health_bar.py - gotowy
This commit is contained in:
parent
0f6f2354d3
commit
dca9c82b70
@ -63,5 +63,7 @@ ACTION = {
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"go": 0,
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"go": 0,
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}
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}
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#HEALTH_BAR
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# HEALTH_BAR
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BAR_ANIMATION_SPEED = 1
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BAR_ANIMATION_SPEED = 1
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BAR_WIDTH_MULTIPLIER = 0.9 # (0;1>
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BAR_HEIGHT_MULTIPLIER = 0.1
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@ -7,40 +7,40 @@ from models.knight import Knight
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class KnightsQueueTest(unittest.TestCase):
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class KnightsQueueTest(unittest.TestCase):
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def test_should_skip_dead_knights(self):
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def test_should_skip_dead_knights(self):
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knight1 = Knight(None)
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knight1 = Knight(None)
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knight1.health = 0
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knight1.max_hp = 0
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knight2 = Knight(None)
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knight2 = Knight(None)
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knight2.health = 0
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knight2.max_hp = 0
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knight3 = Knight(None)
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knight3 = Knight(None)
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knight3.health = 1
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knight3.max_hp = 1
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knight4 = Knight(None)
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knight4 = Knight(None)
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knight4.health = 0
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knight4.max_hp = 0
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knight5 = Knight(None)
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knight5 = Knight(None)
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knight5.health = 0
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knight5.max_hp = 0
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knight6 = Knight(None)
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knight6 = Knight(None)
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knight6.health = 1
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knight6.max_hp = 1
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knights_queue = KnightsQueue([knight1, knight2, knight3], [knight4, knight5, knight6])
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knights_queue = KnightsQueue([knight1, knight2, knight3], [knight4, knight5, knight6])
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res1 = knights_queue.dequeue_knight()
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res1 = knights_queue.dequeue_knight()
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res2 = knights_queue.dequeue_knight()
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res2 = knights_queue.dequeue_knight()
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self.assertEqual(res1.health, 1)
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self.assertEqual(res1.max_hp, 1)
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self.assertEqual(res2.health, 1)
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self.assertEqual(res2.max_hp, 1)
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def test_should_return_first_alive_knight(self):
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def test_should_return_first_alive_knight(self):
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knight1 = Knight(None)
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knight1 = Knight(None)
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knight1.health = 222
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knight1.max_hp = 222
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knight2 = Knight(None)
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knight2 = Knight(None)
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knight2.health = -1
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knight2.max_hp = -1
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knight3 = Knight(None)
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knight3 = Knight(None)
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knight3.health = 1
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knight3.max_hp = 1
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knights_queue = KnightsQueue([knight1, knight2], [knight3])
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knights_queue = KnightsQueue([knight1, knight2], [knight3])
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@ -55,22 +55,22 @@ class KnightsQueueTest(unittest.TestCase):
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def test_should_raise_when_knight_died_and_whole_team_dead(self):
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def test_should_raise_when_knight_died_and_whole_team_dead(self):
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with self.assertRaises(Exception):
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with self.assertRaises(Exception):
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knight1 = Knight(None)
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knight1 = Knight(None)
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knight1.health = 222
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knight1.max_hp = 222
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knight2 = Knight(None)
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knight2 = Knight(None)
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knight2.health = 1
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knight2.max_hp = 1
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knights_queue = KnightsQueue([knight1], [knight2])
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knights_queue = KnightsQueue([knight1], [knight2])
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knights_queue.dequeue_knight()
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knights_queue.dequeue_knight()
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knights_queue.dequeue_knight()
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knights_queue.dequeue_knight()
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knight2.health = -2
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knight2.max_hp = -2
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knights_queue.dequeue_knight()
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knights_queue.dequeue_knight()
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knights_queue.dequeue_knight()
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knights_queue.dequeue_knight()
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def test_should_make_valid_next_turn(self):
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def test_should_make_valid_next_turn(self):
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knight1 = Knight(None)
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knight1 = Knight(None)
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knight1.health = 222
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knight1.max_hp = 222
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knight2 = Knight(None)
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knight2 = Knight(None)
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knight2.health = 1
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knight2.max_hp = 1
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knights_queue = KnightsQueue([knight1], [knight2])
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knights_queue = KnightsQueue([knight1], [knight2])
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previous_turn = knights_queue.team_idx_turn
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previous_turn = knights_queue.team_idx_turn
