本文整理汇总了Python中textrect.render_textrect函数的典型用法代码示例。如果您正苦于以下问题:Python render_textrect函数的具体用法?Python render_textrect怎么用?Python render_textrect使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了render_textrect函数的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Python代码示例。
示例1: pageMessageSingleView
def pageMessageSingleView(message, page_nr):
global buttons
initButtons(pageMessageSingleView)
print "MessageSingleView:", message
buttons[pageMessageSingleView][1].np_value= {'page_nr': page_nr} #allow go back to correct page
msg_surface= pygame.Surface((300,198), pygame.SRCALPHA)
msg_surface.convert_alpha()
msg_surface.fill((255,255,255))
msg_surface.fill((0,0,0), pygame.Rect(1,1,298, 196))
txtFont = pygame.font.SysFont("opensans", 16)
txtRect= pygame.Rect(10, 6, 280, 184)
try:
rendered_text = render_textrect(message['content'], txtFont, txtRect, (255, 255, 255), (0, 0, 0), 0)
except TextRectException:
print 'MessageSingleView: text to long'
rendered_text = render_textrect("Error:\nCouldn't render text, doesn't fit", txtFont, txtRect, (255, 255, 255), (0, 0, 0), 0)
msg_surface.blit(rendered_text, txtRect.topleft)
screen.blit(msg_surface, (10,10))
pygame.display.update()
buttons[pageMessageSingleView].append(pisms_ui.Button((148, 218, 24, 22), bg='btn_trash', np=pageDeleteMessage,
np_value={'message': message, 'page_nr': page_nr}))
示例2: changeVal
def changeVal(self, val=None):
if not val is None:
self.val = val
self.panel = pygame.Surface(self.rect.size)
self.panel.blit(self.backPanel, (0, 0))
font = CHARACTER_SELECTION_FONT
textHeight = font.get_linesize() + 2
tempRect = Rect((0, 0), (self.rect.width, textHeight))
text = textrect.render_textrect(
self.name, font, tempRect, CHARACTER_SELECTION_FONT_COLOR, ALMOST_BLACK, 0, True
)
tempRect = Rect((0, 0), text.get_size())
tempRect.top = (CHARACTER_SELECT_PANEL_SIZE[1] / 2) - (tempRect.height / 2)
loc = (tempRect.left + CHARACTER_SELECT_PANEL_BORDER_WIDTH + CHARACTER_SELECT_PANEL_BORDER_SIZE, tempRect.top)
self.panel.blit(text, loc)
if self.ready:
msg = "READY"
color = CHARACTER_SELECTION_READY_COLOR
else:
msg = str(self.val) + "/" + str(self.maxVal)
color = CHARACTER_SELECTION_FONT_COLOR
text = textrect.render_textrect(msg, font, tempRect, color, ALMOST_BLACK, 2, True)
loc = (tempRect.left - CHARACTER_SELECT_PANEL_BORDER_WIDTH - CHARACTER_SELECT_PANEL_BORDER_SIZE, tempRect.top)
self.panel.blit(text, loc)
示例3: updateStructureCount
def updateStructureCount(self, fortressCount, spireCount, altarCount):
self.fortressCount = fortressCount
self.spireCount = spireCount
self.altarCount = altarCount
self.structureCountPanel = pygame.Surface(self.structureCountPanelRect.size)
self.structureCountPanel.fill(UNIT_HUD_COLORS[self.team])
self.structureCountPanel.blit(self.fortressIcon, self.fortressIconRect.topleft)
self.structureCountPanel.blit(self.spireIcon, self.spireIconRect.topleft)
self.structureCountPanel.blit(self.altarIcon, self.altarIconRect.topleft)
textRect = Rect((0,0), (100, STRUCTURE_COUNT_FONT.get_height() + 4))
textSurface = textrect.render_textrect(" x" + str(self.fortressCount), STRUCTURE_COUNT_FONT, textRect,
ALMOST_BLACK, BLACK, 0, True)
textRect.bottomleft = self.fortressIconRect.bottomright
self.structureCountPanel.blit(textSurface, textRect.topleft)
textSurface = textrect.render_textrect(" x" + str(self.spireCount), STRUCTURE_COUNT_FONT, textRect,
ALMOST_BLACK, BLACK, 0, True)
textRect.left = self.spireIconRect.right - 3
self.structureCountPanel.blit(textSurface, textRect.topleft)
textSurface = textrect.render_textrect(" x" + str(self.altarCount), STRUCTURE_COUNT_FONT, textRect,
ALMOST_BLACK, BLACK, 0, True)
textRect.left = self.altarIconRect.right - 3
self.structureCountPanel.blit(textSurface, textRect.topleft)
示例4: draw
def draw(self, surf):
if self.view == VIEW_MAINMENU:
surf.fill(COL_MENUBG)
for button in self.mainmenu_buttons:
col = COL_BPLAY #Default
text = button
if button == "play":
col = COL_BPLAY
text = "Play!"
