Beispiel #1
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    def __init__(self):
        # Bild laden und erste Animation erstellen:
        self.anim_image_right = Utils.load_image("tileset.png", (255, 0, 255))
        self.anim_right = Animation.Animation(self.anim_image_right, 32, 32, 2,
                                              32, 64, 15)

        # Die Grafik spiegeln und in einer neuen Surface speichern,
        # dann können wir die linke Animation erstellen.
        self.anim_image_left = pygame.transform.flip(self.anim_image_right,
                                                     True, False)
        self.anim_left = Animation.Animation(self.anim_image_left, 32, 32, 2,
                                             32, 64, 15)

        # Start-Position des Players festlegen und
        # merken in welche Richtung wir schauen und ob wir überhaupt laufen.
        self.move_right = False
        self.move_left = False
        self.pos_x = 10 * 32
        self.pos_y = 13 * 32
        self.pos_x_old = self.pos_x
        self.dir = 0
        self.walking = False

        # Force of gravity and mass
        self.v = 8
        self.m = 2
        self.isjump = False
Beispiel #2
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    def create_animations(self):
        self.background = pygame.image.load(
            "images\\outerspace.jpg").convert_alpha()
        self.spritesheet = pygame.image.load(
            "images\\spritesheet.png").convert_alpha()

        Global.animations["asteroid_lg"] = Animation(self.spritesheet, 0, 384,
                                                     80, 80, 16, 0.15)
        Global.animations["asteroid_md"] = Animation(self.spritesheet, 0, 464,
                                                     60, 60, 16, 0.15)
        Global.animations["asteroid_sm"] = Animation(self.spritesheet, 0, 524,
                                                     40, 40, 16, 0.15)
        Global.animations["explosion_asteroid"] = Animation(
            self.spritesheet, 0, 0, 192, 192, 32, 0.4)
        Global.animations["explosion_ship"] = Animation(
            self.spritesheet, 0, 192, 192, 192, 32, 0.4)
        Global.animations["laser"] = Animation(self.spritesheet, 1540, 384, 32,
                                               48, 8, 0.4)
        Global.animations["laser_saucer"] = Animation(self.spritesheet, 1540,
                                                      444, 32, 48, 8, 0.4)
        Global.animations["saucer"] = Animation(self.spritesheet, 2200, 384,
                                                45, 73, 6, 0.15)
        Global.animations["ship"] = Animation(self.spritesheet, 1820, 384, 42,
                                              140, 1, 0, -68)
        Global.animations["ship_thrusting"] = Animation(
            self.spritesheet, 1862, 384, 42, 140, 6, 0.25, -68)
Beispiel #3
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    def __init__(self):
        """ Constructor function """

        # Call the parent's constructor
        super().__init__()

        # Create an image of the block, and fill it with a color.
        # This could also be an image loaded from the disk.
        self.right_anim = Animation("resources/walking.png", 60, 100, 6, 6)
        self.left_anim = Animation("resources/walking_left.png", 60, 100, 6, 6)
        self.current_anim = self.right_anim
        self.image = self.current_anim.get_current_frame()

        # Set a reference to the image rect.
        self.rect = self.image.get_rect()

        # Set speed vector of player
        self.change_x = 0
        self.change_y = 0

        # List of sprites we can bump against
        self.level = None
        self.lives = 0
        self.reverse_gravity = False

        self.moving = False
Beispiel #4
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 def updateImage(self):  # Like the player
     if self.attributes["state"] == "still":
         self.displayImage = Animation(
             self.name + "-" + self.attributes["facing"] +
             self.attributes["view"] + "-still", 1, 1)
     elif self.attributes["state"] == "mov":
         self.displayImage = Animation(
             self.name + "-" + self.attributes["facing"] +
             self.attributes["view"] + "-mov", 4, 10)
Beispiel #5
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 def updateImage(self):
     if self.attributes["view"] == "o":
         if self.attributes["state"] == "still":
             self.displayImage = Animation(
                 str(self.attributes["gender"]) + "-" +
                 self.attributes["facing"] + "o-still", 1, 1)
         elif self.attributes["state"] == "mov":
             self.displayImage = Animation(
                 str(self.attributes["gender"]) + "-" +
                 self.attributes["facing"] + "o-mov", 4, 10)
Beispiel #6
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def WinScreen(screen, characters):
    clock = pygame.time.Clock()
    fond = pygame.image.load("Res/FondCombat.jpg")
    animWin = Animation.Animation(False)
    animWin._getAll("Res/"+characters[0]+"/AnimGagné", 15, False, [220, 340])