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@ -82,13 +82,13 @@ class KnightsQueueTest(unittest.TestCase):
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def test_should_raise_when_team_has_dead_knights(self):
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def test_should_raise_when_team_has_dead_knights(self):
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with self.assertRaises(Exception):
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with self.assertRaises(Exception):
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knight1 = Knight(None)
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knight1 = Knight(None)
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knight1.health = 0
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knight1.max_hp = 0
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knight2 = Knight(None)
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knight2 = Knight(None)
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knight2.health = -1
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knight2.max_hp = -1
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knight3 = Knight(None)
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knight3 = Knight(None)
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knight3.health = -2
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knight3.max_hp = -2
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knight4 = Knight(None)
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knight4 = Knight(None)
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knight4.health = 20
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knight4.max_hp = 20
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knights_queue = KnightsQueue([knight1, knight2, knight3], [knight4])
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knights_queue = KnightsQueue([knight1, knight2, knight3], [knight4])
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@ -97,9 +97,9 @@ class KnightsQueueTest(unittest.TestCase):
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def test_should_return_knight_from_any_team_and_add_to_queue_again(self):
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def test_should_return_knight_from_any_team_and_add_to_queue_again(self):
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knight1 = Knight(None)
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knight1 = Knight(None)
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knight1.health = 10
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knight1.max_hp = 10
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knight2 = Knight(None)
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knight2 = Knight(None)
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knight2.health = 20
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knight2.max_hp = 20
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knights_queue = KnightsQueue([knight1], [knight2])
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knights_queue = KnightsQueue([knight1], [knight2])
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result1 = knights_queue.dequeue_knight()
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result1 = knights_queue.dequeue_knight()
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@ -109,12 +109,12 @@ class KnightsQueueTest(unittest.TestCase):
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self.assertIsNotNone(result1)
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self.assertIsNotNone(result1)
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self.assertIsNotNone(result2)
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self.assertIsNotNone(result2)
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self.assertIsNotNone(result3)
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self.assertIsNotNone(result3)
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self.assertTrue(result1.health == result3.health)
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self.assertTrue(result1.max_hp == result3.max_hp)
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def test_should_raise_when_only_one_team_alive(self):
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def test_should_raise_when_only_one_team_alive(self):
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with self.assertRaises(Exception):
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with self.assertRaises(Exception):
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knight = Knight(None)
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knight = Knight(None)
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knight.health = 21
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knight.max_hp = 21
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knights_queue = KnightsQueue([knight], [])
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knights_queue = KnightsQueue([knight], [])
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knights_queue.dequeue_knight()
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knights_queue.dequeue_knight()
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@ -10,6 +10,7 @@ from ui.screens.credits import Credits
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from ui.screens.main_menu import MainMenu
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from ui.screens.main_menu import MainMenu
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from ui.screens.options import Options
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from ui.screens.options import Options
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from ui.stats import Stats
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from ui.stats import Stats
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from logic.health_bar import HealthBar
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class Game:
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class Game:
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@ -35,6 +36,7 @@ class Game:
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menu.display_screen()
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menu.display_screen()
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def game(self):
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def game(self):
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health_bar = HealthBar(self.screen, pygame.Rect(150, 150, 100, 15), 100, 100)
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stats = Stats(self.screen)
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stats = Stats(self.screen)
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# setup clock for rounds
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# setup clock for rounds
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@ -63,7 +65,7 @@ class Game:
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if event.type == NEXT_TURN: # is called every 'TURN_INTERVAL' milliseconds
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if event.type == NEXT_TURN: # is called every 'TURN_INTERVAL' milliseconds
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self.level.handle_turn()
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self.level.handle_turn()
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stats.draw()
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stats.update()
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self.logs.draw()
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self.logs.draw()
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self.level.update()
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self.level.update()
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@ -1,5 +1,5 @@
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import pygame
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import pygame
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from common.constants import BAR_ANIMATION_SPEED, GRID_CELL_SIZE
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from common.constants import BAR_ANIMATION_SPEED, BAR_WIDTH_MULTIPLIER, BAR_HEIGHT_MULTIPLIER
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from common.colors import FONT_DARK, ORANGE, WHITE, RED, GREEN, BLACK
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from common.colors import FONT_DARK, ORANGE, WHITE, RED, GREEN, BLACK
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@ -11,32 +11,30 @@ class HealthBar:
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self.current_hp = current_hp
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self.current_hp = current_hp
