def draw(): global fade_image global image global ready_font global blink_str global fade_timer pico2d.clear_canvas() if fade_timer > 0.0: image.draw(pico2d.get_canvas_width() // 2, pico2d.get_canvas_height() // 2) if blink_str > 1.2: blink_str = 0.0 pass elif blink_str <= 0.6: pass elif blink_str <= 1.2: ready_font.draw(pico2d.get_canvas_width()//2, pico2d.get_canvas_height()//2 // 2 // 2, str("Press Enter")) pass if fade_timer < 0.0: fade_timer = 0.0 fade_image.opacify(1.0 - fade_timer) fade_image.clip_draw(0, 0, pico2d.get_canvas_width(), pico2d.get_canvas_height(), 0, 0, pico2d.get_canvas_width() * 3, pico2d.get_canvas_height() * 3) pico2d.update_canvas() pass
def draw(): global Test_obj pico2d.clear_canvas() Test_obj.draw() pico2d.update_canvas()
def draw(): global frame pico2d.clear_canvas() BG.draw(400, 300) charicter.clip_draw(frame * 100, right * 100, 100, 100, x + 400, y + 300) pico2d.update_canvas() pico2d.delay(1 / 30) frame = (frame + 1) % 8
def draw(): global road, player, cars, coins, fires pico2d.clear_canvas() road.draw() for c in cars: c.draw() for c in coins: c.draw() for f in fires: f.draw() player.draw() info.draw() pico2d.update_canvas() pico2d.delay(DELAY)
def draw(): global bg, player, cars, coins, fires pico2d.clear_canvas() bg.draw() with lock: for c in cars: c.draw() for c in coins: c.draw() for f in fires: f.draw() player.draw() for c in bg.clouds: c.draw() info.draw() pico2d.update_canvas()
def get_intersect_rect(o1_left,o1_bottom,o1_right,o1_top,o2_left,o2_bottom,o2_right,o2_top): left, right, bottom, top = 0, 0, 0, 0 if rect_in_rect(o1_left,o1_bottom,o1_right,o1_top,o2_left,o2_bottom,o2_right,o2_top): if (o1_left < o2_right and o1_right > o2_left): left = (o1_left > o2_left) and o1_left or o2_left right = (o1_right < o2_right) and o1_right or o2_right if (o1_top > o2_bottom and o1_bottom < o2_top): bottom = (o1_bottom > o2_bottom) and o1_bottom or o2_bottom top = (o1_top < o2_top) and o1_top or o2_top if game_framework.debug: pico2d_extension.set_color(255, 0, 0) pico2d_extension.draw_rectangle(left,bottom,right,top) pico2d.update_canvas() return left, bottom, right, top
def draw(): pico2d.clear_canvas() for game_object, object_layer in GameWorldManager.all_objects(): game_object.draw() dead_font.draw(pico2d.get_canvas_width() // 2 + SHADOW_RANGE, pico2d.get_canvas_height() // 2 + pico2d.get_canvas_height() // 4 - SHADOW_RANGE, str("GAME OVER"), (0, 0, 0)) dead_font.draw(pico2d.get_canvas_width() // 2, pico2d.get_canvas_height() // 2 + pico2d.get_canvas_height() // 4, str("GAME OVER"), (255, 255, 255)) dead_font.draw(500 + SHADOW_RANGE, pico2d.get_canvas_height() // 2 - SHADOW_RANGE, str("Game Score : "), (0, 0, 0)) dead_font.draw(500, pico2d.get_canvas_height() // 2, str("Game Score : "), (255, 255, 255)) dead_score_font.draw(pico2d.get_canvas_width() - 500 + SHADOW_RANGE, pico2d.get_canvas_height() // 2 - SHADOW_RANGE, "%d" % MainState.BlackBoard['player']['holding_gold'], (0, 0, 0)) dead_score_font.draw(pico2d.get_canvas_width() - 500, pico2d.get_canvas_height() // 2, "%d" % MainState.BlackBoard['player']['holding_gold'], (55, 55, 55)) dead_message_font.draw(pico2d.get_canvas_width() // 2 + SHADOW_RANGE, pico2d.get_canvas_height() // 8 - SHADOW_RANGE, str("게임을 종료하려면 ESC 키를 누르세요"), (0, 0, 0)) dead_message_font.draw(pico2d.get_canvas_width() // 2, pico2d.get_canvas_height() // 8, str("게임을 종료하려면 ESC 키를 누르세요"), (255, 255, 255)) pico2d.update_canvas() pass
