示例#1
18
    def on_draw(self):
        """
        Render the screen.
        """

        # This command has to happen before we start drawing
        arcade.start_render()

        # Start timing how long this takes
        draw_start_time = timeit.default_timer()

        # Draw all the sprites
        self.sprite_list.draw()

        # Draw the lines that aren't sprites
        for line in self.static_lines:
            body = line.body

            pv1 = body.position + line.a.rotated(body.angle)
            pv2 = body.position + line.b.rotated(body.angle)
            arcade.draw_line(pv1.x, pv1.y, pv2.x, pv2.y, arcade.color.WHITE, 2)

        # Display timings
        draw_time = timeit.default_timer() - draw_start_time
        arcade.draw_text("Processing time: {:.3f}".format(self.time), 20, SCREEN_HEIGHT - 20, arcade.color.BLACK, 12)
        arcade.draw_text("Drawing time: {:.3f}".format(draw_time), 20, SCREEN_HEIGHT - 40, arcade.color.BLACK, 12)
示例#2
0
    def animate(self, x):

        self.physics_engine.update()

        q = WINDOW_WIDTH / 4
        if self.player_sprite.center_x - self.ortho_left > q * 3:
            self.ortho_left = self.player_sprite.center_x - q * 3
            arcade.set_viewport(self.ortho_left,
                                WINDOW_WIDTH + self.ortho_left,
                                0,
                                WINDOW_HEIGHT)

        if self.player_sprite.center_x - self.ortho_left < q:
            self.ortho_left = self.player_sprite.center_x - q
            arcade.set_viewport(self.ortho_left,
                                WINDOW_WIDTH + self.ortho_left,
                                0,
                                WINDOW_HEIGHT)

        coins_hit = arcade.check_for_collision_with_list(self.player_sprite,
                                                         self.coin_list)
        for coin in coins_hit:
            coin.kill()
            self.score += 1

        arcade.draw_text("Score: {}".format(self.score),
                         5, 5, arcade.color.BLACK, 14)
示例#3
0
    def on_draw(self):
        """Render the screen"""

        arcade.start_render()

        # Text on screen
        text = "Press left mouse to make noise"

        # Render text
        arcade.draw_text(text, 150, 300, arcade.color.WHITE, 30)
    def draw_game(self):
        """
        Draw all the sprites, along with the score.
        """
        # Draw all the sprites.
        self.all_sprites_list.draw()

        # Put the text on the screen.
        output = "Score: {}".format(self.score)
        arcade.draw_text(output, 10, 20, arcade.color.WHITE, 14)
示例#5
0
    def on_draw(self):
        """
        Render the screen.
        """

        # This command has to happen before we start drawing
        arcade.start_render()

        arcade.draw_text("This is a simple template to start your game.",
                         10, SCREEN_HEIGHT // 2, arcade.color.BLACK, 20)
示例#6
0
文件: pool.py 项目: mikemhenry/arcade
    def on_draw(self):
        """
        Render the screen.
        """

        # This command has to happen before we start drawing
        arcade.start_render()
        self.object_list.draw()
        start_x = 20
        start_y = 10
        arcade.draw_text("Processing time: {:.3f}".format(self.time), start_x, start_y, arcade.color.BLACK, 12)
示例#7
0
    def on_draw(self):
        arcade.start_render()

        self.all_sprites_list.draw()

        arcade.draw_text("Score: {}".format(self.score),
                         self.ortho_left + 0.01, 9.75, arcade.color.BLACK, 12)

        grid_color = (0, 0, 255, 127)

        for y in range(0, 801, 32):
            arcade.draw_line(0, y, 800, y, grid_color)
        for x in range(0, 801, 32):
            arcade.draw_line(x, 0, x, 800, grid_color)
示例#8
0
    def on_draw(self):
        """
        Render the screen.
        """

        # This command has to happen before we start drawing
        arcade.start_render()

        for ball in self.ball_list:
            arcade.draw_circle_filled(ball.x, ball.y, ball.size, ball.color)

        # Put the text on the screen.
        output = "Balls: {}".format(len(self.ball_list))
        arcade.draw_text(output, 10, 20, arcade.color.WHITE, 14)
示例#9
0
    def on_draw(self):
        """
        Render the screen.
        """

        # This command has to happen before we start drawing
        arcade.start_render()

        # Draw all the sprites.
        self.all_sprites_list.draw()

        # Put the text on the screen.
        output = "Score: {}".format(self.score)
        arcade.draw_text(output, 10, 20, arcade.color.WHITE, 14)
示例#10
0
文件: timer.py 项目: apalm112/arcade
    def on_draw(self):
        """ Use this function to draw everything to the screen. """

        # Start the render. This must happen before any drawing
        # commands. We do NOT need an stop render command.
        arcade.start_render()

        # Calculate minutes
        minutes = int(self.total_time) // 60

        # Calculate seconds by using a modulus (remainder)
        seconds = int(self.total_time) % 60

        output = "Time: {:02d}:{:02d}".format(minutes, seconds)
        arcade.draw_text(output, 300, 300, arcade.color.BLACK, 30)
示例#11
0
    def on_draw(self):
        """
        Render the screen.
        """

        # This command should happen before we start drawing. It will clear
        # the screen to the background color, and erase what we drew last frame.
        arcade.start_render()

        # Draw the circle
        arcade.draw_circle_filled(self.ball_x_position, SCREEN_HEIGHT // 2,
                                  BALL_RADIUS, arcade.color.GREEN)

        # Draw the text
        arcade.draw_text("This is a simple template to start your game.",
                         10, SCREEN_HEIGHT // 2, arcade.color.BLACK, 20)
示例#12
0
    def on_draw(self):
        """
        Render the screen.
        """

        # This command has to happen before we start drawing
        arcade.start_render()

        # Draw all the sprites.
        self.all_sprites_list.draw()

        # Put the text on the screen.
        # Adjust the text position based on the viewport so that we don't
        # scroll the text too.
        output = "Score: {}".format(self.score)
        arcade.draw_text(output, self.view_left + 10, self.view_bottom + 20,
                         arcade.color.WHITE, 14)
示例#13
0
    def on_draw(self):
        """
        Render the screen.
        """

        # This command should happen before we start drawing. It will clear
        # the screen to the background color, and erase what we drew last frame.
        arcade.start_render()

        #draw Sprites
        self.all_sprites_list.draw()
        self.rocket_sprites_list.draw()
        self.item_sprites_list.draw()
        if self.invis_activated is False:
            self.ball_sprite.draw()

        #draw Text

        arcade.draw_text("Computer Score: " + str(self.computer_score), 10, SCREEN_HEIGHT - 30, arcade.color.BLACK, 12)
        arcade.draw_text("Player Score: " + str(self.player_score), 10, 10, arcade.color.BLACK, 12)
示例#14
0
    def on_draw(self):
        """
        Render the screen.
        """

        # This command has to happen before we start drawing
        arcade.start_render()

        # Draw all the sprites.
        self.all_sprites_list.draw()

        # Put the text on the screen.
        # Adjust the text position based on the viewport so that we don't
        # scroll the text too.
        distance = self.view_left + self.player_sprite.right
        output = "Distance: {}".format(distance)
        arcade.draw_text(output, self.view_left + 10, self.view_bottom + 20, arcade.color.WHITE, 14)

        if self.game_over:
            output = "Game Over"
            arcade.draw_text(output, self.view_left + 200, self.view_bottom + 200, arcade.color.WHITE, 30)
示例#15
0
 def draw(self):
     """ Draw the balls with the instance variables we have. """
     arcade.draw_circle_filled(self.x, self.y, self.radius, self.color)
     arcade.draw_text(str(self.id), self.x - self.radius,
                      self.y + self.radius, self.color)
示例#16
0
 def draw_instructions(self):
     # Draws instructions for the game
     if self.level == 1:
         arcade.draw_text(
             "Eat popcorn to fill the frog's \n hunger bar! \n If you miss a popcorn your health bar goes down.",
             start_x=75,
             start_y=325,
             color=arcade.color.WHITE_SMOKE,
             font_size=12,
             width=0,
             align="center")
     elif self.level == 2:
         arcade.draw_text("Don't eat the candy, you'll lose hunger points!",
                          start_x=125,
                          start_y=325,
                          color=arcade.color.WHITE_SMOKE,
                          font_size=12,
                          width=0,
                          align="center")
     elif self.level == 3:
         arcade.draw_text(
             "The movie theatre attendant is trying to catch you! \n Dodge their hand!",
             start_x=125,
             start_y=325,
             color=arcade.color.WHITE_SMOKE,
             font_size=12,
             width=0,
             align="center")
     elif self.level == 4:
         arcade.draw_text(
             "They're filling up the machine! \n Jump away from the rising popcorn!\n Don't forget to keep eating falling popcorn.",
             start_x=125,
             start_y=325,
             color=arcade.color.WHITE_SMOKE,
             font_size=12,
             width=0,
             align="center")
     elif self.level == 5:
         arcade.draw_text(
             "They're speeding up the machine...\n Keep eating!",
             start_x=125,
             start_y=325,
             color=arcade.color.WHITE_SMOKE,
             font_size=12,
             width=0,
             align="center")
     elif self.level == 6:
         arcade.draw_text("They're trying to catch you again!",
                          start_x=125,
                          start_y=325,
                          color=arcade.color.WHITE_SMOKE,
                          font_size=12,
                          width=0,
                          align="center")
     elif self.level == 7 or self.level == 8:
         arcade.draw_text("Keep eating!",
                          start_x=125,
                          start_y=325,
                          color=arcade.color.WHITE_SMOKE,
                          font_size=12,
                          width=0,
                          align="center")
     elif self.level == 9:
         arcade.draw_text(
             "They won't give up... \n They're still trying to catch you!",
             start_x=125,
             start_y=325,
             color=arcade.color.WHITE_SMOKE,
             font_size=12,
             width=0,
             align="center")
     elif self.level == 10:
         arcade.draw_text(
             "They're filling up the machine all the way! \n Jump out of the machine to freedom!",
             start_x=125,
             start_y=250,
             color=arcade.color.WHITE_SMOKE,
             font_size=12,
             width=0,
             align="center")
TEXT_SIZE = 12