elif button == "reset":
col = COL_BRESET
text = "Reset\nProgress"
elif button == "quit":
col = COL_BQUIT
text = "Quit Game"
pygame.draw.rect(surf,col,self.mainmenu_buttons[button])
pygame.draw.rect(surf,(255,255,255),self.mainmenu_buttons[button].inflate(3,3),3)
pygame.draw.rect(surf,(255,255,255),self.mainmenu_buttons[button].inflate(-8,-8),1)
tsurf = render_textrect(text,self.menufont,self.mainmenu_buttons[button].inflate(-10,-10), COL_BTEXT, (0,0,0,0),1)
surf.blit(tsurf,self.mainmenu_buttons[button])
prog = self.menufont.render("Progress: %d out of %d levels"%(len(self.completedlevels),len(self.alllevels)),1,COL_TEXT)
surf.blit(prog,(50,650))
surf.blit(self.rendered_cache['titletopper'],(0,0))
xoffset = 576/2 - sum([i.get_width() for i in self.rendered_cache['title']])/2
for i,s in enumerate(self.rendered_cache['title']):
surf.blit(s,(xoffset,150+(i*40)))
xoffset += s.get_width()
elif self.view == VIEW_END:
surf.fill(COL_MENUBG)
tsurf = render_textrect("You won!\nProgress has been reset.\nPress any key to continue back to the main menu.",self.menufont,surf.get_rect().inflate(-100,-100), COL_BTEXT, (0,0,0,0),1)
surf.blit(tsurf,surf.get_rect())
elif self.view == VIEW_GAME:
gm = self.gm
surf.fill(COL_BG)
gm.draw()
surf.blit(gm.surf,(0,0))
for i,line in enumerate(gm.text):
yoffset = i*self.mainfont.get_height()
surf.blit(self.mainfont.render(line, 0, COL_TEXT),(10,590+yoffset))
if gm.curworld.maxhistory != -1:
hourleft = gm.curworld.maxhistory-gm.curworld.ticks%gm.curworld.maxhistory -1
surf.blit(self.dayfont.render("Hours Left: %d"%hourleft,1,COL_TEXT),(10,10))
if gm.curworld.maxlives > 0:
livesleft = gm.curworld.maxlives - gm.curplr.generation-1
surf.blit(self.rendered_cache['livesleft'],(10,25))
x = 10+self.rendered_cache['livesleft'].get_width()
y = 25+ self.dayfont.get_ascent()/2 + 6
for i in xrange(livesleft):
pygame.draw.circle(surf,COL_PLAYER,(x+(i*13),y),6)
示例5: showBookDetails
def showBookDetails(self, screen, options):
self.bookNumber = self.index
print "index", self.index
book = self.bookshelf[self.bookNumber]
self.font = pygame.font.SysFont('Arial', 15)
rendered_title = tx.render_textrect("\'" + book.title + "\' by \'" + book.author +"\'", self.font, Rect(20, 200, 400, 400), (255, 255, 255), (48, 48, 48), 0)
screen.blit(rendered_title, options.lowerHalfScreenrect.topleft)
file = open(options.bookshelfPath +'/' + book.filepath + '/' + "text.txt", 'r')
content = file.read()
(timeToRead, numWords, self.summary) = Summarize.main(content, 10, needSummary=True)
book.timeToRead = round(timeToRead,2)
self.summary = self.summary[:650] + "..."