    if characters[0] == "Goku":
        animWin._loopIn(6)
    elif characters[0] == "Gohan":
        animWin._loopIn(7)
    elif characters[0] == "Picolo":
        animWin._loopIn(7)
    elif characters[0] == "Végéta":
        animWin._loopIn(6)
    elif characters[0] == "Freezer":
        animWin._loopIn(3)
    elif characters[0] == "Cell":
        animWin._loopIn(7)

    animPer = Animation.Animation(False)
    animPer._getAll("Res/"+characters[1]+"/AnimPerdu", 15, False, [400, 280])

    if characters[1] == "Goku":
        animPer._loopIn(2)
    elif characters[1] == "Gohan":
        animPer._loopIn(4)
    elif characters[1] == "Picolo":
        animPer._loopIn(3)
    elif characters[1] == "Végéta":
        animPer._loopIn(7)
    elif characters[1] == "Freezer":
        animPer._loopIn(2)
    elif characters[1] == "Cell":
        animPer._loopIn(2)

    continuer = True
    clock.tick()
    while continuer:
        screen.fill((0, 0, 0))
        for event in pygame.event.get():
            if event.type == QUIT:
                return ["Quit"]
            elif event.type == KEYDOWN:
                return ["TitleScreen"]
        screen.blit(fond, (0, 0))
        animWin._update()
        animWin._draw(screen)
        animPer._update()
        animPer._draw(screen)
        pygame.display.update()
        w = clock.tick()
        pygame.time.wait(15-w)
Beispiel #7
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	def __init__(self, xy, sounds, textures):
		self.x, self.y = xy
		self.sounds = sounds

		# Split textures
		self.frames = [textures["enemies"]["boil"].subsurface(i*64-(i//4)*(64*4), (i//4)*64, 64, 64) for i in range(10)][::-1]

		# Record sound and textures for tears
		self.tearTextures = textures["tears"]
		self.tearSounds = sounds["tear"]

		# How long it takes to grow + current size
		self.size = 0
		self.advanceTime = 0.5

		# When the animation was started
		self.start = cTime()

		# Animation for grow
		self.animation = Animation(self.frames, 10, shouldLoop=False)

		# How long the boil has been full
		self.sinceFull = -1

		# How many tears the boil has active
		self.tears = []
Beispiel #8
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    def go(self):
        self.actions.append(['end', '', 0])
        # create a place for kirby animation
        self.top = tk.Toplevel()
        a = Animation.Animation(self.top)
        #        thread = threading.Thread(name='animate', target=a.update)
        a.update(0)
        while len(self.actions) > 0:
            current = self.actions[0][0]
            print('current =', current)
            direction = self.actions[0][1]
            duration = self.actions[0][2]
            self.actions.pop(0)
            if current == 'head':
                self.moveHead(direction, duration)
            elif current == 'body':
                self.moveBody(direction, duration)
            elif current == 'wheels':
                self.moveWheels(direction, duration)
            #elif current == 'animation':
            #    self.top = tk.Toplevel()
            #    a = Animation.Animation(self.top)
            #    a.update(0)
            time.sleep(float(duration))