# Open the window and set the background
arcade.open_window("Complex Loops - Bottom Left Triangle", 600, 400)

arcade.set_background_color(arcade.color.WHITE)

# Start the render process. This must be done before any drawing commands.
arcade.start_render()

# Loop for each row
for row in range(10):
    # Loop for each column
    # Change the number of columns depending on the row we are in
    for column in range(10 - row):
        # Calculate our location
        x = column * COLUMN_SPACING
        y = row * ROW_SPACING

        # Draw the item
        arcade.draw_text("({}, {})".format(column, row),
                         x, y,
                         arcade.color.BLACK, TEXT_SIZE)

# Finish the render.
arcade.finish_render()

# Keep the window up until someone closes it.
arcade.run()
示例#18
0
 def draw_label(*args, **kwargs):
     arcade.draw_text(text, x, y, color, 14)
示例#19
0
    def draw_game(self):
        """ Draw all the sprites, along with the score. """
        # Start timing how long this takes
        draw_start_time = timeit.default_timer()

        arcade.draw_texture_rectangle(SCREEN_WIDTH // 2, SCREEN_HEIGHT // 2,
                                      SCREEN_WIDTH, SCREEN_HEIGHT,
                                      self.rooms[self.current_room].background)

        # Draw all the walls in this room
        self.rooms[self.current_room].wall_list.draw()

        # If you have coins or monsters, then copy and modify the line
        # above for each list.

        # Draw inventory to screen...
        arcade.draw_lrtb_rectangle_filled(
            self.view_left, self.view_left + SCREEN_WIDTH - 1,
            self.view_bottom + TEAM_SPRITE_SIZE * 2, self.view_bottom,
            arcade.color.BLACK)
        x_position = self.view_left

        for item in self.player.inventory:
            item.bottom = self.view_bottom
            item.left = x_position
            x_position += item.width
            item.draw()

        if self.rooms[self.current_room].problem == "Attack with [spacebar]!":
            self.message_queue.append(self.rooms[self.current_room].problem)
            # enemy creation in battle room
            for i in range(STARTING_IMP_COUNT):
                enemy = arcade.Sprite("images/imp_idle.png")
                self.enemy_list.append(enemy)

            # Draw messages in queue
            if len(self.message_queue) > 0:
                center_x = SCREEN_WIDTH // 2 + self.view_left
                center_y = SCREEN_HEIGHT // 2 + self.view_bottom
                width = 400
                arcade.draw_rectangle_filled(center_x, center_y, width, 200,
                                             arcade.color.BLACK)
                arcade.draw_rectangle_outline(center_x, center_y, width, 200,
                                              arcade.color.WHITE, 2)
                arcade.draw_text(self.message_queue[0],
                                 center_x,
                                 center_y + 10,
                                 arcade.color.WHITE,
                                 14,
                                 width=width,
                                 align="center",
                                 anchor_x="center",
                                 anchor_y="center")

        # Draw all the sprites.
        self.player_list.draw()
        self.rooms[self.current_room].enemy_list.draw()
        self.rooms[self.current_room].item_list.draw()
        self.rooms[self.current_room].javelin_list.draw()

        self.draw_time = timeit.default_timer() - draw_start_time

        # Put the text on the screen.
        output = f"Score: {self.score}"
        arcade.draw_text(output, 10, 20, arcade.color.AMERICAN_ROSE, 14)
示例#20
0
 def draw(self):
     arcade.draw_text("Congrats on the Dub!", 225, 300, arcade.color.WHITE,
                      30)
 def on_draw(self):
     arcade.start_render()
     self.logo_list.draw()
     score = self.score
     score = str(score)
     arcade.draw_text("Your score:" + score, 10, 20, arcade.color.WHITE, 14)
示例#22
0
def player1_healthbar(health):
    arcade.draw_xywh_rectangle_filled(0, HEIGHT, 100, -20, arcade.color.RED),
    arcade.draw_xywh_rectangle_filled(0, HEIGHT, p1current_health, -20,
                                      arcade.color.GREEN),
    arcade.draw_text('player2', 0, HEIGHT - 35, arcade.color.BLACK)
示例#23
0
def player2_healthbar(health):
    arcade.draw_xywh_rectangle_filled(WIDTH, HEIGHT, -100, -20,
                                      arcade.color.RED),
    arcade.draw_xywh_rectangle_filled(WIDTH, HEIGHT, p2current_health, -20,
                                      arcade.color.GREEN),
    arcade.draw_text('player1', WIDTH - 60, HEIGHT - 35, arcade.color.BLACK)
示例#24
0







player_1 =  arcade.draw_xywh_rectangle_filled(p1_x,p1_y,20,50,arcade.color.BLUE),\
            arcade.draw_circle_filled(p1_x + 10,p1_y,20,arcade.color.BLACK),\
            arcade.draw_xywh_rectangle_filled(p1_x+20,p1_y+30,10,5,arcade.color.BLACK)

player1_halthbar = arcade.draw_xywh_rectangle_filled(0, HEIGHT, 50, -20,
                                                     arcade.color.GREEN)

menue = arcade.draw_text('unreal tournement 2019', WIDTH / 2, HEIGHT / 2,
                         arcade.color.ORANGE, 30)

player2_halthbar = arcade.draw_xywh_rectangle_filled(WIDTH, HEIGHT, -50, -20,
                                                     arcade.color.GREEN)


player_2 = arcade.draw_xywh_rectangle_filled(p2_x,p2_y,20,50,arcade.color.RED),\
           arcade.draw_circle_filled(p2_x + 10,p2_y+ 50,20,arcade.color.BLACK),\
           arcade.draw_xywh_rectangle_filled(p2_x,p2_y+30,10,5,arcade.color.BLACK)

instructions = arcade.draw_text(
    'for player1 use WASD keys to move. for player 2 use the arrow keys',
    WIDTH / 2, HEIGHT / 2, arcade.color.BLACK, 30)


def update(delta_time):
示例#25
0
def on_draw():
    global bullet_list1
    global bullet_list2
    global p1_x
    global p1_y
    global p2_x
    global p2_y
    global RCTRL_pressed

    arcade.start_render()
    if current_screen == 'Game':
        player1_healthbar(player1_halthbar)
        arcade.draw_text('current mag:{}'.format(p1_mag // 1), 1235, 650,
                         arcade.color.BLACK)
        player2_healthbar(player2_halthbar)
        arcade.draw_text('current mag:{}'.format(p2_mag // 1), 0, 650,
                         arcade.color.BLACK)

    if current_screen == 'Instructions':
        instruction_screen(instructions)
        arcade.set_background_color(arcade.color.WHITE)
        draw_player1(player_1)
        draw_player2(player_2)
        for bullet1 in bullet_list1:
            arcade.draw_xywh_rectangle_filled(bullet1[0], bullet1[1] + 20, 40,
                                              5, arcade.color.RED),

        for bullet2 in bullet_list2:
            arcade.draw_xywh_rectangle_filled(bullet2[0] - 10, bullet2[1] + 20,
                                              40, 5, arcade.color.BLUE)

    if current_screen == 'Game':
        if player1_alive == True:
            draw_player1(player_1)
        if player2_alive == True:
            draw_player2(player_2)
        arcade.set_background_color(arcade.color.WHITE)

    if current_screen == 'menue':
        menue_screen(menue)
        arcade.set_background_color(arcade.color.BLACK)
        p1_x = 100
        p1_y = 100

        p2_x = 1260
        p2_y = 500

    if current_screen == 'Game':
        if player1_alive == True:
            for bullet1 in bullet_list1:
                arcade.draw_xywh_rectangle_filled(bullet1[0], bullet1[1] + 20,
                                                  40, 5, arcade.color.RED)

        if player2_alive == True:
            for bullet2 in bullet_list2:
                arcade.draw_xywh_rectangle_filled(bullet2[0] - 10,
                                                  bullet2[1] + 20, 40, 5,
                                                  arcade.color.BLUE)

    if current_screen == 'end':
        if player2_alive == False:
            arcade.draw_xywh_rectangle_filled(0, 0, WIDTH, HEIGHT,
                                              arcade.color.BLACK)
            arcade.draw_text('Blue wins press Escape to go to menu',
                             WIDTH / 2 - 100 - 250, HEIGHT / 2,
                             arcade.color.RED, 30)

        if player1_alive == False:
            arcade.draw_xywh_rectangle_filled(0, 0, WIDTH, HEIGHT,
                                              arcade.color.BLACK)
            arcade.draw_text('Red wins press Escape to go to menu',
                             WIDTH / 2 - 100 - 250, HEIGHT / 2,
                             arcade.color.RED, 30)
    def on_draw(self):
        arcade.start_render()
        arcade.draw_text("Instructions Screen",
                         SCREEN_WIDTH / 2,
                         SCREEN_HEIGHT - 100,
                         arcade.color.WHITE_SMOKE,
                         font_size=50,
                         anchor_x="center")

