def render(self, deltaTime): titlePosition = (myDisplayManager.getCenterPosition( self._titleSurface.get_size())[0], self._margin) myDisplayManager.display(self._titleSurface, titlePosition) index = 0 for button in self._buttons: button.setShaking(self._selectedButton == index) button.renderButton(deltaTime) index += 1
def render(self, deltaTime): if self._debug: self._background.fill((0, 0, 0, 0)) points = [ self._position, (self._position[0] + self._width, self._position[1]), (self._position[0] + self._width, self._position[1] + self._height), (self._position[0], self._position[1] + self._height) ] pygame.draw.lines(self._background, colors.RED, True, points, 2) myDisplayManager.display(self._background, (0, 0))
def render(self, deltaTime): basePosition = self._mapObject.mapToPixel(self._position[0], self._position[1]) myDisplayManager.display( self._selectorSurface, self._mapObject.applyOffset(basePosition[0], basePosition[1])) if self._selectedObject: objX, objY = self._selectedObject.getPixelPosition() if type(self._selectedObject) != PlayerObject: objX, objY = self._mapObject.applyOffset(objX, objY) myDisplayManager.display(self._selectedSurface, (objX, objY))
def render(self, deltaTime): surface = self._playerSurface """rect = surface.get_rect() if self._orientation != 0: surface = pygame.transform.rotate(surface, self._orientation) newRect = surface.get_rect() newRect.center = rect.center rect = newRect rect.left = self._position[0] rect.top = self._position[1]""" if self._selected: self.selectionElementRender(deltaTime) myDisplayManager.display(surface, self._pixelPos)
def renderButton(self, deltaTime, position=None): """ Display the button :param position: if no position use default :return: Nothing """ currentPosition = position if position else self._position currentPosition = self.shake(currentPosition, deltaTime) buttonSize = self._buttonImg.get_size() textSize = self._textSurface.get_size() textPosition = ((buttonSize[0] - textSize[0]) / 2 + currentPosition[0], (buttonSize[1] - textSize[1]) / 2 + currentPosition[1]) myDisplayManager.display(self._buttonImg, currentPosition) myDisplayManager.display(self._textSurface, textPosition)
def render(self, deltaTime): myDisplayManager.display(self._background, (0, 0)) myDisplayManager.display(self._dialogBackground, self._position) positionT = self._position[0] + self._padding positionL = self._position[1] + self._padding for dialog in self._renderedDialogs[self._currentDialog][ self._currentSubDialog]: dialog.set_alpha(self._currentFading) myDisplayManager.display(dialog, (positionT, positionL)) positionL += dialog.get_size()[1]
def render(self, deltaTime, offsetX, offsetY): myDisplayManager.display( self._surface, (self._pixelPos[0] - offsetX, self._pixelPos[1] - offsetY))
def render(self, deltaTime): myDisplayManager.display(self._background, (0, 0)) self._mapObject.render(deltaTime)
def selectionElementRender(self, deltaTime): if self._tacticalMode: myDisplayManager.display(self._accessibleCasesSurface, self._accessibleCasesSurfacePosition)
def render(self, deltaTime): self.renderCurrentSubBlock() myDisplayManager.display(self._textSurface, self._position)