        a.stop()
        self.clear()
        return
Beispiel #9
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def posture_chain(postures_list):
    nb_frames = len(postures_list)
    positions = np.array([[[0.0] * 3] * 23] * nb_frames)
    orients = Quaternions(np.array([1.0, 0.0, 0.0, 0.0] * 23))
    offsets = np.array([[0.00000, 0.00000, 0.00000],
                        [0.00000, 10.3548, 0.00650000],
                        [0.00000, 10.04358, -0.0132000],
                        [0.00000, 10.03937, 0.00000],
                        [0.00000, 10.03831, 0.00000],
                        [0.00000, 10.56940, 0.00000],
                        [0.00000, 9.71100, -0.0280000],
                        [-3.15720, 10.03675, 0.00000],
                        [-10.44825, 0.00000, 0.00000],
                        [0.00000, -30.17078, 0.00000],
                        [0.00000, -20.56593, 0.00000],
                        [3.15720, 10.03675, 0.00000],
                        [10.44825, 0.00000, 0.00000],
                        [0.00000, -30.17078, 0.00000],
                        [0.00000, -20.56593, 0.00000],
                        [-8.36560, -0.0321000, -0.00320000],
                        [0.00000, -40.39800, 0.00310000],
                        [0.00000, -40.28828, 0.00520000],
                        [0.00000, -4.91550, 10.08263],
                        [8.36560, -0.0321000, -0.00320000],
                        [0.00000, -40.39800, 0.00310000],
                        [0.00000, -40.28828, 0.00520000],
                        [0.00000, -4.91550, 10.08263]])
    parents = np.array([
        -1, 0, 1, 2, 3, 4, 5, 4, 7, 8, 9, 4, 11, 12, 13, 0, 15, 16, 17, 0, 19,
        20, 21
    ])
    generated_anim = Animation.Animation(Quaternions(postures_list), positions,
                                         orients, offsets, parents)
    return generated_anim
Beispiel #10
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def loop_extender(ext_number, file):
    anim, names, frametime = BVH.load(file_path + file_name + ".bvh")
    frames_number = anim.positions.shape[0]
    new_frames_number = frames_number * ext_number
    elements_number = anim.positions.shape[1]
    new_positions = np.zeros(
        (frames_number * ext_number, elements_number, anim.positions.shape[2]))
    new_rotations = anim.rotations.copy()
    for i in range(0, ext_number - 1):
        new_rotations.qs = np.vstack((new_rotations.qs, anim.rotations.qs))

    for i in range(0, new_frames_number - 1):
        for j in range(0, elements_number - 1):
            if i >= frames_number:
                new_positions[i][j] = anim.positions[i % frames_number][j] + (
                    0, 0, new_positions[int(i / frames_number) * frames_number
                                        - 1][j][2])
                new_rotations.qs[i][j] = anim.rotations.qs[i %
                                                           frames_number][j]
            else:
                new_positions[i][j] = anim.positions[i][j]
                new_rotations.qs[i][j] = anim.rotations.qs[i][j]

    new_anim = Animation.Animation(new_rotations, new_positions, anim.orients,
                                   anim.offsets, anim.parents)

    BVH.save(file_path + file_name + "_extended.bvh", new_anim, names,
             frametime)

    return
Beispiel #11
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def compute_joints_from_dofs(dofs, cam):
    global j3d, root_rot
    frame_num = 1
    axis_angle = np.zeros((frame_num, 17, 3))
    # 28 - (tx, ty, tz, rx, ry, rz) = 22
    axis_angle[0, 0] = root_rot
    axis_angle[0, 1] = dofs[0:3]
    axis_angle[0, 2, 0] = dofs[3]
    axis_angle[0, 4] = dofs[4:7]
    axis_angle[0, 5, 0] = dofs[7]
    axis_angle[0, 7] = dofs[8:11]
    axis_angle[0, 9] = dofs[11:14]
    axis_angle[0, 11] = dofs[14:17]
    axis_angle[0, 12, 1] = dofs[17]
    axis_angle[0, 14] = dofs[18:21]
    axis_angle[0, 15, 1] = dofs[21]
    quaternions = Quaternions.from_angle_axis(
        np.sqrt(np.sum(axis_angle**2, axis=-1)), axis_angle)
    # y-up, z-forward, x-right
    offsets = input_tpose_j3d - input_tpose_j3d[j17_parents]
    offsets[0] = j3d[0] * 100  # m -> cm
    positions = offsets[np.newaxis].repeat(frame_num,
                                           axis=0)  # (frames, jointsNum, 3)
    orients = Quaternions.id(0)
    for i in range(offsets.shape[0]):
        orients.qs = np.append(orients.qs, np.array([[1, 0, 0, 0]]), axis=0)
    anim = Animation.Animation(quaternions, positions, orients, offsets,
                               j17_parents)
    j3d_pre = Animation.positions_global(anim) / 100  # cm -> m
    j2d_pre = np.dot(
        np.divide(j3d_pre, j3d_pre[:, :, 2:], where=j3d_pre[:, :, 2:] != 0),
        cam.T)[:, :, :2]
    return j3d_pre[0], j2d_pre[0]
Beispiel #12
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    def __init__(self):
        pic = randint(0, 9)

