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SceneGameOld.py
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SceneGameOld.py
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DrawHelper.drawAspect(screen,self.textureIdBG, 0,0)
#
#self.background_rocket.draw(self.main.screen) idiotic rocket rising
self.goalContainer.draw(screen)
for button in self.buttons:
button.draw(screen)
for answer in self.currentAnswers:
answer.draw(screen)
for item in self.gameScreenUI:
item.draw(screen)
if(self.winScreen.drawing == True):
self.winScreen.draw(screen)
if(self.loseScreen.drawing == True):
self.loseScreen.draw(screen)
if not self.level_loaded:
screen.fill((0, 0, 0)) #wtf idiot stop this stupid shit
pygame.display.update()
#Arrange passed-in answers array in a grid with sensible default options
def arrangeAnswers(self, answers, perRow , base_x, base_y , h_spacing, v_spacing):
#Starting our counter variables at 1 to avoid an additional if block
#(because we can never divide by 0 this way)
counter = 1
currentRow = 1
posInCurrentRow = -1 #Initialize current row position to -1
#so first answer isn't offset incorrectly
for answer in answers:
answer = answer.split("/")#get numerator and denominator
if(counter > currentRow * perRow):
currentRow = currentRow + 1
posInCurrentRow = 0
else:
posInCurrentRow = posInCurrentRow + 1
answer_x = base_x + (h_spacing * posInCurrentRow)
answer_y = base_y + ((currentRow - 1) * v_spacing)
temp = Container(answer_x, answer_y, int(answer[0]), int(answer[1]))
self.currentAnswers.append(temp)
counter = counter + 1
def checkLevelExists(self, level):
return os.path.exists(os.path.join('assets/levels', str(level) + '.json'))