def __drawScene(self): self.screen.fill((0, 0, 0)) for star in Stars(): self.screen.set_at(star, (200, 200, 200)) self.sprites.draw(self.screen) self.particles.draw(self.screen) render_text(self.screen, "Score: %06d" % self.score, self.font, (10, 10)) render_text(self.screen, "High: %06d" % self.highscore, self.font, (SCREEN_WIDTH/2, 10),True) render_text(self.screen, "Level: %d" % self.num_level, self.font, (SCREEN_WIDTH-140, 10)) if (self.display_fps): render_text(self.screen, "FPS: %d" % (1000/Timer.get_frame_time()), self.font, (SCREEN_WIDTH-140, 50)) for i in range(self.lives): LifeImage(self.screen, (20 + i*20, 50)) if self.state==STATE_END_GAME: render_text(self.screen, self.text_end_game[0], self.font2, (SCREEN_WIDTH/2, SCREEN_HEIGHT/2-40), True) i=1 while i<len(self.text_end_game): render_text(self.screen, self.text_end_game[i], self.font3, (SCREEN_WIDTH/2, SCREEN_HEIGHT/2+self.font3.get_height()*i), True) i+=1 if self.state==STATE_MAIN and self.timerManager.get_timer(STATE_TIMER)<1000: render_text(self.screen, "Level "+str(self.num_level+1), self.font2, (SCREEN_WIDTH/2, SCREEN_HEIGHT/3), True) pygame.display.flip()