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def drawColorSchemeBoxes(x, y, schemeNum):
# Draws the color scheme boxes that appear on the "Settings" screen.
for boxy in range(2):
for boxx in range(3):
pygame.draw.rect(DISPLAYSURF, COLORSCHEMES[schemeNum][3 * boxy + boxx + 1], (x + MEDIUMBOXSIZE * boxx, y + MEDIUMBOXSIZE * boxy, MEDIUMBOXSIZE, MEDIUMBOXSIZE))
if paletteColors == COLORSCHEMES[schemeNum][1:]:
# put the ink spot next to the selected color scheme
DISPLAYSURF.blit(SPOTIMAGE, (x - 50, y))
print "Couldn't load soundfont", SF2
sys.exit(1)
# Initialize pygame and load 'pad.png'
pygame.init()
screen = pygame.display.set_mode((610,500))
pad, pad_rect = load_img("pad.png")
hit = pygame.Surface(pad_rect.size) # Used to display which pad was hit
# Draw track representation basis - a rectangle divided in 9 horizontal pieces
track=pygame.Surface((610, 45))
track.fill((0,0,0))
pygame.draw.rect(track, (255,0,0), track.get_rect(), 1)
for y in range(1, 9):
pygame.draw.line(track, (255,0,0), (0, y * 5), (610, y * 5), 1)
pygame.display.set_caption("mingus drum")
def play_note(note):
"""play_note determines which pad was 'hit' and send the
play request to fluidsynth"""
index = None
if note == Note("B", 2):
index = 0
elif note == Note("A", 2):
index = 1
def button(text, x, y, width, height, inactive_color, active_color, action = None):
cur = pygame.mouse.get_pos()
click = pygame.mouse.get_pressed()
#print(click)
if x + width > cur[0] > x and y + height > cur[1] > y:
pygame.draw.rect(gameDisplay, active_color, (x,y,width,height))
if click[0] == 1 and action != None:
if action == "quit":
pygame.quit()
quit()
if action == "controls":
game_controls()
if action == "play":
gameLoop()
if action == "main":
game_intro()
else:
pygame.draw.rect(gameDisplay, inactive_color, (x,y,width,height))
pygame.draw.lines(display, (255, 136, 0), False, points, 2)
item = None
v_offset += 18
elif isinstance(item, tuple):
if isinstance(item[1], bool):
rect = pygame.Rect((bar_h_offset, v_offset + 8), (6, 6))
pygame.draw.rect(display, (255, 255, 255), rect, 0 if item[1] else 1)
else:
rect_border = pygame.Rect((bar_h_offset, v_offset + 8), (bar_width, 6))
pygame.draw.rect(display, (255, 255, 255), rect_border, 1)
f = (item[1] - item[2]) / (item[3] - item[2])
if item[2] < 0.0:
rect = pygame.Rect((bar_h_offset + f * (bar_width - 6), v_offset + 8), (6, 6))
else:
rect = pygame.Rect((bar_h_offset, v_offset + 8), (f * bar_width, 6))
pygame.draw.rect(display, (255, 255, 255), rect)
item = item[0]
if item: # At this point has to be a str.