        if (pic == 0 or pic == 1 or pic == 2):
            self.anim_image_left = Utils.load_image("images/Bachelor64.png",
                                                    (0, 0, 0))
        elif (pic == 3 or pic == 4):
            self.anim_image_left = Utils.load_image("images/Aktenkoffer64.png",
                                                    (0, 0, 0))
        elif (pic == 5):
            self.anim_image_left = Utils.load_image("images/Doktor64.png",
                                                    (0, 0, 0))
        else:
            self.anim_image_left = Utils.load_image("images/Bomb64.png",
                                                    (0, 0, 0))
        # Bild laden und erste Animation erstellen:
        self.anim_left = Animation.Animation(self.anim_image_left, 0, 0, 1, 64,
                                             64, 15)

        # Die Grafik spiegeln und in einer neuen Surface speichern,
        # dann können wir die linke Animation erstellen.
        #self.anim_image_right= pygame.transform.flip(self.anim_image_left, True, False)
        #self.anim_right = Animation.Animation(self.anim_image_right, 0, 0, 1, 64, 124, 15)

        # Start-Position des Players festlegen und
        # merken in welche Richtung wir schauen und ob wir überhaupt laufen.
        self.pos_x = randint(0, 1366)
        self.pos_y = 3 * 32
        self.dir = 0
        self.walking = False
Beispiel #13
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 def set_animation_gravity(self):
     right = True
     if self.current_anim != self.right_anim:
         right = False
     if not self.reverse_gravity:
         self.right_anim = Animation("resources/walking.png", 60, 100, 6, 6)
         self.left_anim = Animation("resources/walking_left.png", 60, 100,
                                    6, 6)
     else:
         self.right_anim = Animation("resources/upside_down_walking.png",
                                     60, 100, 6, 6)
         self.left_anim = Animation(
             "resources/upside_down_walking_left.png", 60, 100, 6, 6)
     if right:
         self.current_anim = self.right_anim
     else:
         self.current_anim = self.left_anim
     self.image = self.current_anim.get_current_frame()
Beispiel #14
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def make_animation(generated_rots, original_anim):
    """make a proper animation object from rotations by using a model from the real data for static parameters (orients, offsets ...) """

    generated_anim = (Animation.Animation(Quaternions(generated_rots),
                                          original_anim.positions,
                                          original_anim.orients,
                                          original_anim.offsets,
                                          original_anim.parents))
    return generated_anim
Beispiel #15
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	def __init__(self, position, engine, material_group, tiles_list):
		super(BaseTile, self).__init__(position, engine)
		# Set material_group (only for physics, see class description)
		self.material_group = material_group
		# Create the animation-instance containing all surfaces
		self.animation = Animation(tiles_list, 10)
		self.animation.update()
		# Create owm rect
		self.rect = pygame.Rect((0, 0), tiles_list[0].get_size())
Beispiel #16
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 def __init__(self, canvasWidth, canvasHeight):
     self.mountain = Animation("Mountain", 2, 15) # Very proud with how this came out
     self.logo = loadImage("mountaineerLogo.png") # Eventally I'll replace this with something cool looking. For now, just text
     self.openerStage = 0 # Stages of the menu loading
     self.width = canvasWidth
     self.height = canvasHeight
     self.menuButtons = [Button(self.width/4, self.height*4/5, width/10, height/10, "Play", "play"), Button(self.width*3/5, self.height*4/5, width/10, height/10, "Customize", "customize")]
     self.bigFont = createFont("zx_spectrum-7.ttf", 96)
     self.smallFont = createFont("zx_spectrum-7.ttf", 48)
Beispiel #17
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    def __init__(self, x, y, cx, cy):
        num = 8
        duration = 3
        self.anim_image_right = Utils.load_image(
            "assets/LPC Base Assets/sprites/people/princess.png")
        self.anim_right = Animation.Animation(self.anim_image_right, 64, 192,
                                              num, 64, 64, duration)
        self.anim_image_left = Utils.load_image(
            "assets/LPC Base Assets/sprites/people/princess.png")
        self.anim_left = Animation.Animation(self.anim_image_left, 64, 64, num,
                                             64, 64, duration)
        self.anim_image_up = Utils.load_image(
            "assets/LPC Base Assets/sprites/people/princess.png")
        self.anim_up = Animation.Animation(self.anim_image_up, 64, 0, num, 64,
                                           64, duration)
        self.anim_image_down = Utils.load_image(
            "assets/LPC Base Assets/sprites/people/princess.png")
        self.anim_down = Animation.Animation(self.anim_image_down, 64, 128,
                                             num, 64, 64, duration)
        # position and direction and running
        self.pos_x = x * 32
        self.pos_y = y * 32

