)
Пример #6
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    def draw(self, screen):
        self.game_state.draw(screen)

        if not self.waiting:
            screen.blit(self.doppler.image, world_to_screen(self.doppler.position, self.level.view_rect))
        else:
            if self.mario.enabled:
                self.mario.draw(screen, self.level.view_rect)
Пример #7
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    def draw(self, screen, view_rect):
        super().draw(screen, view_rect)

        screen.blit(self.animation.image,
                    world_to_screen(self.position, view_rect))

        self.movement.draw(screen, view_rect)
        self.pickup.draw(screen, view_rect)
Пример #8
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    def draw(self, screen, view_rect):
        src = self.animation_open.image if self.logic.fired_recently else self.animation_close.image
        screen.blit(src, world_to_screen(self.position, view_rect))

        self.movement.draw(screen, view_rect)
        self.logic.draw(screen, view_rect)

        self.head.draw(screen, view_rect)
        self.body.draw(screen, view_rect)
Пример #9
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    def draw(self, screen, view_rect):
        draw_rect = self.rect.clip(self.visible_rect)

        draw_rect.x, draw_rect.y = world_to_screen(self.position, view_rect)
        src_rect = self.animation.get_rect()
        src_rect.width, src_rect.height = draw_rect.width, draw_rect.height

        screen.blit(self.animation.image, draw_rect, src_rect)
        self.harm.draw(screen, view_rect)
Пример #10
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    def draw(self, screen, view_rect):
        if self.debug_trajectory:
            self.debug_trajectory.draw(screen, view_rect)

        if config.debug_hitboxes:
            hitbox = self._get_active_hitbox()
            r = hitbox.rect.copy()
            r.topleft = world_to_screen(
                self.position + self._get_hitbox_offset(), view_rect)
            r = screen.get_rect().clip(r)

            screen.fill((0, 255, 0), r)
Пример #11
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 def draw(self, screen, view_rect):
     screen.blit(self.animation.image,
                 world_to_screen(self.position, view_rect))
     self.collect.draw(screen, view_rect)
Пример #12
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 def draw(self, screen, view_rect):
     screen.blit(self.animation.image, world_to_screen(self.position, view_rect))
     self.interactive.draw(screen, view_rect)
Пример #13
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    def draw(self, screen, view_rect):
        draw_pos = self.position

        screen.blit(self.preview, world_to_screen(draw_pos, view_rect))
 def draw(self, screen):
     self.running_game.draw(screen)
     screen.blit(self.animation.image,
                 world_to_screen(self.mario.position, self.level.view_rect))
Пример #15
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 def draw(self, screen, view_rect):
     screen.blit(self.shell_animation.image, world_to_screen(self.position, view_rect))
Пример #16
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 def draw(self, screen, view_rect):
     screen.blit(self.active_animation.image, world_to_screen(self.position, view_rect))
     self.movement.draw(screen, view_rect)
     self.squashable.draw(screen, view_rect)
Пример #17
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 def draw(self, screen, view_rect):
     screen.blit(self.animation.image, world_to_screen(self.position, view_rect))
     self.platform_tester.draw(screen, view_rect)
 def draw(self, screen, view_rect):
     screen.blit(self.mouth.image, world_to_screen(self.position,
                                                   view_rect))
Пример #19
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    def draw(self, screen, view_rect):
        super().draw(screen, view_rect)

        screen.blit(self.image, world_to_screen(self.position, view_rect))
        self.smashable.draw(screen, view_rect)
Пример #20
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 def draw(self, screen, view_rect):
     true_pos = world_to_screen(self.rect.topleft, view_rect)
     screen.blit(self.animator.image, true_pos)
     self.movement.draw(screen, view_rect)