print "*summary*", self.summary, " : ", "*timeToRead*", book.timeToRead
screen.blit(self.font.render("Total time : " + str(book.timeToRead) + " min", True, (250,150,150)), (0, 220))
rendered_sumtitle = tx.render_textrect("Summary (There were " + str(numWords) + " words in actual document)", self.font, Rect(20, 240, 400, 400), (48, 48, 48), (200, 200, 200), 0)
screen.blit(rendered_sumtitle, (0, 240))
rendered_summary = tx.render_textrect(self.summary, self.font, options.summary, (60, 60, 60), (230, 230, 230), 0)
if rendered_summary:
screen.blit(rendered_summary, options.summary.topleft)
#screen.blit(self.font.render(summary, True, (255,0,0)), (40, 200))
pygame.display.flip()
示例6: title_screen
def title_screen(episode=None):
global firstEpisode, loadingGame
textSurface = None
titleImage = None
try:
titleImage = pygame.image.load(TITLE_IMAGES[0]).convert()
titleImage = pygame.transform.scale(titleImage, (pygame.display.Info().current_w, pygame.display.Info().current_h))
except IOError:
textSurface = textrect.render_textrect(get_title(), #+ (":" if get_subtitle() != "" else ""),
universal.font, universal.worldView, LIGHT_GREY, DARK_GREY, 1)
except IndexError:
textSurface = textrect.render_textrect(get_title(), #+ (":" if get_subtitle() != "" else ""),
universal.font, universal.worldView, LIGHT_GREY, DARK_GREY, 1)
titleImages = []
if os.path.exists(os.path.join(os.getcwd(), 'save')) and '.init.sav' in os.listdir(os.path.join(os.getcwd(), 'save')):
#townmode.clear_rooms()
townmode.previousMode = None
townmode.load_game('.init.sav', preserveLoadName=False)
else:
townmode.save_game('.init.sav', preserveSaveName=False)
assert(episode is not None or firstEpisode is not None)
if episode is not None:
firstEpisode = episode
screen = universal.get_screen()
worldView = universal.get_world_view()
background = universal.get_background()
screen.fill(universal.DARK_GREY)
font = pygame.font.SysFont(universal.FONT_LIST, 50)
wvMidLeft = worldView.midleft
if loadingGame:
for i in range(1, len(TITLE_IMAGES)):
try:
titleImages.append(pygame.image.load(TITLE_IMAGES[i]))
titleImages[-1] = pygame.transform.scale(titleImages[-1], (pygame.display.Info().current_w, pygame.display.Info().current_h))
except IOError:
continue
opening_crawl()
loadingGame = False
music.play_music(music.THEME)
universal.set_commands(['(S)tart', '(L)oad', '(A)cknowledgments', '(Esc)Quit'])
universal.set_command_interpreter(title_screen_interpreter)
if not skip:
pygame.time.delay(125)
for i in range(0, len(titleImages)):
screen.blit(titleImages[i], worldView.topleft)
pygame.time.delay(25)
pygame.display.flip()
if titleImage is not None:
screen.blit(titleImage, worldView.topleft)
else:
screen.blit(textSurface, worldView.centerleft)
pygame.display.flip()
while 1:
universal.textToDisplay = ''
universal.titleText = ''
for event in pygame.event.get():
if event.type == KEYUP:
return [universal.get_command_view()]
示例7: makeXPBox
def makeXPBox(self):
self.xpMeter = meter.Meter(
(0, 0),
PLANNING_XP_BAR_SIZE[0],
PLANNING_XP_BAR_SIZE[1],
self.xp,
PLANNING_XP_BAR_COLOR_FULL,
PLANNING_XP_BAR_COLOR_EMPTY,
)
tempHeight = PLANNING_XP_BAR_SIZE[1]
if tempHeight < PLANNING_XP_TEXT_SIZE[1]:
tempHeight = PLANNING_XP_TEXT_SIZE[1]