        arcade.draw_text("Click to advance",
                         SCREEN_WIDTH / 2,
                         SCREEN_HEIGHT - 180,
                         arcade.color.RED,
                         font_size=10,
                         anchor_x="center")
        arcade.draw_text("First turn is of Human",
                         SCREEN_WIDTH / 2,
                         SCREEN_HEIGHT - 240,
                         arcade.color.WHITE_SMOKE,
                         font_size=16,
                         anchor_x="center")
        arcade.draw_text("In Case of 7 Blocked Turns by both ",
                         SCREEN_WIDTH / 2,
                         SCREEN_HEIGHT - 300,
                         arcade.color.WHITE_SMOKE,
                         font_size=15,
                         anchor_x="center")
        arcade.draw_text("Human and Computer,Game Result",
                         SCREEN_WIDTH / 2,
                         SCREEN_HEIGHT - 360,
                         arcade.color.WHITE_SMOKE,
                         font_size=15,
                         anchor_x="center")
        arcade.draw_text("Will be decided on current Grid Position",
                         SCREEN_WIDTH / 2,
                         SCREEN_HEIGHT - 400,
                         arcade.color.WHITE_SMOKE,
                         font_size=15,
                         anchor_x="center")
        arcade.draw_text("20 -> Bot Slime , 10 -> Human Slime",
                         SCREEN_WIDTH / 2,
                         SCREEN_HEIGHT - 450,
                         arcade.color.WHITE_SMOKE,
                         font_size=15,
                         anchor_x="center")
        arcade.draw_text("Movement : UP DOWN LEFT RIGHT",
                         SCREEN_WIDTH / 2,
                         SCREEN_HEIGHT - 480,
                         arcade.color.WHITE_SMOKE,
                         font_size=15,
                         anchor_x="center")
        snail = arcade.Sprite("images/snailone.png")
        snail.scale = 0.15
        snail.center_x = 250
        snail.center_y = 100
        snail.draw()
        snail = arcade.Sprite("images/snailtwo.png")
        snail.scale = 0.15
        snail.center_x = 350
        snail.center_y = 100
        snail.draw()
示例#27
0
    arcade.csscolor.DARK_GREEN)
# Sun
arcade.draw_circle_filled(500, 550, 40, arcade.color.YELLOW)
# Rays to x and y axis
arcade.draw_line(500, 550, 400, 550, arcade.color.YELLOW, 3)
arcade.draw_line(500, 550, 600, 550, arcade.color.YELLOW, 3)
arcade.draw_line(500, 550, 500, 450, arcade.color.YELLOW, 3)
arcade.draw_line(500, 550, 500, 650, arcade.color.YELLOW, 3)
# Diagonal Rays
arcade.draw_line(500, 550, 550, 600, arcade.color.YELLOW, 3)
arcade.draw_line(500, 550, 550, 500, arcade.color.YELLOW, 3)
arcade.draw_line(500, 550, 450, 600, arcade.color.YELLOW, 3)
arcade.draw_line(500, 550, 450, 500, arcade.color.YELLOW, 3)

# Text
arcade.draw_text("Pasodink medi!", 210, 230, arcade.color.BLACK, 24)

# Code with parameter names
"""
arcade.draw_arc_outline(center_x=300,
                        center_y=340,
                        width=60,
                        height=100,
                        color=arcade.csscolor.BLACK,
                        start_angle=0,
                        end_angle=180,
                        border_width=3,
                        tilt_angle=45)
"""

arcade.finish_render()
示例#28
0
    def on_draw(self):
        arcade.start_render()

        self.user.draw()
        self.virus_list.draw()
        self.cure_list.draw()
        self.powerup_list.draw()
        self.wall_list.draw()

        #tracks lives and cures left
        cure_count = (f"Cures Collected: {self.score}")
        arcade.draw_text(cure_count, (WIDTH - 260), (HEIGHT - 40),
                         arcade.color.WHITE, 20)

        life_count = (f"Lives: {self.lives}")
        arcade.draw_text(life_count, 30, (HEIGHT - 40), arcade.color.WHITE, 20)

        if len(self.cure_list) == 0:
            win_text = "You have received the cure! "
            skip_screen = "PRESS SPACE TO MOVE ON"
            arcade.draw_text(win_text, (WIDTH / 3 - 50), (HEIGHT - 200),
                             arcade.color.WHITE, 25)
            arcade.draw_text(skip_screen, (WIDTH / 3 - 50), (HEIGHT - 300),
                             arcade.color.WHITE, 25)

        if self.lives <= 0:
            lose_text = "You failed in curing the viruses."
            skip_screen = "PRESS SPACE TO MOVE ON"
            arcade.draw_text(lose_text, (WIDTH / 3 - 50), (HEIGHT - 200),
                             arcade.color.WHITE, 25)
            arcade.draw_text(skip_screen, (WIDTH / 3 - 50), (HEIGHT - 300),
                             arcade.color.WHITE, 25)

        #timer
        minutes = int(self.total_time) // 60
        seconds = int(self.total_time) % 60
        output = f"Time: {minutes:02d}:{seconds:02d}"

        arcade.draw_text(output, (WIDTH - 750), (HEIGHT - 40),
                         arcade.color.WHITE, 30)
 def draw(self):
     super().draw()
     draw_text(self.text, self.left, self.bottom + self.size // 2,
               self.text_color, self.size)
def on_draw():

    arcade.start_render()
#    texture = arcade.load_texture("Back.jpg")
#    arcade.draw_texture_rectangle(300, 300, texture.width*1.5, texture.height*1.5, texture, 0)
    # Draw in here...
    arcade.draw_text("No Cyber-Bullying", 120, 450, arcade.color.BLACK, font_size=35)
    arcade.draw_circle_filled(600, 0, 280, arcade.color.DARK_BLUE)
    texture = arcade.load_texture("Computer.png")
    scale = 0.3
    arcade.draw_texture_rectangle(500, 120, scale * texture.width, scale * texture.height, texture, 0)
    arcade.draw_text("If you do not want", 430, 180, arcade.color.CADET, font_size=15)
    arcade.draw_text("to say it then why", 430, 155, arcade.color.CADET, font_size=15)
    arcade.draw_text("type it ?", 430, 130, arcade.color.CADET, font_size=15)
    texture = arcade.load_texture("Sign.jpg")
    arcade.draw_texture_rectangle(64, 555, scale * texture.width, scale * texture.height, texture, 0)
    texture = arcade.load_texture("Phone.png")
    arcade.draw_texture_rectangle(50, 100, scale * texture.width, scale * texture.height, texture, 0)
    arcade.draw_text("Use your", 12, 140, arcade.color.BOLE, font_size=11)
    arcade.draw_text("phone wisely", 12, 120, arcade.color.BOLE, font_size=11)
    arcade.draw_text("or YOU WILL", 12, 100, arcade.color.BOLE, font_size=11)
    arcade.draw_text("REGRET IT", 12, 70, arcade.color.BOLE, font_size=15)
    arcade.draw_rectangle_outline(300, 300, 595, 595, arcade.color.BLACK, border_width=5)
    texture = arcade.load_texture("Mean.jpg")
    arcade.draw_texture_rectangle(530, 500, 0.6 * texture.width, 0.6 * texture.height, texture)
    arcade.draw_xywh_rectangle_filled(my_button[0], my_button[1], my_button[2], my_button[3], arcade.color.BISQUE)
    arcade.draw_text("Click to learn ", 505, 380, arcade.color.BISTRE, font_size=13)
    arcade.draw_text("more about", 505, 360, arcade.color.BISTRE, font_size=13)
    arcade.draw_text("how bullying", 505, 340, arcade.color.BISTRE, font_size=13)
    arcade.draw_text("affects others", 505, 320, arcade.color.BISTRE, font_size=13)
    texture = arcade.load_texture("NO.jpg")
    arcade.draw_texture_rectangle(60, 420, 0.6 * texture.width, 0.6 * texture.height, texture)
    texture = arcade.load_texture("Words.jpg")
    arcade.draw_texture_rectangle(60, 275, 0.6 * texture.width, 0.6 * texture.height, texture)

    texture = arcade.load_texture("Cops.png")
    arcade.draw_texture_rectangle(center_x, center_y, 0.08 * texture.width, 0.08 * texture.height, texture, 0)
    arcade.draw_text("If you bully", center_x - 30, center_y - 65, arcade.color.BLACK)
    arcade.draw_text("him I will", center_x - 30, center_y - 80, arcade.color.BLACK)
    arcade.draw_text("Bully you !!!", center_x - 30, center_y - 95, arcade.color.BLACK)
示例#31
0
 def drawing(self):
     arcade.draw_text("You're Pretty Bad at This!", 200, 300,
                      arcade.color.WHITE, 30)
示例#32
0
    def on_draw(self):
        """
        Render the screen.
        """

        # This command has to happen before we start drawing
        arcade.start_render()

        for ball in self.ball_list:
            myTuple = compute_point_image(ball.x, ball.y, self.my_matrix)
            newX = myTuple[0]
            newY = myTuple[1]

            #newX,newY,newRadius = ball.compute_image()

            #newX,newY = self.get_point_image(ball.x,ball.y)

            arcade.draw_circle_filled(newX, newY, ball.radius, ball.color)