def draw(): global camera pico2d.clear_canvas() for game_object, object_layer in GameWorldManager.all_objects(): if object_layer == LAYER_BACKGROUND or object_layer == LAYER_MESSAGE or object_layer == LAYER_UI: game_object.draw() pass else: if camera.check_object_in_camera(game_object.pivot.x, game_object.pivot.y): view_val = check_object_view(game_object.pivot.x, game_object.pivot.y) if view_val == 0: game_object.alpha_value = 0.0 game_object.draw() pass elif view_val == 1: game_object.alpha_value = 0.3 game_object.draw() pass elif view_val == 2: game_object.alpha_value = 0.8 game_object.draw() else: game_object.alpha_value = 1.0 pass fade_image.opacify(fade_timer) fade_image.clip_draw(0, 0, pico2d.get_canvas_width(), pico2d.get_canvas_height(), 0, 0, pico2d.get_canvas_width() * 3, pico2d.get_canvas_height() * 3) pico2d.update_canvas() pass
def main(): mainE = MainE() mainM = MainM() mainH = MainH() mainE.Init() mainM.Init() mainH.Init() while (scene >= 0): while (scene == 0): p2.clear_canvas() mainE.draw() p2.update_canvas() p2.delay(0.1) handle_events() while (scene == 1): p2.clear_canvas() mainM.draw() p2.update_canvas() p2.delay(0.1) handle_events() while (scene == 2): p2.clear_canvas() mainH.draw() p2.update_canvas() p2.delay(0.1) handle_events() p2.close_canvas()
def draw(): global title pico2d.clear_canvas() title.draw() pico2d.update_canvas()
grass = pico2d.load_image('grass.png') character = pico2d.load_image('animation_sheet.png') running = True x = 0 y = 0 mouse_x, mouse_y=0,0 frame = 0 speed = 5 dir = 0 while running: pico2d.clear_canvas() grass.draw(400, 30) if mouse_x != x and mouse_y != y: dy=mouse_y-y dx=mouse_x-x grad=dy/dx x+=speed*(grad) y+=speed*(1/grad) character.clip_draw(frame * 100, 100, 100, 100, x, 600-y) pico2d.update_canvas() handle_events() frame = (frame + 1) % 8 x+=dir * 5 pico2d.delay(0.01) pico2d.close_canvas()
def draw(): global garage pico2d.clear_canvas() garage.draw() pico2d.update_canvas()
import pico2d as Pico Pico.open_canvas() Grass = Pico.load_image('../res/grass.png') Character = Pico.load_image('../res/run_animation.png') x = 0 FrameIndex = 0 while x < 800 : Pico.clear_canvas() Grass.draw(400,30) Character.clip_draw(100 * FrameIndex, 0, 100, 100, x, 85) Pico.update_canvas() Pico.get_events() x += 4 #FrameIndex += 1 #if FrameIndex >= 8 : # FrameIndex = 0 FrameIndex = (FrameIndex + 1) % 8 Pico.delay(0.05) Pico.close_canvas()
grass = p.load_image('KPU_GROUND.png') char = p.load_image('animation_sheet.png') LEFT = 1073741904 RIGHT = 1073741903 UP = 1073741906 DOWN = 1073741905 while (True): p.clear_canvas() grass.draw(640, 512) if direct == Direct.e_right: if state == State.e_idle: char.clip_draw(frame * 100, 300, 100, 100, cx, cy) else: char.clip_draw(frame * 100, 100, 100, 100, cx, cy) else: if state == State.e_idle: char.clip_draw(frame * 100, 200, 100, 100, cx, cy) else: char.clip_draw(frame * 100, 0, 100, 100, cx, cy) p.update_canvas() frame = (frame + 1) % 8 handle_events() if myInput[0] == True and cx < 1280: cx += 1 if myInput[1] == True and cx > 0: cx -= 1 if myInput[2] == True and cy > 0: cy -= 1 if myInput[3] == True and cy < 1024: cy += 1 p.close_canvas()
def draw(): global gameover pico2d.clear_canvas() gameover.draw() pico2d.update_canvas()