tempRect = pygame.Rect(
(0, 0),
(
PLANNING_XP_BAR_SIZE[0] + (PLANNING_XP_BAR_PADDING * 3) + PLANNING_XP_TEXT_SIZE[0],
tempHeight + (PLANNING_XP_BAR_PADDING * 4) + (PLANNING_XP_TEXT2_SIZE[1] * 2),
),
)
self.xpBox = box.Box(
tempRect, PLANNING_BOX_PATTERN, PLANNING_BOX_PATTERN_SIZE, PLANNING_BOX_BORDER, PLANNING_BOX_BORDER_SIZE
)
tempRect = pygame.Rect(
(PLANNING_XP_BAR_PADDING, PLANNING_XP_BAR_PADDING), (PLANNING_XP_TEXT_SIZE[0], PLANNING_XP_TEXT_SIZE[1])
)
tempFont = pygame.font.Font(PLANNING_BOX_FONT, PLANNING_BOX_FONT_SIZE)
textSurface = textrect.render_textrect("EXP", tempFont, tempRect, BOX_FONT_COLOR, (0, 0, 0), 1, True)
self.xpBox.mainPane.blit(textSurface, tempRect.topleft)
self.xpTextRect = tempRect
tempRect = pygame.Rect(
(PLANNING_XP_BAR_PADDING, PLANNING_XP_BAR_PADDING + tempRect.height),
(PLANNING_XP_TEXT2_SIZE[0], PLANNING_XP_TEXT2_SIZE[1]),
)
textSurface = textrect.render_textrect("Reserve:", tempFont, tempRect, BOX_FONT_COLOR, (0, 0, 0), 0, True)
self.xpBox.mainPane.blit(textSurface, tempRect.topleft)
self.rectReserve = pygame.Rect(tempRect)
self.rectReserve.right = self.xpBox.rect.width - PLANNING_XP_BAR_PADDING
tempRect.top += tempRect.height + PLANNING_XP_BAR_PADDING
textSurface = textrect.render_textrect("Next Lvl:", tempFont, tempRect, BOX_FONT_COLOR, (0, 0, 0), 0, True)
self.xpBox.mainPane.blit(textSurface, tempRect.topleft)
self.rectNext = pygame.Rect(tempRect)
self.rectNext.right = self.xpBox.rect.width - PLANNING_XP_BAR_PADDING
self.xpBox.rect.top = self.pieceBox.box.rect.bottom + 5
self.xpBox.center(ENTIRE_SCREEN, True, False)
self.xpMeter.center(self.xpBox.rect, True, False)
self.xpMeter.loc[1] += PLANNING_XP_BAR_PADDING
self.xpMeter.loc[0] += self.xpBox.rect.left + (PLANNING_XP_TEXT_SIZE[0] / 2)
self.xpMeter.loc[1] += self.xpBox.rect.top
示例8: updateXP
def updateXP(self):
tempFont = pygame.font.Font(PLANNING_BOX_FONT, PLANNING_BOX_FONT_SIZE)
self.surfaceReserve = textrect.render_textrect(
str(self.xp), tempFont, self.rectReserve, BOX_FONT_COLOR, (0, 0, 0), 2, True
)
if self.validCharacter():
tempText = str(self.currNextLevel())
else:
tempText = ""
self.surfaceNext = textrect.render_textrect(
tempText, tempFont, self.rectNext, BOX_FONT_COLOR, (0, 0, 0), 2, True
)
示例9: __init__
def __init__(self, chapterNumber, chapterName):
chapterNumber += 1
pattern1 = pygame.image.load(os.path.join(GRAPHICS_PATH, CHAPTER_NAME_PATTERN)).convert_alpha()
pattern2 = pygame.transform.flip(pattern1, True, False)
border1 = pygame.image.load(os.path.join(GRAPHICS_PATH, CHAPTER_NAME_BORDER)).convert_alpha()
border2 = pygame.transform.rotate(border1, 90)
border3 = pygame.transform.rotate(border1, 180)
border4 = pygame.transform.rotate(border1, 270)
font1 = pygame.font.Font(FONTS[0], CHAPTER_NAME_FONTSIZE1)
font2 = pygame.font.Font(FONTS[0], CHAPTER_NAME_FONTSIZE2)
sizeX = (CHAPTER_NAME_PATTERN_SIZE * 2)
sizeY = CHAPTER_NAME_BAR_HEIGHT
posX = (SCREEN_SIZE[0] / 2) - (sizeX / 2)
posY = (SCREEN_SIZE[1] / 2) - (sizeY / 2)
self.rect = pygame.Rect( (posX, posY), (sizeX, sizeY))
self.box = pygame.Surface( (sizeX, sizeY) )
#Create Primary Bar
for y in range (sizeY):
self.box.blit(pattern1, (0, y))
tempX = (int(sizeX / 2))
self.box.blit(pattern2, (tempX, y))