        # Put the text on the screen.
        output = "Balls: {}".format(len(self.ball_list))
        arcade.draw_text(output, 10, 20, arcade.color.WHITE, 14)
        output = "Mouse X Pos: {}".format(self.mouse_x)
        arcade.draw_text(output, 10, 40, arcade.color.WHITE, 14)
        output = "Mouse Y Pos: {}".format(self.mouse_y)
        arcade.draw_text(output, 10, 60, arcade.color.WHITE, 14)
        output = "Mouse dx: {}".format(self.mouse_dx)
        arcade.draw_text(output, 10, 80, arcade.color.WHITE, 14)
        output = "Mouse dy: {}".format(self.mouse_dy)
        arcade.draw_text(output, 10, 100, arcade.color.WHITE, 14)
        output = "my_matrix: \n{}".format(np.matrix((self.my_matrix)))
        arcade.draw_text(output, 10, 200, arcade.color.WHITE, 14)
        output = "ZoomInPercentage: {}".format(self.ZoomInPercentage)
        arcade.draw_text(output, 10, 220, arcade.color.WHITE, 14)
        output = "mouse_scroll_x: {}".format(self.mouse_scroll_x)
        arcade.draw_text(output, 10, 240, arcade.color.WHITE, 14)
        output = "mouse_scroll_y: {}".format(self.mouse_scroll_y)
        arcade.draw_text(output, 10, 260, arcade.color.WHITE, 14)
        output = "ZoomPointX: {}".format(self.ZoomPointX)
        arcade.draw_text(output, 10, 280, arcade.color.WHITE, 14)
        output = "ZoomPointY: {}".format(self.ZoomPointY)
        arcade.draw_text(output, 10, 300, arcade.color.WHITE, 14)
示例#33
0
def draw_inventory(engine, selected_item, viewport):
    """インベントリを描画する"""

    player = engine.player

    if selected_item == 99:
        player.equipment.equip_update()
        engine.flower_light()
        engine.game_state = GAME_STATE.NORMAL

    viewport_left = viewport[0]
    viewport_right = viewport[1]
    viewport_bottom = viewport[2]
    viewport_top = viewport[3]

    # back_panel_left = viewport_left + SCREEN_WIDTH // 5 # 背景パネルの左端
    back_panel_left = viewport_left + (GRID_SIZE * 3)  # 背景パネルの左端
    back_panel_right = back_panel_left + GRID_SIZE * 7  # 背景パネルの左端
    back_panel_bottom_left = viewport_bottom + (GRID_SIZE * 6)  # 背景パネルの下端
    back_panel_top_left = viewport_top - (GRID_SIZE * 2)  # 背景パネルの下端
    panel_width = MAIN_PANEL_X - (GRID_SIZE * 5)  #SCREEN_WIDTH//2.3 # パネルの幅
    panel_height = MAIN_PANEL_Y - (GRID_SIZE * 6)  # パネルの高さ

    # 背景パネル
    arcade.draw_xywh_rectangle_filled(
        bottom_left_x=back_panel_left,
        bottom_left_y=back_panel_bottom_left - GRID_SIZE,
        width=panel_width,
        height=panel_height,
        color=[5, 5, 5, 180],
    )

    arcade.draw_text(
        text="Inventory".upper(),
        start_x=back_panel_left + 20,
        start_y=viewport_top - GRID_SIZE - 9,
        color=arcade.color.DAFFODIL,
        font_size=20,
        font_name=UI_FONT2,
        # anchor_y="
    )
    arcade.draw_lrwh_rectangle_textured(bottom_left_x=back_panel_left,
                                        bottom_left_y=back_panel_bottom_left -
                                        GRID_SIZE,
                                        width=panel_width,
                                        height=panel_height,
                                        texture=IMAGE_ID["inventory_main"])

    y = GRID_SIZE  # itemtextの改行スペース
    item_font_size = 17
    capacity = player.inventory.capacity
    font_color = arcade.color.WHITE
    equip_this = ""

    # キャパシティ数をループし、インベントリのアイテム名とアウトラインを描画する
    slot_item = [i for i in player.equipment.flower_slot]
    for i, item in enumerate(range(capacity)):
        x = 0
        if i >= 9:
            x = GRID_SIZE * 7
        if i == 9:
            y = GRID_SIZE

        if player.inventory.item_bag[item]:
            cur_item = player.inventory.item_bag[item]

            if cur_item in slot_item:
                equip_this = "[E]"  # そのitemが装備中ならEマークを付ける
                font_color = arcade.color.YELLOW_ROSE

            else:
                equip_this = ""
                font_color = arcade.color.BLIZZARD_BLUE
        else:
            cur_item = ""
            equip_this = ""
            font_color = arcade.color.YALE_BLUE

        if item == selected_item:

            # カーソル表示
            arcade.draw_lrwh_rectangle_textured(
                bottom_left_x=back_panel_left + x,
                bottom_left_y=back_panel_top_left - GRID_SIZE + y,
                width=64 * 7,
                height=64,
                texture=IMAGE_ID["inventory_cursor"])
            cy = 13 + item_font_size
            if cur_item:
                font_color2 = arcade.color.PINK_SHERBET
                # itemの説明文をパネル下部に表示

                # arcade.draw_lrtb_rectangle_filled(
                #     left=back_panel_left,
                #     right=back_panel_right+GRID_SIZE*7,
                #     top=back_panel_bottom_left-GRID_SIZE-2,
                #     bottom=back_panel_bottom_left-(GRID_SIZE*6),
                #     color=[100,100,100,250],
                # )
                left = back_panel_left + 15
                arcade.draw_text(text=f"LEVEL {cur_item.level}",
                                 start_x=left,
                                 start_y=back_panel_bottom_left - GRID_SIZE -
                                 cy,
                                 color=font_color2,
                                 font_size=item_font_size,
                                 font_name=UI_FONT,
                                 anchor_y="top")
                arcade.draw_text(text=f"HP {cur_item.hp}/{cur_item.max_hp}",
                                 start_x=left,
                                 start_y=back_panel_bottom_left - GRID_SIZE -
                                 cy * 2,
                                 color=font_color2,
                                 font_size=item_font_size,
                                 font_name=UI_FONT,
                                 anchor_y="top")
                arcade.draw_text(text=f"EXP {cur_item.current_xp}",
                                 start_x=left,
                                 start_y=back_panel_bottom_left - GRID_SIZE -
                                 cy * 3,
                                 color=font_color2,
                                 font_size=item_font_size,
                                 font_name=UI_FONT,
                                 anchor_y="top")
                arcade.draw_texture_rectangle(center_x=left + 25,
                                              center_y=back_panel_bottom_left -
                                              GRID_SIZE - cy * 7,
                                              width=40,
                                              height=40,
                                              texture=IMAGE_ID["black_board"])
                arcade.draw_texture_rectangle(
                    center_x=left + 25,
                    center_y=back_panel_bottom_left - GRID_SIZE - cy * 7,
                    width=40,
                    height=40,
                    texture=cur_item.flower_skill.icon,
                )
                arcade.draw_text(text=f"SKILL",
                                 start_x=left,
                                 start_y=back_panel_bottom_left - GRID_SIZE -
                                 cy * 5,
                                 color=font_color2,
                                 font_size=item_font_size,
                                 font_name=UI_FONT,
                                 anchor_y="top")
                # arcade.draw_lrwh_rectangle_textured(
                #     bottom_left_x=back_panel_left+15,
                #     bottom_left_y=back_panel_bottom_left-GRID_SIZE-cy*8,
                #     width=40,
                #     height=40,
                #     texture=cur_item.flower_skill.icon

                # )
                # arcade.draw_texture_rectangle(viewport_right/2, viewport_bottom*2, GRID_SIZE*6, GRID_SIZE*5, ip2)
                arcade.draw_lrwh_rectangle_textured(
                    bottom_left_x=back_panel_left,
                    bottom_left_y=back_panel_bottom_left -
                    (GRID_SIZE * 5 + 20),
                    width=GRID_SIZE * 14,
                    height=GRID_SIZE * 4,
                    texture=IMAGE_ID["inventory_sub"])

                arcade.draw_text(text=f"States Bonus",
                                 start_x=back_panel_left + GRID_SIZE * 2,
                                 start_y=back_panel_bottom_left - GRID_SIZE -
                                 cy,
                                 color=arcade.color.GREEN_YELLOW,
                                 font_size=item_font_size - 2,
                                 font_name=UI_FONT,
                                 anchor_y="top")

                ky = GRID_SIZE + item_font_size
                for key, val in cur_item.states_bonus.items():
                    if val:

                        arcade.draw_text(
                            text=f"{key: <13} + {val}".replace("_",
                                                               " ").title(),
                            start_x=back_panel_left + GRID_SIZE * 2,
                            start_y=back_panel_bottom_left - GRID_SIZE - ky,
                            color=font_color,
                            font_size=item_font_size - 4,
                            font_name=UI_FONT,
                            # anchor_y="top"
                        )
                        ky += 10 + item_font_size

                arcade.draw_text(text=f"Resist Bonus",
                                 start_x=back_panel_left + GRID_SIZE * 5,
                                 start_y=back_panel_bottom_left - GRID_SIZE -
                                 cy,
                                 color=arcade.color.ORIOLES_ORANGE,
                                 font_size=item_font_size - 2,
                                 font_name=UI_FONT,
                                 anchor_y="top")
                ky = GRID_SIZE + item_font_size
                for key, val in cur_item.resist_bonus.items():
                    if val:

                        arcade.draw_text(
                            text=f"{key: <13} + {val}".replace("_",
                                                               " ").title(),
                            start_x=back_panel_left + GRID_SIZE * 5,
                            start_y=back_panel_bottom_left - GRID_SIZE - ky,
                            color=font_color,
                            font_size=item_font_size - 4,
                            font_name=UI_FONT,
                            # anchor_y="top"
                        )
                        ky += 10 + item_font_size

                arcade.draw_text(text=f"Explanatory Text",
                                 start_x=back_panel_left + GRID_SIZE * 8,
                                 start_y=back_panel_bottom_left - GRID_SIZE -
                                 cy,
                                 color=arcade.color.WHITE_SMOKE,
                                 font_size=item_font_size - 3,
                                 font_name=UI_FONT,
                                 anchor_y="top")

                arcade.draw_text(
                    text=f"{cur_item.explanatory_text}",
                    start_x=back_panel_left + GRID_SIZE * 8,
                    start_y=back_panel_bottom_left - GRID_SIZE * 3 - 20,
                    color=font_color,
                    font_size=item_font_size - 6,
                    font_name=UI_FONT,
                    # anchor_y="top"
                )

        # itemのアイコンを描画
        if cur_item:
            arcade.draw_texture_rectangle(center_x=back_panel_left + 60 + x,
                                          center_y=back_panel_top_left -
                                          ((GRID_SIZE / 2)) + y,
                                          width=40,
                                          height=40,
                                          texture=IMAGE_ID["black_board"])
            arcade.draw_texture_rectangle(
                center_x=back_panel_left + 60 + x,
                center_y=back_panel_top_left - ((GRID_SIZE / 2)) + y,
                width=40,
                height=40,
                texture=cur_item.icon,
            )

            # 装備出来るアイテムならitemの左に(equip key: E)と表示
            if cur_item and Tag.equip in cur_item.tag:
                arcade.draw_text(text="(equip key: E)",
                                 start_x=back_panel_right - (GRID_SIZE),
                                 start_y=back_panel_top_left -
                                 (GRID_SIZE / 2) + y,
                                 color=font_color,
                                 font_size=item_font_size - 7,
                                 font_name=UI_FONT2,
                                 anchor_y="center",
                                 anchor_x="center")

            # 使用可能アイテムならitemの左に(use key: U)と表示
            elif cur_item and Tag.used in cur_item.tag:
                arcade.draw_text(text="(use key: U)",
                                 start_x=back_panel_right - (GRID_SIZE),
                                 start_y=back_panel_top_left -
                                 (GRID_SIZE / 2) + y,
                                 color=font_color,
                                 font_size=item_font_size - 7,
                                 font_name=UI_FONT2,
                                 anchor_y="center",
                                 anchor_x="center")

            # itemの説明文をパネル下部に表示
            # if hasattr(cur_item, "explanatory_text"):
            # arcade.draw_lrtb_rectangle_filled(
            #     left=back_panel_left,
            #     right=back_panel_right+GRID_SIZE*7,
            #     top=back_panel_bottom_left-GRID_SIZE-2,
            #     bottom=back_panel_bottom_left-(GRID_SIZE*6),
            #     color=[100,100,200,250],
            # )
            # if item == selected_item:

            #     arcade.draw_text(
            #         text=f"States Bonus",
            #         start_x=back_panel_left+GRID_SIZE*3,
            #         start_y=back_panel_bottom_left-GRID_SIZE-12,
            #         color=font_color,
            #         font_size=item_font_size-5,
            #         font_name=UI_FONT,
            #         anchor_y="top"
            #     )

            #     ky = GRID_SIZE
            #     for key, val in cur_item.states_bonus.items():
            #         if val:

            #             arcade.draw_text(
            #                 text=f"{key} : {val}",
            #                 start_x=back_panel_left+GRID_SIZE*3,
            #                 start_y=back_panel_bottom_left-GRID_SIZE-ky,
            #                 color=font_color,
            #                 font_size=item_font_size-5,
            #                 font_name=UI_FONT,
            #                 # anchor_y="top"
            #             )
            #             ky += 22

        # item名の表示
        if cur_item:  # インベントリのアイテムNone時にエラー防止措置
            cur_item = cur_item.name
        item_text = f" {cur_item}".replace("_", " ").title()
        arcade.draw_text(
            text=f"{item+1: >2} {equip_this: >52} ",
            start_x=back_panel_left + 10 + x,
            start_y=back_panel_top_left - (GRID_SIZE / 2) +
            y,  #bottom_left + panel_height - 120 + y,
            color=font_color,
            font_size=item_font_size - 2,
            font_name=UI_FONT2,
            anchor_y="center",
            anchor_x="left")
        arcade.draw_text(
            text=item_text,
            start_x=back_panel_left + GRID_SIZE + 25 + x,
            start_y=back_panel_top_left - (GRID_SIZE / 2) +
            y,  #bottom_left + panel_height - 120 + y,
            color=font_color,
            font_size=item_font_size - 2,
            font_name=UI_FONT2,
            anchor_y="center")

        y -= GRID_SIZE
 def intro(self):
     """displays life points"""
     output = f"Player Life points: " + str(self.player.life) + f"\nPlayer Strength points:" + str(
         self.player.strength) + f"\nKill Score:" + str(self.kill_score)
     arcade.draw_lrtb_rectangle_filled(0, 170, 600, 550, arcade.color.WARM_BLACK)
     arcade.draw_text(output, 0, 555, arcade.color.WHITE_SMOKE, 13)
示例#35
0
    def on_draw(self):
        arcade.start_render()
        # arcade.draw_lrwh_rectangle_textured(0 , 0 , 1100 , 800 , background)

        if self.state == "GameMenu":
            arcade.draw_lrwh_rectangle_textured(0, 0, 1100, 800, background)

            arcade.draw_text("Snails Game",
                             550,
                             400,
                             arcade.color.WHITE,
                             font_size=50,
                             anchor_x="center")
            arcade.draw_text("Press any key ...",
                             550,
                             300,
                             arcade.color.WHITE,
                             font_size=30,
                             anchor_x="center")

        elif self.state == "GameInstructions":

            arcade.set_background_color(arcade.color.BLACK)

            arcade.draw_text(" Game Instructions ",
                             260,
                             700,
                             arcade.color.WHITE,
                             font_size=60)
            arcade.draw_text(
                "1- Try to capture maximum number of boxes to win the game",
                120,
                600,
                arcade.color.WHITE,
                font_size=20)
            arcade.draw_text(
                "2- Players can move over their own splashes but will reach the end point",
                120,
                550,
                arcade.color.WHITE,
                font_size=20)
            arcade.draw_text(
                "3- Player who scores more than 49 will be winner",
                120,
                500,
                arcade.color.WHITE,
                font_size=20)
            arcade.draw_text(
                "4- Player cannot move over the opponent's sprite or splash",
                120,
                450,
                arcade.color.WHITE,
                font_size=20)
            arcade.draw_text("5- It Did So that Will cost a move ",
                             120,
                             400,
                             arcade.color.WHITE,
                             font_size=20)
            arcade.draw_text("6- Yellow is the Human player and Red is Bot",
                             120,
                             350,
                             arcade.color.WHITE,
                             font_size=20)
            arcade.draw_text("7- Press 'Esc' Key to exit the Game",
                             120,
                             300,
                             arcade.color.WHITE,
                             font_size=20)

            arcade.draw_line(270, 680, 850, 680, arcade.color.WHITE, 4)

            arcade.draw_text("Press Space-bar to start ...",
                             530,
                             50,
                             arcade.color.WHITE,
                             font_size=40)

        elif self.state == "GameOn":
            arcade.draw_lrwh_rectangle_textured(0, 0, 1100, 800, background)

            heading1 = f" Score of Player 1"
            heading2 = f" Score of BOT"
            score1 = f"{self.count1}"
            score2 = f"{self.count2}"
            arcade.draw_text(heading1,
                             820,
                             700,
                             arcade.color.WHITE,
                             font_size=20,
                             anchor_y="center")
            arcade.draw_text(heading2,
                             820,
                             600,
                             arcade.color.WHITE,
                             font_size=20,
                             anchor_y="center")
            arcade.draw_text(score1,
                             830,
                             650,
                             arcade.color.WHITE,
                             font_size=40,
                             anchor_y="center")
            arcade.draw_text(score2,
                             830,
                             550,
                             arcade.color.WHITE,
                             font_size=40,
                             anchor_y="center")

            turn = f"Turn : Player {self.turn}"
            arcade.draw_text(turn,
                             830,
                             100,
                             arcade.color.WHITE,
                             font_size=30,
                             anchor_y='center')
            for i in range(11):
                arcade.draw_line(0, i * 80, 800, i * 80, arcade.color.WHITE, 3)
                arcade.draw_line(i * 80, 0, i * 80, 800, arcade.color.WHITE, 3)
            for row in range(len(self.board)):
                for col in range(len(self.board)):
                    if self.board[row][col] == 1:
                        arcade.draw_lrwh_rectangle_textured(
                            (col * 80) + 10, 720 - (80 * row) + 10, 65, 65,
                            human1)

                    elif self.board[row][col] == 2:
                        arcade.draw_lrwh_rectangle_textured(
                            (col * 80) + 10, 720 - (80 * row) + 10, 65, 65,
                            human2)

                    elif self.board[row][col] == 11:
                        arcade.draw_lrwh_rectangle_textured(
                            (col * 80) + 10, 720 - (80 * row) + 10, 65, 65,
                            human1splash)

                    elif self.board[row][col] == 22:
                        arcade.draw_lrwh_rectangle_textured(
                            (col * 80) + 10, 720 - (80 * row) + 10, 65, 65,
                            human2splash)
        elif self.state == "GameOver":
            arcade.draw_lrwh_rectangle_textured(0, 0, 1100, 800, background)

            if self.win == "Player_1":

                arcade.draw_text("Player 1 Wins!",
                                 550,
                                 400,
                                 arcade.color.WHITE,
                                 font_size=100,
                                 anchor_x="center")
                arcade.draw_text("Click to continue",
                                 550,
                                 250,
                                 arcade.color.WHITE,
                                 font_size=50,
                                 anchor_x="center")

            if self.win == "Player_2":
                arcade.draw_text("BOT Wins!",
                                 550,
                                 400,
                                 arcade.color.WHITE,
                                 font_size=100,
                                 anchor_x="center")
                arcade.draw_text("Click to continue",
                                 550,
                                 250,
                                 arcade.color.WHITE,
                                 font_size=50,
                                 anchor_x="center")

            if self.win == "draw":
                arcade.draw_text("It's a draw..",
                                 550,
                                 400,
                                 arcade.color.WHITE,
                                 font_size=50,
                                 anchor_x="center")
                arcade.draw_text("Click to continue",
                                 550,
                                 250,
                                 arcade.color.WHITE,
                                 font_size=20,
                                 anchor_x="center")
示例#36
0
    def on_draw(self):
        """
        Render the screen.
        """

