示例#1
0
        for col in range(F.map_rows):
            pygame.draw.rect(
                DISPLAYSUR, F.board_frame_color,
                (col * F.tile_size + F.board_origin_1[0], row * F.tile_size +
                 F.board_origin_1[1], F.tile_size, F.tile_size))
            pygame.draw.rect(
                DISPLAYSUR, F.board_color,
                (col * F.tile_size + F.board_origin_1[0] + F.board_frame_px,
                 row * F.tile_size + F.board_origin_1[1] + F.board_frame_px,
                 F.tile_size - 2 * F.board_frame_px,
                 F.tile_size - 2 * F.board_frame_px))

    # render the moving blocks
    if controller.game_status == 21:
        if mover_0.remain_moving_frames > 0 and if_moved_0:
            mover_0.move_all()
            for row in range(F.map_rows):
                for col in range(F.map_cols):
                    if mover_0.blocks[row][col]:
                        # the tile background
                        moving_tile_pos = (
                            mover_0.blocks[row][col].y * F.tile_size +
                            F.board_origin_0[0] + F.board_frame_px,
                            mover_0.blocks[row][col].x * F.tile_size +
                            F.board_origin_0[1] + F.board_frame_px)
                        moving_tile_rect = moving_tile_pos + (
                            F.tile_size - 2 * F.board_frame_px,
                            F.tile_size - 2 * F.board_frame_px)
                        tile_color = F.tile_color[board_0.prev_board[row][col]]
                        pygame.draw.rect(DISPLAYSUR, tile_color,
                                         moving_tile_rect)
示例#2
0
                (col * F.tile_size + F.board_offset_x + F.board_frame_px,
                 row * F.tile_size + F.board_offset_y + F.board_frame_px,
                 F.tile_size - 2 * F.board_frame_px,
                 F.tile_size - 2 * F.board_frame_px))

    pygame.draw.rect(
        DISPLAYSUR, F.star_tile_color,
        (F.star_pos[1] * F.tile_size + F.board_offset_x - F.board_frame_px,
         F.star_pos[0] * F.tile_size + F.board_offset_y - F.board_frame_px,
         F.tile_size + 2 * F.board_frame_px,
         F.tile_size + 2 * F.board_frame_px))

    # render the moving blocks
    if controller.game_status == 21:
        if mover.remain_moving_frames > 0:
            mover.move_all()
            for row in range(F.map_rows):
                for col in range(F.map_cols):
                    if mover.blocks[row][col]:
                        # the tile background
                        moving_tile_pos = (
                            mover.blocks[row][col].y * F.tile_size +
                            F.board_offset_x + F.board_frame_px,
                            mover.blocks[row][col].x * F.tile_size +
                            F.board_offset_y + F.board_frame_px)
                        if (row, col) == F.star_pos:
                            DISPLAYSUR.blit(
                                F.castle_textures[board.prev_board[row][col]],
                                moving_tile_pos)
                        else:
                            DISPLAYSUR.blit(