        # Sounds
        self.chop_sound = pygame.mixer.Sound('assets/sound/chop.wav')

        self.step_sound = pygame.mixer.Sound('assets/sound/step2.wav')
        self.step_sound_playing = False

        self.walking = False
        self.interval = num * duration
        self.counter = 0

        self.__up = 1
        self.__down = 2
        self.__right = 3
        self.__left = 4
        self.__still = 0
        self.dir = self.__still

        self.map_x = x + cx
        self.map_y = y + 1 + cy

        self.carrying_log = False
Beispiel #18
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    def __init__(self, sprites, animations, world_i, name):
        EntityObject.__init__(self, world_i)

        self.sprites = sprites
        self.animations = animations
        self.command_sprites = [key for key in self.animations.keys()]
        self.animation = Animation()
        self.name = name
        self.target = None
        self.position = (0, 0)
Beispiel #19
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 def __init__(self, paramsFile, player, canvasWidth, canvasHeight):
     self.canvasWidth = canvasWidth
     self.canvasHeight = canvasHeight
     self.readSaveFile(
         paramsFile
     )  # I'll have different files for different popup windows throughout the game
     self.characterDisplay = Animation(
         str(player.attributes["gender"]) + "-LU", 2, 10)
     self.player = player
     self.activePanel = ""  # WIP
Beispiel #20
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    def __init__(self, x, y, player, image):
        self.x = x
        self.y = y
        pygame.sprite.Sprite.__init__(self)

        # self.imglist = Animation(image,0,5)
        #	self.heldImage = Animation(image,35, 39, -2)
        self.imagelist = image
        self.image = image[3]
        self.dx, self.dy = 0, 0
        self.movex, self.movey = 0, 0
        self.rect = self.image.get_rect()
        self.rect.topleft = (self.x, self.y)
        self.player = player
        self.modeStack = []

        self.modeStack.append('0')
        self.heldImage = Animation(image, 48, 52, -1)
        self.punchedImage = Animation(image, 40, 44, 1)
Beispiel #21
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	def __init__(self, xy, sounds, textures):
		self.x, self.y = xy

		self.sounds = sounds

		self.frames = [textures.subsurface(i*64, 0, 64, 64) for i in range(2)]
		# self.deathFrames = [textures.subsurface(i*128 - ((i//4)*128*4), 128 * (i//4 + 1), 128, 128) for i in range(12)]

		self.anim = Animation(self.frames, 0.04)

		self.health = 2
Beispiel #22
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    def __init__(self):
        # Bild laden und erste Animation erstellen:
        self.anim_image_left = Utils.load_image("images/Papierkorb.png",
                                                (0, 0, 0))
        self.anim_left = Animation.Animation(self.anim_image_left, 0, 0, 1, 62,
                                             124, 10)

        # Die Grafik spiegeln und in einer neuen Surface speichern,
        # dann können wir die linke Animation erstellen.
        self.anim_image_right = pygame.transform.flip(self.anim_image_left,
                                                      True, False)
        self.anim_right = Animation.Animation(self.anim_image_right, 0, 0, 1,
                                              62, 124, 10)

        # Start-Position des Players festlegen und
        # merken in welche Richtung wir schauen und ob wir überhaupt laufen.
        self.pos_x = 10.5 * 32
        self.pos_y = 22.75 * 32
        self.dir = 0
        self.walking = False
Beispiel #23
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    def __init__(self):
        # Bild laden und erste Animation erstellen:
        self.anim_image_right = Helper.loadImage("res/tileset.png",
                                                 (255, 0, 255))
        self.anim_right = Animation.Animation(self.anim_image_right, 32, 32, 2,
                                              32, 64, 10)

        # Die Grafik spiegeln und in einer neuen Surface speichern,
        # dann können wir die linke Animation erstellen.
        self.anim_image_left = pygame.transform.flip(self.anim_image_right,
                                                     True, False)
        self.anim_left = Animation.Animation(self.anim_image_left, 32, 32, 2,
                                             32, 64, 10)