        # This command should happen before we start drawing. It will clear
        # the screen to the background color, and erase what we drew last frame.
        arcade.start_render()

        # start_x and start_y make the start point for the text. We draw a dot to make it easy too see
        # the text in relation to its start x and y.
        start_x = 50
        start_y = 450
        arcade.draw_point(start_x, start_y, arcade.color.BLUE, 5)
        arcade.draw_text("Simple line of text in 12 point", start_x, start_y, arcade.color.BLACK, 12)

        start_x = 50
        start_y = 400
        arcade.draw_point(start_x, start_y, arcade.color.BLUE, 5)
        arcade.draw_text("Text anchored 'top' and 'left'.", start_x, start_y, arcade.color.BLACK, 12,
                         anchor_x="left", anchor_y="top")

        start_y = 350
        arcade.draw_point(start_x, start_y, arcade.color.BLUE, 5)
        arcade.draw_text("14 point multi\nline\ntext", start_x, start_y, arcade.color.BLACK, 14,
                         anchor_y="top")

        start_y = 450
        start_x = 300
        arcade.draw_point(start_x, start_y, arcade.color.BLUE, 5)
        arcade.draw_text("Set of text\nthat\nis centered.", start_x, start_y, arcade.color.BLACK, 14,
                         width=200, align="center", anchor_y="top")

        start_y = 250
        start_x = 300
        arcade.draw_point(start_x, start_y, arcade.color.BLUE, 5)
        arcade.draw_text("Text centered on\na point", start_x, start_y, arcade.color.BLACK, 14,
                         width=200, align="center",
                         anchor_x="center", anchor_y="center")

        start_y = 150
        start_x = 300
        arcade.draw_point(start_x, start_y, arcade.color.BLUE, 5)
        arcade.draw_text("Text rotated on\na point", start_x, start_y, arcade.color.BLACK, 14,
                         width=200, align="center",
                         anchor_x="center", anchor_y="center", rotation=self.text_angle)

        start_y = 150
        start_x = 20
        arcade.draw_point(start_x, start_y, arcade.color.BLUE, 5)
        arcade.draw_text("Sidewarys text", start_x, start_y, arcade.color.BLACK, 14,
                         width=200, align="center",
                         anchor_x="center", anchor_y="center", rotation=90.0)

        start_y = 20
        start_x = 50
        arcade.draw_point(start_x, start_y, arcade.color.BLUE, 5)
        arcade.draw_text("Time elapsed: {:5.1f}".format(self.time_elapsed),
                         start_x, start_y, arcade.color.BLACK, 14)
示例#37
0
    def draw_game(self):
        """ Render the screen. """

        # Start timing how long this takes
        draw_start_time = timeit.default_timer()

        # This command should happen before we start drawing. It will clear
        # the screen to the background color, and erase what we drew last frame.
        arcade.start_render()

        # Draw the sprites
        self.current_level.wall_list.draw()
        self.current_level.stair_list.draw()
        self.current_level.creature_list.draw()
        self.current_level.objects_list.draw()
        self.current_level.missile_list.draw()
        self.player_list.draw()

        # Draw info on the screen
        sprite_count = len(self.current_level.wall_list)

        output = f"Sprite Count: {sprite_count}"
        arcade.draw_text(output, self.view_left + 20,
                         WINDOW_HEIGHT - 20 + self.view_bottom,
                         arcade.color.WHITE, 16)

        output = f"Drawing time: {self.draw_time:.3f}"
        arcade.draw_text(output, self.view_left + 20,
                         WINDOW_HEIGHT - 40 + self.view_bottom,
                         arcade.color.WHITE, 16)

        output = f"Processing time: {self.processing_time:.3f}"
        arcade.draw_text(output, self.view_left + 20,
                         WINDOW_HEIGHT - 60 + self.view_bottom,
                         arcade.color.WHITE, 16)

        # Draw inventory
        arcade.draw_lrtb_rectangle_filled(
            self.view_left, self.view_left + WINDOW_WIDTH - 1,
            self.view_bottom + PLAYER_SPRITE_SIZE * 2, self.view_bottom,
            arcade.color.BLACK)

        x_position = self.view_left
        for item in self.player_sprite.inventory:
            item.bottom = self.view_bottom
            item.left = x_position
            x_position += item.width
            item.draw()

        # Draw messages
        if len(self.message_queue) > 0:
            center_x = WINDOW_WIDTH // 2 + self.view_left
            center_y = WINDOW_HEIGHT // 2 + self.view_bottom
            width = 400
            arcade.draw_rectangle_filled(center_x, center_y, width, 200,
                                         arcade.color.BLACK)
            arcade.draw_rectangle_outline(center_x, center_y, width, 200,
                                          arcade.color.WHITE, 2)
            arcade.draw_text(self.message_queue[0],
                             center_x,
                             center_y + 10,
                             arcade.color.WHITE,
                             14,
                             width=width,
                             align="center",
                             anchor_x="center",
                             anchor_y="center")

        self.draw_time = timeit.default_timer() - draw_start_time
示例#38
0
    def on_draw(self):
        arcade.start_render()  # renderar inn leikin

        if self.flag:  #intro skjárinn
            arcade.set_background_color(arcade.color.RED)
            arcade.draw_text(
                " Lárus Ármann Kjartansson\n Náðu fimm peningum til að vinna leikin \n Ýttu á Q til að hefja leik",
                10, 300, arcade.color.WHITE, 24)
            arcade.draw_text("Lárus Ármann ", self.view_left + 10,
                             self.view_bottom + 10, arcade.color.CHERRY,
                             14)  #setur nafnið mitt í allar senurnar
        elif self.score >= 5 and self.flag == False:  #endaskjárinn
            arcade.set_background_color(arcade.color.BUBBLES)
            arcade.draw_text("Leik lokið ", self.view_left + 200,
                             self.view_bottom + 300, arcade.color.CHERRY, 44)
            arcade.draw_text("Lárus Ármann ", self.view_left + 10,
                             self.view_bottom + 10, arcade.color.CHERRY,
                             14)  #setur nafnið mitt í allar senurnar
        else:  #aðal leikurinn
            arcade.set_background_color(arcade.color.AMAZON)
            self.wall_list.draw()
            self.player_list.draw()
            arcade.draw_text(f"stig: {self.score}",
                             self.player_sprite.center_x - 15,
                             self.player_sprite.center_y + 30,
                             arcade.color.WHITE, 14)
            arcade.draw_text("Lárus Ármann ", self.view_left + 10,
                             self.view_bottom + 10, arcade.color.CHERRY,
                             14)  #setur nafnið mitt í allar senurnar
            self.coin_list.draw()
示例#39
0
# Also, rotate it 45 degrees.
arcade.draw_rectangle_filled(200, 520, 45, 25, arcade.color.BLUSH, 45)

# Draw a point at (50, 580) that is 5 pixels large
arcade.draw_point(50, 580, arcade.color.RED, 5)

# Draw a line
# Start point of (75, 590)
# End point of (95, 570)
arcade.draw_line(75, 590, 95, 570, arcade.color.BLACK, 2)

# Draw a circle outline centered at (140, 580) with a radius of 18 and a line
# width of 3.
arcade.draw_circle_outline(140, 580, 18, arcade.color.WISTERIA, 3)

# Draw a circle centered at (190, 580) with a radius of 18
arcade.draw_circle_filled(190, 580, 18, arcade.color.WISTERIA)

# Draw an ellipse. Center it at (240, 580) with a width of 30 and
# height of 15.
arcade.draw_ellipse_filled(240, 580, 30, 15, arcade.color.AMBER)

# Draw text starting at (10, 450) with a size of 20 points.
arcade.draw_text("Simpson College", 10, 450, arcade.color.BRICK_RED, 20)

