示例#1
0
 def draw(self, window):
     self.surface.fill("black")
     self.surface.set_colorkey("black")
     self.surface.blit(self.selector, (0,self.sel_y-3))
     for i in range(len(self.options)):
         draw_text(self.surface, self.options[i], FONT_SIZE, GAME_FONT, self.surf_rect.centerx, FONT_SIZE*(i+1) + self.spacing*(i+1), self.colors[self.act_opt[i]], "centered")
     window.blit(self.surface, (0,window.get_height()/2 - 32))
示例#2
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    def draw(self, window):
        self.table_surf.fill("black")
        self.table_surf.set_colorkey("black")

        if len(self.scores) != 0:
            for i in range(len(self.scores[self.cur_tbl])):
                name = self.scores[self.cur_tbl][i][0].upper()
                score = self.scores[self.cur_tbl][i][1]
                difficulty = DIFFICULTIES[self.scores[self.cur_tbl][i][2]]

                # If difficulty is HARD, then set color to yellow
                difficulty_color = "WHITE"
                if difficulty == DIFFICULTIES[2]:
                    difficulty_color = "YELLOW"

                # Draw text
                draw_text(self.table_surf, f"{(i+1)+(self.cur_tbl*self.splice_n)}.", FONT_SIZE, GAME_FONT, self.table_rect.centerx * 0.35 + len(str(i)), FONT_SIZE*(i+1) + self.spacing*(i+1), "YELLOW")
                draw_text(self.table_surf, f"{name}", FONT_SIZE, GAME_FONT, self.table_rect.centerx * 0.6, FONT_SIZE*(i+1) + self.spacing*(i+1), "WHITE")
                draw_text(self.table_surf, f"{score}", FONT_SIZE, GAME_FONT, self.table_rect.centerx * 1.0, FONT_SIZE*(i+1) + self.spacing*(i+1), "WHITE")
                draw_text2(self.table_surf, f"{difficulty}", GAME_FONT, FONT_SIZE, (self.table_rect.centerx * 1.4, FONT_SIZE*(i+1) + self.spacing*(i+1)), difficulty_color)
                draw_text(window, f"PAGE {self.cur_tbl+1} OF {len(self.scores)}", FONT_SIZE, GAME_FONT, self.table_rect.centerx, self.table_rect.bottom * 1.25, "WHITE", "centered")
        else:
            draw_text2(self.table_surf, "No scores yet...", GAME_FONT, FONT_SIZE, (self.table_rect.centerx, 64), "WHITE", align="center")
            draw_text2(self.table_surf, "Go play the game!", GAME_FONT, FONT_SIZE, (self.table_rect.centerx, 96), "WHITE", align="center")

        window.blit(self.table_surf,(0,WIN_RES["h"]/2 - 128))
示例#3
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    def draw(self, window):
        # Set colorkeys
        self.direction_panel.fill("BLACK")
        self.direction_panel.set_colorkey("BLACK")
        self.back_panel.fill("BLACK")
        self.back_panel.set_colorkey("BLACK")

        # Selector
        if self.active_panel == self.sub_panels[0]:
            self.direction_panel.blit(self.selector,
                                      (self.dp_rect.centerx * self.sel_i, 0))
        elif self.active_panel == self.sub_panels[1]:
            self.back_panel.blit(self.selector,
                                 (self.back_panel.get_rect().width / 4, 0))

        # Direction panel
        draw_text(self.direction_panel, self.dp_options[0], FONT_SIZE,
                  GAME_FONT, self.dp_rect.centerx * 0.5,
                  self.dp_rect.centery * 0.5, self.colors[self.dp_act_opt[0]],
                  "centered")
        draw_text(self.direction_panel, self.dp_options[1], FONT_SIZE,
                  GAME_FONT, self.dp_rect.centerx * 1.5,
                  self.dp_rect.centery * 0.5, self.colors[self.dp_act_opt[1]],
                  "centered")
        window.blit(self.direction_panel, (0, window.get_rect().height * 0.7))

        # Back panel
        draw_text(self.back_panel, "BACK", FONT_SIZE, GAME_FONT,
                  self.dp_rect.centerx, self.dp_rect.centery * 0.5,
                  self.colors[self.bp_active], "centered")
        window.blit(self.back_panel, (0, window.get_rect().height * 0.8))
示例#4
0
    def draw(self, window):
        self.back_button.fill("BLACK")
        self.back_button.set_colorkey("BLACK")
        self.surface.fill("black")
        self.surface.set_colorkey("black")

        # Change selector size and draw
        if self.options[self.sel_i] != "BACK":
            self.selector = pygame.Surface((WIN_RES["w"], FONT_SIZE + 4))
            self.selector.fill("white")
            self.surface.blit(self.selector, (0,self.sel_y-3))
        else:
            self.selector = pygame.Surface((128,32))
            self.selector.fill("white")
            self.back_button.blit(
                self.selector, 
                (0,0)
            )

        # Draw menu
        for i in range(len(self.options)):
            if self.options[i] != "BACK":
                draw_text(self.surface, self.options[i], FONT_SIZE, GAME_FONT, self.surf_rect.centerx, FONT_SIZE*(i+1) + self.spacing*(i+1), self.colors[self.act_opt[i]], "centered")
            else:
                draw_text2(
                    self.back_button, 
                    "BACK", 
                    GAME_FONT, 
                    FONT_SIZE, 
                    (self.back_button.get_width()/2, self.back_button.get_height()/2 - FONT_SIZE/2), 
                    self.colors[self.act_opt[i]], 
                    align="center"
                )
                window.blit(
                    self.back_button, 
                    (window.get_width()/2 - self.back_button.get_width()/2, window.get_height()*0.8)
                )

        # Draw the menu widget surface
        window.blit(self.surface, (0,window.get_height()*0.3))