surface = self._font_mono.render(item, True, (255, 255, 255))
display.blit(surface, (8, v_offset))
v_offset += 18
self._notifications.render(display)
self.help.render(display)
y = int(y)
possibleTurrets = [(x+27, y-2),
(x+26, y-5),
(x+25, y-8),
(x+23, y-12),
(x+20, y-14),
(x+18, y-15),
(x+15, y-17),
(x+13, y-19),
(x+11, y-21)
]
pygame.draw.circle(gameDisplay, black, (x,y), int(tankHeight/2))
pygame.draw.rect(gameDisplay, black, (x-tankHeight, y, tankWidth, tankHeight))
pygame.draw.line(gameDisplay, black, (x,y), possibleTurrets[turPos], turretWidth)
pygame.draw.circle(gameDisplay, black, (x-15, y+20), wheelWidth)
pygame.draw.circle(gameDisplay, black, (x-10, y+20), wheelWidth)
pygame.draw.circle(gameDisplay, black, (x-15, y+20), wheelWidth)
pygame.draw.circle(gameDisplay, black, (x-10, y+20), wheelWidth)
pygame.draw.circle(gameDisplay, black, (x-5, y+20), wheelWidth)
pygame.draw.circle(gameDisplay, black, (x, y+20), wheelWidth)
pygame.draw.circle(gameDisplay, black, (x+5, y+20), wheelWidth)
pygame.draw.circle(gameDisplay, black, (x+10, y+20), wheelWidth)
pygame.draw.circle(gameDisplay, black, (x+15, y+20), wheelWidth)
return possibleTurrets[turPos]
def draw_blocks(self, array2d, color=(0,0,255), dx=0, dy=0):
for y, row in enumerate(array2d):
y += dy
if y >= 2 and y < self.height:
for x, block in enumerate(row):
if block:
x += dx
x_pix, y_pix = self.pos_to_pixel(x, y)
# draw block
pygame.draw.rect(self.screen, color,
( x_pix, y_pix,
self.block_size,
self.block_size))
# draw border
pygame.draw.rect(self.screen, (0, 0, 0),
( x_pix, y_pix,
self.block_size,
self.block_size), 1)
def draw_shield_bar(surf, x, y, pct):
if pct < 0:
pct = 0
BAR_LENGTH = 100
BAR_HEIGHT = 10
fill = (pct / 100) * BAR_LENGTH
outline_rect = pygame.Rect(x, y, BAR_LENGTH, BAR_HEIGHT)
fill_rect = pygame.Rect(x, y, fill, BAR_HEIGHT)
pygame.draw.rect(surf, GREEN, fill_rect)
pygame.draw.rect(surf, WHITE, outline_rect, 2)
c = ffi.cast("struct nk_command_scissor*", nuklear_command)
rect = pygame.Rect(c.x, c.y, c.w, c.h)
screen.set_clip(rect)
elif nuklear_command.type == lib.NK_COMMAND_LINE:
c = ffi.cast("struct nk_command_line*", nuklear_command)
pygame.draw.line(screen,
(c.color.r, c.color.g, c.color.b),
(c.begin.x, c.begin.y),
(c.end.x, c.end.y),
c.line_thickness)
elif nuklear_command.type == lib.NK_COMMAND_RECT:
c = ffi.cast("struct nk_command_rect*", nuklear_command)
rect = pygame.Rect(c.x, c.y, c.w, c.h)
colour = (c.color.r, c.color.g, c.color.b)
# c.rounding - unsupported.
pygame.draw.rect(screen, colour, rect, c.line_thickness)
elif nuklear_command.type == lib.NK_COMMAND_RECT_FILLED:
c = ffi.cast("struct nk_command_rect_filled*", nuklear_command)
rect = pygame.Rect(c.x, c.y, c.w, c.h)
colour = (c.color.r, c.color.g, c.color.b)
# c.rounding - unsupported.
pygame.draw.rect(screen, colour, rect, 0)
elif nuklear_command.type == lib.NK_COMMAND_CIRCLE:
c = ffi.cast("struct nk_command_circle*", nuklear_command)
rect = pygame.Rect(c.x, c.y, c.w, c.h)
colour = (c.color.r, c.color.g, c.color.b)
pygame.draw.ellipse(screen, colour, rect, c.line_thickness)
elif nuklear_command.type == lib.NK_COMMAND_CIRCLE_FILLED:
c = ffi.cast("struct nk_command_circle_filled*", nuklear_command)
rect = pygame.Rect(c.x, c.y, c.w, c.h)
colour = (c.color.r, c.color.g, c.color.b)
pygame.draw.ellipse(screen, colour, rect, 0)
# Player health
if playerHealth > 50:
playerColour = lightGreen
else:
playerColour = green
# Enemy health
if enemyHealth > 50:
enemyColour = lightGreen
else:
enemyColour = green
# Draw the health bars
pygame.draw.rect(gameDisplay, playerColour, (pX - 100, display_height * .7, playerHealth, 10))
pygame.draw.rect(gameDisplay, enemyColour, (eX, display_height * .7, enemyHealth, 10))
def barrier(xlocation,randomHeight, barrier_width):
pygame.draw.rect(gameDisplay, black, [xlocation, display_height-randomHeight, barrier_width,randomHeight])