#Create Text
tempRect = pygame.Rect( (0, (CHAPTER_NAME_BORDER_SIZE + 2)), (self.rect.width, (CHAPTER_NAME_FONTSIZE1 + 4)) )
tempText = "Chapter " + str(chapterNumber)
textrect1 = textrect.render_textrect(tempText, font1, tempRect, CHAPTER_NAME_COLOR, (0, 0, 0), 1, True)
self.box.blit(textrect1, tempRect.topleft)
tempRect = pygame.Rect( (0, 0), (self.rect.width, (CHAPTER_NAME_FONTSIZE2 + 4)) )
tempRect.top = (self.rect.height / 2) - (tempRect.height / 2)
textrect2 = textrect.render_textrect(chapterName, font2, tempRect, CHAPTER_NAME_COLOR, (0, 0, 0), 1, True)
self.box.blit(textrect2, tempRect.topleft)
#Create Border Sides
for y in range (sizeY):
self.box.blit(border2, (0, y))
tempX = sizeX - CHAPTER_NAME_BORDER_SIZE
self.box.blit(border4, (tempX, y))
for x in range(sizeX):
self.box.blit(border1, (x, 0))
tempY = sizeY - CHAPTER_NAME_BORDER_SIZE
self.box.blit(border3, (x, tempY))
示例10: printText
def printText(screen, mousePos):
pos = getZoomPos(mousePos)
pixelPos = posRelatedToAnchor(pos)
text = textrect.render_textrect(str(pixelPos), FONTS[0],
Rect((0, 0), (SCREEN_SIZE[0], SCREEN_SIZE[1])),
(250, 250, 250), (5, 5, 5), 0, True)
screen.blit(text, (mousePos[0] + 15, mousePos[1] - 10))
示例11: Render
def Render(self):
# determine color scheme according to textbox status
if self.Enabled == True:
if self.Clicked == True:
self.bordercolor = self.ColorBorderClick
self.textcolor = self.ColorTextClick
else:
self.bordercolor = self.ColorBorderNormal
self.textcolor = self.ColorTextNormal
else:
self.bordercolor = self.ColorBorderDisabled
self.textcolor = self.ColorTextDisabled
# draw textbox if visible
if self.Visible == True:
# textbox border set to visible?
if self.BorderVisible == True:
# yes, draw border and background
pygame.draw.rect(self.Surface, self.bordercolor,(self.PosX, self.PosY, self.SizeX, self.SizeY))
pygame.draw.rect(self.Surface, self.ColorBackground,(self.PosX+1, self.PosY+1, self.SizeX-2, self.SizeY-2))
else:
# no, draw only background
pygame.draw.rect(self.Surface, self.ColorBackground,(self.PosX, self.PosY, self.SizeX, self.SizeY))
# draw button text
self.fontObject = pygame.font.Font(self.FontPath, self.FontSize)
# multiline text, use word wrapped drawing method
self.textrectangle = pygame.Rect((self.PosX + 1, self.PosY + 1, self.SizeX - 2, self.SizeY - 2))
self.textSurface = textrect.render_textrect(self.Text, self.fontObject, self.textrectangle, self.textcolor, self.ColorBackground, self.TextAlignHorizontal)
self.Surface.blit(self.textSurface, self.textrectangle)
else:
# draw background color rectangle if invisible
# TODO: implement background buffering/redrawing
pygame.draw.rect(self.Surface, self.ColorBackground, (self.PosX, self.PosY, self.SizeX, self.SizeY))
示例12: __init__
def __init__(self, fade):
super(Model, self).__init__()
self.bg = pygame.Surface(SCREEN_SIZE)
self.bg.fill(BLACK)
creditData = [
["Christopher \"Southpaw Hare\" Czyzewski", ["Lead Designer", "Lead Programmer", "Creative Director",
"Marketing Director", "Distribution Director"]],
["Daniel \"Wopple\" Tashjian", ["Programmer", "Tester"]]
["Matthew Grisham", ["Gameplay Designer", "Map Designer"]],
["Kit", ["Character Artist", "Map Artist", "Background Artist"]],