# Finish drawing
arcade.finish_render()

# Keep the window up until someone closes it.
arcade.run()
示例#40
0
 def on_draw(self):
     """
     Initial screen view.
     :post: The grid and text are now on the screen
     """
     arcade.start_render()
     letters = ["A", "B", "C", "D", "E", "F", "G", "H"]
     numbers = ["1", "2", "3", "4", "5", "6", "7", "8"]
     numbers.reverse()
     for i in range(8):
         arcade.draw_text(letters[i], (i * WIDTH) + 70, SCREEN_WIDTH - 20,
                          arcade.color.WHITE)
         arcade.draw_text(numbers[i], OFFSET_AXIS_LABEL / 2,
                          (i * HEIGHT) + 70, arcade.color.WHITE)
     self.shape_list.draw()
     arcade.draw_text("Press SPACE to rotate, ENTER to lock in the ship",
                      SCREEN_WIDTH / 1.9,
                      730,
                      arcade.color.WHITE,
                      28,
                      anchor_x="center")
     if self.length_of_ship == 0:
         dummy_view = DummyView()
         DummyView.players.append(self.player)
         self.window.show_view(dummy_view)
     arcade.draw_text("Ship",
                      750,
                      725,
                      arcade.color.WHITE,
                      15,
                      anchor_x="center")
     arcade.draw_text("Orientation:",
                      750,
                      700,
                      arcade.color.WHITE,
                      15,
                      anchor_x="center")
     if self.direction == Direction.RIGHT:
         arcade.draw_text("Horizontal",
                          750,
                          675,
                          arcade.color.WHITE,
                          15,
                          anchor_x="center")
     else:
         arcade.draw_text("Vertical",
                          750,
                          675,
                          arcade.color.WHITE,
                          15,
                          anchor_x="center")
示例#41
0
 def on_draw(self):
     arcade.start_render()
     arcade.draw_text("Fiendship",
                      WINDOW_WIDTH / 2,
                      WINDOW_HEIGHT / 2 + 100,
                      arcade.color.PINK_LACE,
                      font_size=50,
                      anchor_x="center")
     arcade.draw_text("Press a key to begin",
                      WINDOW_WIDTH / 2,
                      WINDOW_HEIGHT / 2 + 50,
                      arcade.color.PINK_LACE,
                      font_size=30,
                      anchor_x="center")
     arcade.draw_text("How to play:",
                      WINDOW_WIDTH / 2,
                      WINDOW_HEIGHT / 2,
                      arcade.color.PINK_LACE,
                      font_size=20,
                      anchor_x="center")
     arcade.draw_text(
         "Use the up,left,right and down arrows or wasd to move and use P to sell flowers",
         WINDOW_WIDTH / 2,
         WINDOW_HEIGHT / 2 - 30,
         arcade.color.PINK_LACE,
         font_size=20,
         anchor_x="center")
     arcade.draw_text(
         "Collect flowers by walking over them and attack vegetables by bumping into them",
         WINDOW_WIDTH / 2,
         WINDOW_HEIGHT / 2 - 60,
         arcade.color.PINK_LACE,
         font_size=20,
         anchor_x="center")
     arcade.draw_text(
         "There are 20 levels, go to the hole in the dirt to move to the next room",
         WINDOW_WIDTH / 2,
         WINDOW_HEIGHT / 2 - 120,
         arcade.color.PINK_LACE,
         font_size=20,
         anchor_x="center")
     arcade.draw_text("Have Fun! ",
                      WINDOW_WIDTH / 2,
                      WINDOW_HEIGHT / 2 - 150,
                      arcade.color.PINK_LACE,
                      font_size=20,
                      anchor_x="center")
示例#42
0
    def on_draw(self):
        """
        Render the screen.
        """

        # This command has to happen before we start drawing
        arcade.start_render()

        # Draw all the sprites.
        # self.floor_list.draw()
        # self.wall_list.draw()
        # self.wood_list.draw()
        # self.objects_list.draw()
        # self.player_sprite.draw()
        # self.second_list.draw()

        # self.my_map.width = 2
        # for row_number in range(self.my_map.width):
        #
        #     start_x = self.my_map.tilewidth // 2 * self.my_map.width + self.my_map.tilewidth // 2 * row_number
        #     start_y = self.my_map.tilewidth // 2 * row_number
        #     end_x = self.my_map.tilewidth // 2 * row_number
        #     end_y = self.my_map.tileheight // 2 * self.my_map.height + self.my_map.tilewidth // 2 * row_number
        #     arcade.draw_line(start_x, start_y, end_x, end_y, arcade.color.WHITE, 2)
        #
        # start_x = self.my_map.tilewidth // 2 * self.my_map.width
        # start_y = 0
        # end_x = self.my_map.tilewidth // 2 * self.my_map.width * 2
        # end_y = self.my_map.tileheight // 2 * self.my_map.height
        # arcade.draw_line(start_x, start_y, end_x, end_y, arcade.color.LIGHT_CYAN, 2)

        tilewidth = TILE_WIDTH
        tileheight = TILE_HEIGHT
        width = MAP_WIDTH
        height = MAP_HEIGHT

        # Axis
        start_x = 0
        start_y = 0
        end_x = 0
        end_y = 1000
        arcade.draw_line(start_x, start_y, end_x, end_y, arcade.color.WHITE, 2)

        # Axis
        start_x = 0
        start_y = 0
        end_x = 1000
        end_y = 0
        arcade.draw_line(start_x, start_y, end_x, end_y, arcade.color.WHITE, 2)

        # x Tic Marks
        for x in range(0, 1000, 64):
            start_y = -10
            end_y = 0
            arcade.draw_line(x, start_y, x, end_y, arcade.color.WHITE, 2)
            text_y = -25
            arcade.draw_text(f"{x}",
                             x,
                             text_y,
                             arcade.color.WHITE,
                             12,
                             width=200,
                             align="center",
                             anchor_x="center")

        # x Tic Marks
        for y in range(0, 1000, 64):
            start_x = -10
            end_x = 0

            arcade.draw_line(start_x, y, end_x, y, arcade.color.WHITE, 2)
            text_x = -50
            arcade.draw_text(f"{y}",
                             text_x,
                             y - 4,
                             arcade.color.WHITE,
                             12,
                             width=70,
                             align="right",
                             anchor_x="center")

        # Gridlines 1
        for tile_row in range(-1, height):
            tile_x = 0
            start_x, start_y = get_screen_coordinates(tile_x, tile_row, width,
                                                      height, tilewidth,
                                                      tileheight)
            tile_x = width - 1
            end_x, end_y = get_screen_coordinates(tile_x, tile_row, width,
                                                  height, tilewidth,
                                                  tileheight)

            start_x -= tilewidth // 2
            end_y -= tileheight // 2

            arcade.draw_line(start_x, start_y, end_x, end_y,
                             arcade.color.WHITE)

        # Gridlines 2
        for tile_column in range(-1, width):
            tile_y = 0
            start_x, start_y = get_screen_coordinates(tile_column, tile_y,
                                                      width, height, tilewidth,
                                                      tileheight)
            tile_y = height - 1
            end_x, end_y = get_screen_coordinates(tile_column, tile_y, width,
                                                  height, tilewidth,
                                                  tileheight)

            start_x += tilewidth // 2
            end_y -= tileheight // 2

            arcade.draw_line(start_x, start_y, end_x, end_y,
                             arcade.color.WHITE)

        print()
        for tile_x in range(width):
            for tile_y in range(height):
                screen_x, screen_y = get_screen_coordinates(
                    tile_x, tile_y, width, height, tilewidth, tileheight)
                if tile_x == 0 and tile_y == 0:
                    color = arcade.color.GREEN
                elif tile_x == 1 and tile_y == 0:
                    color = arcade.color.AFRICAN_VIOLET
                else:
                    color = arcade.color.RED
                arcade.draw_point(screen_x, screen_y, color, 3)
                arcade.draw_text(f"{tile_x}, {tile_y}",
                                 screen_x,
                                 screen_y,
                                 arcade.color.WHITE,
                                 12,
                                 width=200,
                                 align="center",
                                 anchor_x="center")
示例#43
0
    def on_draw(self):
        """ Render the screen. """

        # Clear the screen to the background color
        arcade.start_render()

        # Draw our sprites
        for i in self.background:
            i.draw()
        self.checkpoint_list.draw()
        self.wall_list.draw()
        self.golden_key_list.draw()
        self.golden_door_list.draw()
        self.coin_list.draw()
        self.heart_list.draw()
        self.dont_touch_list.draw()
        self.enemy_list.draw()
        self.exit_list.draw()
        self.ladder_list.draw()
        self.player_list.draw()
        for i in self.foreground:
            i.draw()

        # Draw our score on the screen, scrolling it with the viewport

        score_text = f"Score: {self.score}"
        arcade.draw_text(score_text, 20 + self.view_left, SCREEN_HEIGHT - 30 + self.view_bottom,
                         arcade.csscolor.BLACK, 18)
        arcade.draw_text(f'Level {self.level}', 20 + self.view_left, SCREEN_HEIGHT - 50 + self.view_bottom,
                         arcade.csscolor.BLACK, 18)
        #player_name
        #arcade.draw_text('Pasha +PLUS+', self.player_sprite.left - 32, self.player_sprite.top, arcade.csscolor.WHITE, 18)
        arcade.draw_text(f"Lifes: {self.lifes}", 20 + self.view_left, SCREEN_HEIGHT - 70 + self.view_bottom,
                         arcade.csscolor.BLACK, 18)
        #keys
        if self.has_golden_key:
            arcade.draw_text('Ключ', 20 + self.view_left, SCREEN_HEIGHT - 90 + self.view_bottom,
                             arcade.csscolor.BLACK, 18)
        #dash_cooldown
        if time.time() - self.dash_start_time >= DASH_COOLDOWN:
            arcade.draw_text('Dash: ready', 130 + self.view_left, SCREEN_HEIGHT - 30 + self.view_bottom,
                             arcade.csscolor.BLACK, 18)
        else:
            arcade.draw_text(f"Dash: {round(DASH_COOLDOWN-time.time() + self.dash_start_time)}", 130 + self.view_left, SCREEN_HEIGHT - 30 + self.view_bottom,
                             arcade.csscolor.BLACK, 18)
#Sign your name: Caleb Hews
'''
Recreate, exactly the Test Picture from the website. The arcade colors used in this picture in no particular order are:
BLACK, ALMOND, PHLOX, BLUSH, RED, BLUE, WISTERIA, AMBER, BRICK_RED and YELLOW.
The picture is 500px wide and 400px tall. Look up ARC in the documentation to do the PAC-MAN.
'''