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self.target_hp = current_hp
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self.target_hp = current_hp
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self.max_hp = max_hp
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self.max_hp = max_hp
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self.width = self.rect.width
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self.height = self.rect.height
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self.x = self.rect.x
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self.x = self.rect.x
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self.y = self.rect.y
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self.y = self.rect.y
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self.calculate_xy = calculate_xy
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self.calculate_xy = calculate_xy
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self.calculate_size = calculate_size
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if calculate_size:
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self.width = int(self.rect.width * BAR_WIDTH_MULTIPLIER) - 2
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self.height = int(self.rect.width * BAR_HEIGHT_MULTIPLIER) - 2
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else:
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self.width = self.rect.width - 2
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self.height = self.rect.height - 2
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self.update_stats()
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self.update_stats()
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def update(self):
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def update(self):
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self.show()
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self.update_stats()
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self.update_stats()
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self.show()
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def update_stats(self):
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def update_stats(self):
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if self.calculate_size:
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self.width = int(GRID_CELL_SIZE * 0.9)
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self.height = int(GRID_CELL_SIZE * 0.05)
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else:
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self.x = self.rect.x
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self.y = self.rect.y
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if self.calculate_xy:
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if self.calculate_xy:
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self.x = int(GRID_CELL_SIZE * 0.1) + self.rect.x
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self.x = int(self.rect.width * (1 - BAR_WIDTH_MULTIPLIER)/2) + self.rect.x + 1
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self.y = int(GRID_CELL_SIZE/2) + self.rect.y
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self.y = int(self.rect.height * BAR_HEIGHT_MULTIPLIER/2) + self.rect.y + 1
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else:
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else:
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self.width = self.rect.width
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self.x = self.rect.x + 1
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self.height = self.rect.height
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self.y = self.rect.y + 1
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self.health_ratio = self.max_hp / self.width
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self.health_ratio = self.max_hp / self.width
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@ -55,7 +53,7 @@ class HealthBar:
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def show(self):
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def show(self):
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pygame.Surface.fill(self.screen, BLACK, (self.x-1, self.y-1, self.width+2, self.height+2))
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pygame.Surface.fill(self.screen, BLACK, (self.x-1, self.y-1, self.width+2, self.height+2))
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pygame.Surface.fill(self.screen, RED, (self.x, self.y, self.width, self.height))
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pygame.Surface.fill(self.screen, RED, (self.x, self.y, self.width, self.height))
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pygame.Surface.fill(self.screen, GREEN, (self.x, self.y, int(self.target_hp * self.health_ratio)-1, self.height))
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pygame.Surface.fill(self.screen, GREEN, (self.x, self.y, int(self.target_hp / self.health_ratio), self.height))
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@ -10,7 +10,7 @@ class KnightsQueue:
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def dequeue_knight(self):
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def dequeue_knight(self):
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if self.both_teams_alive():
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if self.both_teams_alive():
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knight = self.queues[self.team_idx_turn].popleft()
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knight = self.queues[self.team_idx_turn].popleft()
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if knight.health <= 0:
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if knight.max_hp <= 0:
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return self.dequeue_knight()
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return self.dequeue_knight()
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else:
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else:
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self.queues[self.team_idx_turn].append(knight)
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self.queues[self.team_idx_turn].append(knight)
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@ -96,13 +96,13 @@ class Level:
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self.map[row_index][col_index] = knight
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self.map[row_index][col_index] = knight
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self.list_knights_red.append(knight)
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self.list_knights_red.append(knight)
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elif col == "m":
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elif col == "m":
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monster = Monster((col_index, row_index), self.sprites)
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monster = Monster(self.screen, (col_index, row_index), self.sprites)
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self.map[row_index][col_index] = monster
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self.map[row_index][col_index] = monster
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self.list_monsters.append(monster)
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self.list_monsters.append(monster)
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elif col == "c":
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elif col == "c":
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castle_count += 1
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castle_count += 1
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if castle_count == 4:
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if castle_count == 4:
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castle = Castle((col_index, row_index), self.sprites)
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castle = Castle(self.screen, (col_index, row_index), self.sprites)
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self.map[row_index][col_index] = castle
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self.map[row_index][col_index] = castle
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self.list_castles.append(castle)
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self.list_castles.append(castle)
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@ -147,6 +147,19 @@ class Level:
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self.logs.enqueue_log(f'AI {current_knight.team}: Ruch w lewo.')
