def drawInfArea(self, basePos): font = CommonResource.getFont("font32", Ctrl.DrawPriority.infAreaStr, False, 24) rect = Std.RectF(basePos.x, basePos.y, Std.Consts.StgInfAreaSize.x, 32) offset = Std.Point2DF() color = Std.ColorF() def repeatStr(count): string = "*" * count font.drawLeft(rect, offset, color, string) font.drawLeft(rect, offset, color, "Player:") rect.y += 32 if self.ship.remainder > 0: repeatStr(self.ship.remainder - 1) rect.y += 32 font.drawLeft(rect, offset, color, "Power:") rect.y += 32 repeatStr(self.ship.powerCount) rect.y += 32 font.drawLeft(rect, offset, color, "SpAttack:") rect.y += 32 repeatStr(self.ship.spAttackCount)
def dirConfigDrawTask(): color = Std.ColorF() dst = Std.Point2DF(120, 220) while True: font = Resource.getFont( "font32", drawPriority.str, False, 32) font.draw(dst, color, message) yield
def drawInfArea(self, drawRect): font = Resource.getFont( "font32", Ctrl.DrawPriority.infAreaStr, False, 24) offset = Std.Point2DF() color = Std.ColorF() font.drawLeft(drawRect, offset, color, "HighScore:") drawRect.y += 32 font.drawRight(drawRect, offset, color, str(self.highScore)) drawRect.y += 32 font.drawLeft(drawRect, offset, color, "Score:") drawRect.y += 32 font.drawRight(drawRect, offset, color, str(self.score)) font = Resource.getFont( "font16", Ctrl.DrawPriority.infAreaStr, False, 16) drawRect.y += 24 rateStr = "Rate: %.2f" % self.rate font.drawRight(drawRect, offset, color, rateStr)
def drawTask(): basePos = Std.Point2DF(420, 260) color = Std.ColorF() while True: font = Resource.getFont( "font32", drawPriority.str, False, 32) for i in range(len(infoList)): dst = Std.Point2DF(basePos.x, basePos.y + font.size*i) font.draw(dst, color, infoList[i][1]) dst = Std.Point2DF( basePos.x - font.size, basePos.y + font.size*arrow.position) font.draw(dst, color, "→") yield
def drawTask(): basePos = Std.Point2DF(380, 260) color = Std.ColorF() while True: font = Resource.getFont( "font32", drawPriority.str, False, 32) for i in range(enum.window + 1): dst = Std.Point2DF(basePos.x, basePos.y + font.size*i) if i == enum.full: font.draw(dst, color, "FullScreen") elif i == enum.window: font.draw(dst, color, "Window") dst = Std.Point2DF( basePos.x - font.size, basePos.y + font.size*arrow.position) font.draw(dst, color, "→") yield
def confDrawTask(): basePos = Std.Point2DF(100, 200) color = Std.ColorF() while True: font = Resource.getFont("font32", Ctrl.DrawPriority.pauseStr, False, 32) font.draw(basePos, color, "本当に?") for i in range(no + 1): dst = Std.Point2DF(basePos.x, basePos.y + font.size * (i + 1)) if i == yes: font.draw(dst, color, "はい") elif i == no: font.draw(dst, color, "いいえ") dst = Std.Point2DF( basePos.x - font.size, basePos.y + font.size * (confArrow.position + 1) ) font.draw(dst, color, "→") yield
def drawTask(): basePos = Std.Point2DF(100, 200) color = Std.ColorF() while True: font = Resource.getFont("font32", Ctrl.DrawPriority.pauseStr, False, 32) for i in range(enum.option + 1): dst = Std.Point2DF(basePos.x, basePos.y + font.size * i) if i == enum.returnToGame: font.draw(dst, color, "ゲームに戻る") elif i == enum.restart: font.draw(dst, color, "最初から始める") elif i == enum.returnToTitle: font.draw(dst, color, "タイトル画面へ") elif i == enum.option: font.draw(dst, color, "オプション") dst = Std.Point2DF(basePos.x - font.size, basePos.y + font.size * arrow.position) font.draw(dst, color, "→") yield
def drawValue(name, dst, value, selected): font = Resource.getFont( "font32", Ctrl.DrawPriority.pauseStr, False, 32) color = Std.ColorF() if not selected: color.a = 0.5 dst = Std.Point2DF(dst) font.draw(dst, color, name) dst.y += 32 if value < 100: font.draw(dst, color, "↑") dst.y += 32 if value > 0: font.draw(dst, color, "↓") dst.x += 32 dst.y -= 32 / 2 font.draw(dst, color, str(int(value)))
def drawTask(): basePos = Std.Point2DF(420, 260) color = Std.ColorF() while True: font = Resource.getFont( "font32", drawPriority.str, False, 32) for i in range(enum.exit + 1): dst = Std.Point2DF(basePos.x, basePos.y + font.size*i) if i == enum.gameStart: font.draw(dst, color, "GameStart") elif i == enum.option: font.draw(dst, color, "Option") elif i == enum.exit: font.draw(dst, color, "Exit") dst = Std.Point2DF( basePos.x - font.size, basePos.y + font.size*arrow.position) font.draw(dst, color, "→") yield
def drawTask(): basePos = Std.Point2DF(380, 260) color = Std.ColorF() while True: font = Resource.getFont( "font32", drawPriority.str, False, 32) for i in range(enum.default + 1): dst = Std.Point2DF(basePos.x, basePos.y + font.size*i) if i == enum.screenMode: font.draw(dst, color, "ScreenMode") elif i == enum.volume: font.draw(dst, color, "Volume") elif i == enum.gamePad: font.draw(dst, color, "GamePad") elif i == enum.default: font.draw(dst, color, "Default") dst = Std.Point2DF( basePos.x - font.size, basePos.y + font.size*arrow.position) font.draw(dst, color, "→") yield
def drawTask(): basePos = Std.Point2DF(320, 230) color = Std.ColorF() while True: font = Resource.getFont( "font32", drawPriority.str, False, 32) for i in range(enum.returnTop + 1): dst = Std.Point2DF( basePos.x, basePos.y + font.size*i) dstVKey = Std.Point2DF( basePos.x + 260, basePos.y + font.size*i) if i == enum.shot: font.draw(dst, color, "決定/ショット") font.draw(dstVKey, color, str(Ctrl.Conf.getButtonVirtualKey(Std.Input.KeyId.Z))) elif i == enum.special: font.draw(dst, color, "取消/特殊攻撃") font.draw(dstVKey, color, str(Ctrl.Conf.getButtonVirtualKey(Std.Input.KeyId.X))) elif i == enum.spare: font.draw(dst, color, "KEY_C(予備)") font.draw(dstVKey, color, str(Ctrl.Conf.getButtonVirtualKey(Std.Input.KeyId.C))) elif i == enum.slow: font.draw(dst, color, "低速移動") font.draw(dstVKey, color, str(Ctrl.Conf.getButtonVirtualKey(Std.Input.KeyId.LShift))) elif i == enum.pause: font.draw(dst, color, "ポーズ") font.draw(dstVKey, color, str(Ctrl.Conf.getButtonVirtualKey(Std.Input.KeyId.Space))) elif i == enum.direction: font.draw(dst, color, "方向入力設定") elif i == enum.returnTop: font.draw(dst, color, "戻る") dst = Std.Point2DF( basePos.x - font.size, basePos.y + font.size*arrow.position) font.draw(dst, color, "→") yield