["Raquel M. Richardson", ["Portrait Artist"]],
["Additional Testers", ["Randy Sabella", "Robert Morris", "Eric Collins", "Fox Zeta", "Coffeefox"]]
]
for data in creditData:
header = data[0]
subItems = data[1]
headerRect = Rect((0, 0), (40, SCREEN_SIZE[1]))
headerImage = textrect.render_textrect(header, CREDITS_HEADER_FONT, headerRect, ALMOST_BLACK, WHITE, 0, True)
self.credits.append(CreditText(headerRect, headerImage))
self.credits = []
示例13: show
def show(self):
headlineFont = pygame.font.Font("leddigital.ttf", 70)
font = pygame.font.Font(None, 50)
run = True
while run:
inp = self.nowPlaying()
# quit on "window close" and Escape
for evt in pygame.event.get():
if evt.type == KEYDOWN:
if evt.key == K_ESCAPE:
run = False
elif evt.type == QUIT:
return
self.screen.fill((0, 0, 0))
headline = headlineFont.render("mpd - Now playing:", True, (255, 0, 0))
self.screen.blit(headline, (0, 0))
# try to render all text and cut off if it's too large
textRendered = False
while not textRendered:
try:
# draw text and handle line breaks properly
textSurface = render_textrect(inp, headlineFont, \
self.screen.get_rect(), (255, 255, 255), (0, 0, 0))
textRendered = True
except TextRectException:
# cut char off
inp = inp[:-1]
self.screen.blit(textSurface, (0, 120))
pygame.display.flip()
time.sleep(1)
示例14: createImage
def createImage(self):
global STAT_BOX_IMAGE
global STAT_BOX_SIZE
statText = ["STR", "MAG", "SKI", "VIT", "WIL", "SPD"]
elements = []
tempRect = pygame.Rect( (0, 0), STAT_BOX_ELEMENT_SIZE )
tempFont = pygame.font.Font(STAT_BOX_FONT, STAT_BOX_FONT_SIZE)
for x in range(6):
textrect1 = textrect.render_textrect(statText[x], tempFont, tempRect,
BOX_FONT_COLOR, (0, 0, 0), 0, True)
elements.append(textrect1)
sizeX = (STAT_BOX_ELEMENT_SIZE[0] * 2) + (STAT_BOX_BORDER_SIZE * 2) + (STAT_BOX_PADDING * 3)
sizeY = (STAT_BOX_ELEMENT_SIZE[1] * 3) + (STAT_BOX_BORDER_SIZE * 2) + (STAT_BOX_PADDING * 2)
STAT_BOX_SIZE = (sizeX, sizeY)
tempRect = pygame.Rect((0, 0), (sizeX, sizeY))
tempBox = box.Box(tempRect, STAT_BOX_PATTERN, STAT_BOX_PATTERN_SIZE,
STAT_BOX_BORDER, STAT_BOX_BORDER_SIZE)
for col in range(2):
for row in range(3):
x, tempX, tempY = self.getXXY(col, row)
tempBox.mainPane.blit(elements[x], (tempX, tempY))
STAT_BOX_IMAGE = tempBox.mainPane
示例15: draw
def draw( self):
# Clear the screen
#self.set_video_mode()
#self.background=pygame.image.tostring(self.screen, 'RGB')
self.screen.fill((255,255,255))
# Draw the title
xw,yh = self.titlefont.size("W")
x1=(self.screen_width-740)/2
y1=self.titletop
x2=self.screen_width-x1
y2= self.titletop+(yh*2+2)
title_rec = pygame.Rect(x1,y1,x2,y2)
rendered_text=textrect.render_textrect(self.title, self.titlefont, title_rec , (0,0,255), (255,255,255),1)
textpos=rendered_text.get_rect()
textpos.centerx=self.screen.get_rect().centerx
textpos[1]=y1
self.screen.blit(rendered_text,textpos)
#
#Draw Input Text Rectangle
xw,yh = self.font.size("W")
x1=int ((self.screen_width-750)/2)
y1=self.texttop-5
x2=750
y2= yh+10
text_rec=pygame.Rect(x1, y1 , x2 , y2 )
pygame.draw.rect(self.screen,(0,0,0),text_rec, 1)
# Draw the keyboard
self.screen.blit( self.image, (self.xpos, self.ypos))
#update the screen
pygame.display.update()
self.draw_text()