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self.logs.enqueue_log(f'AI {current_knight.team}: Ruch w lewo.')
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self.map[knight_pos_y][knight_pos_x - 1] = current_knight.team_alias()
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self.map[knight_pos_y][knight_pos_x - 1] = current_knight.team_alias()
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def update_health_bars(self):
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for knight in self.list_knights_blue:
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knight.health_bar.update()
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for knight in self.list_knights_red:
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knight.health_bar.update()
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for monster in self.list_monsters:
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monster.health_bar.update()
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for castle in self.list_castles:
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castle.health_bar.update()
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def update(self):
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def update(self):
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bg_width = (GRID_CELL_PADDING + GRID_CELL_SIZE) * COLUMNS + BORDER_WIDTH
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bg_width = (GRID_CELL_PADDING + GRID_CELL_SIZE) * COLUMNS + BORDER_WIDTH
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bg_height = (GRID_CELL_PADDING + GRID_CELL_SIZE) * ROWS + BORDER_WIDTH
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bg_height = (GRID_CELL_PADDING + GRID_CELL_SIZE) * ROWS + BORDER_WIDTH
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# update and draw the game
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# update and draw the game
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self.sprites.draw(self.screen)
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self.sprites.draw(self.screen)
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self.update_health_bars() # has to be called last
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@ -1,10 +1,13 @@
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import random
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import pygame.image
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import pygame.image
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from common.helpers import parse_cord
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from common.helpers import parse_cord
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from logic.health_bar import HealthBar
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class Castle(pygame.sprite.Sprite):
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class Castle(pygame.sprite.Sprite):
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def __init__(self, position, group):
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def __init__(self, screen, position, group):
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super().__init__(group)
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super().__init__(group)
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self._layer = 1
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self._layer = 1
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self.image = pygame.image.load("./resources/textures/castle.png").convert_alpha()
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self.image = pygame.image.load("./resources/textures/castle.png").convert_alpha()
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@ -12,4 +15,6 @@ class Castle(pygame.sprite.Sprite):
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self.position = position
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self.position = position
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position_in_px = (parse_cord(position[0]), parse_cord(position[1]))
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position_in_px = (parse_cord(position[0]), parse_cord(position[1]))
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self.rect = self.image.get_rect(center=position_in_px)
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self.rect = self.image.get_rect(center=position_in_px)
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self.health = 80
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self.max_hp = 80
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self.current_hp = random.randint(1, self.max_hp)
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self.health_bar = HealthBar(screen, self.rect, current_hp=self.current_hp, max_hp=self.max_hp, calculate_xy=True, calculate_size=True)
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@ -33,11 +33,12 @@ class Knight(pygame.sprite.Sprite):
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self.rect = self.image.get_rect(topleft=position_in_px)
