- self.screen.blit (self.butabaright, (self.butaba.col*48, self.butaba.row*48))
-
- # Draw the sidebar infodisplay
- def draw_information (self):
- self.screen.blit (self.redpotion, (485, 10))
- self.put_text (550, 25, 28, (255, 0, 0), "%d" % self.butaba.health)
- self.screen.blit (self.goldcoins, (485, 50))
- self.put_text (550, 75, 28, (255, 255, 0), "%d" % self.butaba.gold)
- self.screen.blit (self.wand, (485, 120))
- self.put_text (550, 130, 28, (0, 0, 255), "%d" % self.butaba.magic)
- self.screen.blit (self.bulb, (485, 180))
- self.put_text (550, 190, 28, (0, 255, 0), "%d" % self.butaba.experience)
- self.screen.blit (self.lightning, (485, 240))
- self.put_text (550, 250, 28, (255,255,255), "%d" % self.butaba.strength)
-
- # Draw the level background tiles
- def draw_level (self, level):
+ self.screen.blit (self.img_butabaright, (self.butaba.col*48, self.butaba.row*48))
+
+
+ # Draw the status infodisplay
+ def draw_status (self):
+ self.screen.blit (self.img_redpotion, (485, 10))
+ utility.put_text (self.screen, 550, 25, 24, (255, 0, 0), "%d" % self.butaba.health)
+
+ self.screen.blit (self.img_lightning, (620, 10))
+ utility.put_text (self.screen, 660, 20, 24, (255,255,255), "%d" % self.butaba.strength)
+
+ self.screen.blit (self.img_wand, (485, 65))
+ utility.put_text (self.screen, 550, 75, 24, (0, 0, 255), "%d" % self.butaba.magic)
+
+ self.screen.blit (self.img_bulb, (620, 65))
+ utility.put_text (self.screen, 660, 75, 24, (0, 255, 0), "%d" % self.butaba.experience)
+
+ self.screen.blit (self.img_goldcoins, (485, 110))
+ utility.put_text (self.screen, 550, 130, 24, (255, 255, 0), "%d" % self.butaba.gold)
+
+ if self.status_message is not None:
+ utility.put_text (self.screen, 10, 485, 18, (255,255, 0), "%s" % self.status_message)
+
+ # display the inventory of the player
+ def draw_inventory (self):
+ # draw the inventory slots
+ r = 1
+ c = 1
+ utility.put_text (self.screen, 490, 170, 22, (255,255 , 0), "Inventory")
+ for i in range (butaba.Butaba.MAXITEMS):
+ self.screen.blit (self.img_inventory, (440+c*54, 150+r*54))
+ if c % 4 == 0:
+ r += 1
+ c = 1
+ else:
+ c += 1
+
+ r = 1
+ c = 1
+ for obj in self.butaba.inventory:
+ self.screen.blit (obj.image, (440+c*54+2, 150+r*54+2))
+ if c % 4 == 0:
+ r += 1
+ c = 1
+ else:
+ c += 1
+
+ # Draw the level background tiles on surface
+ def draw_level_background (self, level):