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123 def draw_alpha_rect(self, rect, color, alpha): 124 x, y = self.map_point((rect[0], rect[1])) 125 w, h = int(self.scale*rect[2]), int(self.scale*rect[3]) 126 s = pygame.Surface((w, h), pygame.SRCALPHA) # per-pixel alpha 127 s.fill(color + (alpha,)) 128 # print(y, self.h) 129 self.surface.blit(s, (x, y-h))
52 def draw(self): 53 self.screen.fill((0, 100, 0)) 54 pygame.draw.rect(self.screen, (135, 206, 235), pygame.Rect(0, 0, self.width, 100)) 55 for i in range(2): 56 if self.dead[i]: 57 img = CrackGame.DEAD_IMAGE 58 elif not self.jumps[i]: 59 img = CrackGame.IMAGES[self.current_frame] 60 else: 61 img = CrackGame.JUMP_IMAGE 62 63 pygame.draw.rect(self.screen, (200, 200, 200), pygame.Rect(0, self.sidewalk_y + i*2*self.sidewalk_height, self.width, self.sidewalk_height)) 64 pygame.draw.rect(self.screen, (150, 150, 150), pygame.Rect(0, self.sidewalk_y+self.sidewalk_height + i*2*self.sidewalk_height, self.width, self.sidewalk_height/5)) 65 p = 0 66 for crack in self.cracks: 67 pygame.draw.aaline(self.screen, (0, 0, 0), (p + crack - 10, self.sidewalk_y+self.sidewalk_height + i*2*self.sidewalk_height), (p + crack + 10, self.sidewalk_y + i*2*self.sidewalk_height)) 68 pygame.draw.aaline(self.screen, (0, 0, 0), (p + crack - 10, self.sidewalk_y+self.sidewalk_height + i*2*self.sidewalk_height), (p + crack - 10, self.sidewalk_y+self.sidewalk_height + i*2*self.sidewalk_height + self.sidewalk_height/5)) 69 p += crack 70 if not self.jumping[i]: 71 if (self.positions[i][0] < self.width) and (self.positions[i][0] - img.get_rect().width/4 < p < self.positions[i][0] + img.get_rect().width/4): 72 self.dead[i] = True 73 74 if not self.dead[i]: 75 width = img.get_rect().width - ((self.sidewalk_y+self.sidewalk_height/2 + 2*i*self.sidewalk_height - self.positions[i][1]) / 8) 76 pygame.draw.ellipse(self.screen, (180, 180, 180), pygame.Rect(self.positions[i][0] - img.get_rect().width/2, self.sidewalk_y + i*2*self.sidewalk_height + 60, width, 20)) 77 self.screen.blit(img, pygame.Rect(self.positions[i][0] - img.get_rect().width/2, self.positions[i][1] - 0.75*img.get_rect().height, img.get_rect().width, img.get_rect().height))
38 def draw(self): 39 x = self.loc.x * CELLSIZE 40 y = self.loc.y * CELLSIZE 41 apple_rect = pygame.Rect(x, y, CELLSIZE, CELLSIZE) 42 pygame.draw.rect(screen, RED, apple_rect)
60 def draw(self, surface): 61 if self._apple_image is not None: 62 surface.blit(self._apple_image, (self.x, self.y)) 63 else: 64 pygame.draw.rect(surface, self.color, 65 (self.x, self.y, self.size, self.size), 0)
30 def draw(self, screen, color): 31 l = self.block 32 for (x, y) in self.list: 33 draw.rect(screen, color, (x, y, l, l), 1) 34 draw.rect(screen, color, (x+3, y+3, l-6, l-6)) 35 return screen
194 def paint(self,screen): 195 pygame.draw.rect(screen,self.color,self.rect,0)
491 def draw(self, view): 492 493 view.rectangle((self.x, self.y, self.width, self.height), self.color)
48 def draw_rect(self, rect, color): 49 r, g, b = color 50 r /= float(0xff) 51 g /= float(0xff) 52 b /= float(0xff) 53 x, y, width, height = rect 54 # the y direction is flipped but this fixes it :) 55 y = self.height - y - height 56 57 glColor3f(r, g, b) 58 glBegin(GL_QUADS) 59 glVertex2f(x, y) 60 glVertex2f(x + width, y) 61 glVertex2f(x + width, y + height) 62 glVertex2f(x, y + height) 63 glEnd()
38 def draw(self, win): 39 pygame.draw.rect(win, (0,0,0), (self.x - self.BORDER_THICKNESS/2, self.y-self.BORDER_THICKNESS/2, self.WIDTH + self.BORDER_THICKNESS, self.HEIGHT + self.BORDER_THICKNESS), self.BORDER_THICKNESS) 40 for y, _ in enumerate(self.board): 41 for x, col in enumerate(self.board[y]): 42 pygame.draw.rect(win, col, (self.x + x*8, self.y + y*8, 8, 8), 0)
154 def draw(self): 155 #draw background image 156 self.draw_background() 157 158 #draw game field crap here 159 160 #decide if we should draw grid. 161 if self.options['draw_grid']: 162 self.draw_grid() 163 164 #Only stuff being drawn right now. 165 #Message board with x button 166 self.tboard.draw() 167 168 if self.button.is_visible(): 169 self.button.draw() 170 171 if self.togglebtn.is_visible(): 172 self.togglebtn.draw()