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self.rect = self.image.get_rect(topleft=position_in_px)
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self.team = team
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self.team = team
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self.health = random.randint(7, 12)
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self.max_hp = random.randint(7, 12)
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self.current_hp = random.randint(1, self.max_hp)
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self.attack = random.randint(4, 7)
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self.attack = random.randint(4, 7)
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self.defense = random.randint(1, 4)
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self.defense = random.randint(1, 4)
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self.points = 1
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self.points = 1
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self.health_bar = HealthBar(screen, self.rect, self.health, self.health)
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self.health_bar = HealthBar(screen, self.rect, current_hp=self.current_hp, max_hp=self.max_hp, calculate_xy=True, calculate_size=True)
|
||||||
|
|
||||||
def rotate_left(self):
|
def rotate_left(self):
|
||||||
self.direction = self.direction.left()
|
self.direction = self.direction.left()
|
||||||
|
@ -2,6 +2,7 @@ import pygame.image
|
|||||||
import random
|
import random
|
||||||
|
|
||||||
from common.helpers import parse_cord
|
from common.helpers import parse_cord
|
||||||
|
from logic.health_bar import HealthBar
|
||||||
|
|
||||||
monster_images = [
|
monster_images = [
|
||||||
pygame.image.load("./resources/textures/dragon2.png"),
|
pygame.image.load("./resources/textures/dragon2.png"),
|
||||||
@ -12,7 +13,7 @@ monster_images = [
|
|||||||
|
|
||||||
|
|
||||||
class Monster(pygame.sprite.Sprite):
|
class Monster(pygame.sprite.Sprite):
|
||||||
def __init__(self, position, group):
|
def __init__(self, screen, position, group):
|
||||||
super().__init__(group)
|
super().__init__(group)
|
||||||
self._layer = 1
|
self._layer = 1
|
||||||
self.image = random.choice(monster_images)
|
self.image = random.choice(monster_images)
|
||||||
@ -20,21 +21,23 @@ class Monster(pygame.sprite.Sprite):
|
|||||||
position_in_px = (parse_cord(position[0]), parse_cord(position[1]))
|
position_in_px = (parse_cord(position[0]), parse_cord(position[1]))
|
||||||
self.rect = self.image.get_rect(topleft=position_in_px)
|
self.rect = self.image.get_rect(topleft=position_in_px)
|
||||||
|
|
||||||
self.health = random.randrange(15, 25)
|
self.max_hp = random.randrange(15, 25)
|
||||||
|
self.current_hp = random.randint(1, self.max_hp)
|
||||||
|
self.health_bar = HealthBar(screen, self.rect, current_hp=self.current_hp, max_hp=self.max_hp, calculate_xy=True, calculate_size=True)
|
||||||
self.attack = random.randrange(2, 10)
|
self.attack = random.randrange(2, 10)
|
||||||
if self.image == monster_images[0]:
|
if self.image == monster_images[0]:
|
||||||
self.health = 20
|
self.max_hp = 20
|
||||||
self.attack = 9
|
self.attack = 9
|
||||||
self.points = 10
|
self.points = 10
|
||||||
elif self.image == monster_images[1]:
|
elif self.image == monster_images[1]:
|
||||||
self.health = 15
|
self.max_hp = 15
|
||||||
self.attack = 7
|
self.attack = 7
|
||||||
self.points = 7
|
self.points = 7
|
||||||
elif self.image == monster_images[2]:
|
elif self.image == monster_images[2]:
|
||||||
self.health = 10
|
self.max_hp = 10
|
||||||
self.attack = 4
|
self.attack = 4
|
||||||
self.points = 4
|
self.points = 4
|
||||||
elif self.image == monster_images[3]:
|
elif self.image == monster_images[3]:
|
||||||
self.health = 7
|
self.max_hp = 7
|
||||||
self.attack = 2
|
self.attack = 2
|
||||||
self.points = 2
|
self.points = 2
|
||||||
|
@ -14,9 +14,9 @@ class Stats:
|
|||||||
self.x = (GRID_CELL_PADDING + GRID_CELL_SIZE) * COLUMNS + BORDER_WIDTH + 15
|
self.x = (GRID_CELL_PADDING + GRID_CELL_SIZE) * COLUMNS + BORDER_WIDTH + 15
|
||||||
self.y = 5
|
self.y = 5
|
||||||
self.blue_team_hp_bar = HealthBar(self.screen, pygame.Rect(self.x + 30, self.y + 210, 100, 15), current_hp=50, max_hp=100)
|
self.blue_team_hp_bar = HealthBar(self.screen, pygame.Rect(self.x + 30, self.y + 210, 100, 15), current_hp=50, max_hp=100)
|
||||||
self.red_team_hp_bar = HealthBar(self.screen, pygame.Rect(self.x + 210, self.y + 210, 100, 15), 50, 100)
|
self.red_team_hp_bar = HealthBar(self.screen, pygame.Rect(self.x + 210, self.y + 210, 100, 15), 100, 100)
|
||||||
|
|
||||||
def draw(self):
|
def update(self):
|
||||||
|
|
||||||
# background
|
# background
|
||||||
pygame.draw.rect(self.screen, WHITE, pygame.Rect(self.x, self.y, 340, 450), 0, BORDER_RADIUS)
|
pygame.draw.rect(self.screen, WHITE, pygame.Rect(self.x, self.y, 340, 450), 0, BORDER_RADIUS)
|
||||||
|
Loading…
Reference in New Issue
Block a user