import arcade

arcade.open_window(500, 400, "Ch. 7 Jedi training")
arcade.set_background_color(arcade.color.ALMOND)
x = 20
y = 20
arcade.start_render()

for x in range(0, 600, 20):
    arcade.draw_line(20 + x, 400, 20 + x, 0, arcade.color.BLACK, 1)
for y in range(0, 600, 20):
    arcade.draw_line(0, 20 + y, 500, 20 + y, arcade.color.BLACK, 1)
arcade.draw_lrtb_rectangle_filled(20, 80, 380, 360, arcade.color.PHLOX)
arcade.draw_rectangle_filled(200, 260, 40, 20, arcade.color.BLUSH, 45)
arcade.draw_circle_filled(250, 200, 40, arcade.color.WISTERIA)
arcade.draw_ellipse_filled(100, 100, 60, 20, arcade.color.AMBER)
arcade.draw_arc_filled(400, 320, 60, 60, arcade.color.YELLOW, 30, 330)
arcade.draw_line(80, 20, 120, 60, arcade.color.BLUE, 1)
arcade.draw_text("I love you. I know.", 20, 160, arcade.color.BRICK_RED, 20)
arcade.draw_rectangle_filled(460, 10, 5, 5, arcade.color.RED)
arcade.finish_render()
arcade.run()
示例#45
0
    def on_draw(self):
        arcade.start_render()
        end_status = self.world.end_status
        check_render = self.world.is_ans
        self.bg_img = arcade.Sprite(self.world.bg_pix)
        self.bg_img.set_position(SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2)
        self.bg_img.draw()
        if end_status == 0:  #play game
            if self.time >= 32:
                self.world.status_sound('theme', False)
                self.world.status_sound('theme', True)
                self.time = 0
            self.box_img.draw()
            self.box2_img.draw()
            self.coin2_img.draw()
            arcade.draw_text(str(LIST[self.world.question - 1][0]),
                             BOX_POS[0][0],
                             BOX_POS[0][1],
                             arcade.color.BLACK,
                             30,
                             width=223,
                             align="center",
                             anchor_x="center",
                             anchor_y="center")
            arcade.draw_text('Press Left Key',
                             BOX_POS[0][0],
                             BOX_POS[0][1] - 55,
                             arcade.color.GRAY,
                             12,
                             width=223,
                             align="center",
                             anchor_x="center",
                             anchor_y="center")
            arcade.draw_text(str(LIST[self.world.question - 1][1]),
                             BOX_POS[1][0],
                             BOX_POS[1][1],
                             arcade.color.BLACK,
                             30,
                             width=223,
                             align="center",
                             anchor_x="center",
                             anchor_y="center")
            arcade.draw_text('Press Right Key',
                             BOX_POS[1][0],
                             BOX_POS[1][1] - 55,
                             arcade.color.GRAY,
                             12,
                             width=223,
                             align="center",
                             anchor_x="center",
                             anchor_y="center")
            if not self.world.can_ans:  #not enough coin
                arcade.draw_text(': ' + str(self.world.bet), 330, 130,
                                 arcade.color.RED, 20)

            if self.world.can_ans:  #enough coin
                arcade.draw_text(': ' + str(self.world.bet), 330, 130,
                                 arcade.color.BLACK, 20)

            if check_render[0]:  #show result
                if check_render[1]:
                    self.ans_img = arcade.Sprite('images/right.png')
                    arcade.draw_text("Correct! You got " +
                                     str(self.world.bet) + " coins",
                                     370,
                                     400,
                                     arcade.color.BLACK,
                                     30,
                                     width=1000,
                                     align="center",
                                     anchor_x="center",
                                     anchor_y="center")

                if not check_render[1]:
                    self.ans_img = arcade.Sprite('images/wrong.png')
                    arcade.draw_text("Wrong! You lose " + str(self.world.bet) +
                                     " coins",
                                     370,
                                     400,
                                     arcade.color.RED,
                                     30,
                                     width=1000,
                                     align="center",
                                     anchor_x="center",
                                     anchor_y="center")
                self.ans_img.set_position(BOX_POS[check_render[2]][0],
                                          BOX_POS[check_render[2]][1])
                self.ans_img.draw()
                arcade.draw_text('Press Enter to continue', 250, 80,
                                 arcade.color.GRAY, 15)

            if not self.world.can_ans:
                if self.world.bet < self.world.check_coin():
                    arcade.draw_text(
                        '( min ' + str(self.world.check_coin()) + ' )', 300,
                        100, arcade.color.RED, 13)
                if self.world.bet > self.world.coin:
                    arcade.draw_text('  ( Too high )', 300, 100,
                                     arcade.color.RED, 13)

        self.coin_img.draw()
        arcade.draw_text(str(self.world.coin), 60, self.height - 35,
                         arcade.color.WHITE, 20)

        if end_status != 0:  #end game
            self.world.is_ans[0] = True
            if self.world.is_restart == True:
                self.world = World()
            arcade.draw_text('Press Enter to play again', 230, 20,
                             arcade.color.GRAY, 18)
            if end_status == 1:
                arcade.draw_text('You are a billionaire!!!',
                                 SCREEN_WIDTH / 2,
                                 SCREEN_HEIGHT / 2,
                                 arcade.color.WHITE,
                                 40,
                                 width=SCREEN_WIDTH,
                                 align="center",
                                 anchor_x="center",
                                 anchor_y="center")
            if end_status == 2:
                arcade.draw_text('Oop! You go bankrupt!',
                                 SCREEN_WIDTH / 2,
                                 SCREEN_HEIGHT / 2,
                                 arcade.color.WHITE,
                                 40,
                                 width=SCREEN_WIDTH,
                                 align="center",
                                 anchor_x="center",
                                 anchor_y="center")
            if end_status == 3:
                arcade.draw_text('You are a commoner',
                                 SCREEN_WIDTH / 2,
                                 SCREEN_HEIGHT / 2,
                                 arcade.color.WHITE,
                                 40,
                                 width=SCREEN_WIDTH,
                                 align="center",
                                 anchor_x="center",
                                 anchor_y="center")
示例#46
0
 def on_draw(self):
     arcade.start_render()
     arcade.draw_text(str(self.score), 20, SCREEN_HEIGHT - 40, open_color.white, 16)
     self.player.draw()
     self.bullet_list.draw()
     self.enemy_list.draw()
示例#47
0
import arcade
import os

# set the text for the meme
line1 = "1goodVariableName"
line2 = "good_variable_name1"

# set the dimensions of the window, based on the image
height = 640
width = 550
arcade.open_window(height, width, "Meme Generator")

arcade.set_background_color(arcade.color.WHITE)

arcade.start_render()

# load the image
texture = arcade.load_texture("images/drake_meme.jpg")
arcade.draw_texture_rectangle(texture.width//2, texture.height//2, texture.width,
                              texture.height, texture, 0)

# render the text
arcade.draw_text(line1, width//2 + 100, height - height//3, arcade.color.BLACK, 12)
arcade.draw_text(line2, width//2 + 100, height//2 - height//4,
                 arcade.color.BLACK, 12)

arcade.finish_render()

arcade.run()
示例#48
0
# ?
import arcade
import os

# ?
arcade.open_window(600, 600, "My First Arcade Program")

# ?
arcade.set_background_color(arcade.color.WHITE)

# ?
arcade.start_render()

# ?
arcade.draw_text("draw_circle_filled", 363, 207, arcade.color.BLACK, 10)
arcade.draw_circle_filled(420, 285, 18, arcade.color.GREEN)

# ?
arcade.finish_render()

# ?
arcade.run()
示例#49
0
arcade.set_background_color(arcade.color.BLUE_GRAY)

# Start the render process. This must be done before any drawing commands.
arcade.start_render()

# Draw a grid
# Draw vertical lines every 120 pixels
for x in range(0, 601, 120):
    arcade.draw_line(x, 0, x, 600, arcade.color.WHITE, 2)

# Draw horizontal lines every 200 pixels
for y in range(0, 601, 200):
    arcade.draw_line(0, y, 800, y, arcade.color.WHITE, 2)

# Draw a point
arcade.draw_text("draw_point", 7, 405, arcade.color.WHITE, 12)
arcade.draw_point(60, 495, arcade.color.RED, 10)

# Draw a set of points
arcade.draw_text("draw_points", 133, 405, arcade.color.WHITE, 12)
point_list = ((165, 495),
              (165, 480),
              (165, 465),
              (195, 495),
              (195, 480),
              (195, 465))
arcade.draw_points(point_list, arcade.color.ZAFFRE, 10)

# Draw a line
arcade.draw_text("draw_line", 243, 405, arcade.color.WHITE, 12)
arcade.draw_line(270, 495, 300, 450, arcade.color.BURNT_ORANGE, 3)
    def draw_game_over(self):
        """
        Draw "Game over" across the screen.
        """
        output = "Game Over"
        arcade.draw_text(output, 240, 400, arcade.color.WHITE, 54)

        output = "Click to restart"
        arcade.draw_text(output, 310, 300, arcade.color.WHITE, 24)