        # Start-Position des Players festlegen und
        # merken in welche Richtung wir schauen und ob wir überhaupt laufen.
        self.pos_x = 5 * 32
        self.pos_y = 13 * 32
        self.dir = 0
        self.walking = False
Beispiel #24
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    def __init__(self, right, upside_down):
        """ Platform constructor. Assumes constructed with user passing in
            an array of 5 numbers like what's defined at the top of this
            code. """
        super().__init__()

        if right and not upside_down:
            self.anim = Animation("resources/idle.png", 60, 100, 6, 6)
        elif right and upside_down:
            self.anim = Animation("resources/upside_down_idle.png", 60, 100, 6,
                                  6)
        elif not right and not upside_down:
            self.anim = Animation("resources/idle_left.png", 60, 100, 6, 6)
        else:
            self.anim = Animation("resources/upside_down_idle_left.png", 60,
                                  100, 6, 6)
        self.image = self.anim.get_current_frame()

        # Set a reference to the image rect.
        self.rect = self.image.get_rect()
Beispiel #25
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    def __init__(self, width, height):
        """ Platform constructor. Assumes constructed with user passing in
            an array of 5 numbers like what's defined at the top of this
            code. """
        super().__init__()

        self.anim = Animation("resources/flask.png", 100, 100, 5, 6)
        self.image = self.anim.get_current_frame()

        # Set a reference to the image rect.
        self.rect = self.image.get_rect()
Beispiel #26
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    def __init__(self):
        # Bild laden und erste Animation erstellen:
        self.__anim_image_right = Utils.loadImage("tileset3.png",
                                                  (255, 0, 255))
        self.__anim_right = Animation.Animation(self.__anim_image_right, 32,
                                                32, 2, 32, 64, 15)

        # Die Grafik spiegeln und in einer neuen Surface speichern,
        # dann können wir die linke Animation erstellen.
        self.__anim_image_left = pygame.transform.flip(self.__anim_image_right,
                                                       True, False)
        self.__anim_left = Animation.Animation(self.__anim_image_left, 32, 32,
                                               2, 32, 64, 15)

        self.__anim_right = Animation.Animation(self.__anim_image_right, 32,
                                                32, 2, 32, 64, 15)

        #self.__tileset = Tileset.Tileset("tileset3.png", (255, 0, 255), 32, 32)
        #self.__tileset.addTile("brain", 32, 32)

        self.__playerImage = pygame.image.load("Player_brain.png")

        # Start-Position des Players festlegen und
        # merken in welche Richtung wir schauen und ob wir überhaupt laufen.
        self.__posX = 128
        self.__posY = 112
        self.__dir = 0
        self.__walking = False
        self.__radius = 16
        self.__speed = 1
        self.__modus = "size"
        self.__shield = 35
        self.__HP = 100
        self.__angle = 90
        self.__rotated = 0
        self.maxHP = 150

        self.font = pygame.font.Font(None, 30)
        self.HPtext = self.font.render("HP:", 1, (255, 255, 255))
        self.SPEEDtext = self.font.render("Speed:", 1, (255, 255, 255))
Beispiel #27
0
    def renderPreview(self, screen):
        if (self.currentIndex == -1):
            return

        if (not self.previewEnabled):
            desc = self.renderDescription()
            if (not desc == None):
                screen.blit(desc, (5, 56))
            return

        if (self.useSidebar):
            xOffset = (128) / 2
            yOffset = (128) / 2

        if (self.preview_final != None):

            animPath = None
            animPath1 = self.preview_final.replace(".png", ".anim.jpg")
            animPath2 = self.preview_final.replace(".png", ".anim.png")

            if (os.path.exists(animPath1) and os.path.isfile(animPath1)):
                animPath = animPath1
            elif (os.path.exists(animPath2) and os.path.isfile(animPath2)):
                animPath = animPath2

            if (animPath != None and self.renderAnim):
                if (self.anim == None):
                    self.anim = Animation.Animation(animPath, (128, 128))

                if (self.useSidebar and self.anim != None):
                    self.anim.render(screen, (5, 56))
                    RenderControl.setDirty()

            elif ((os.path.exists(self.preview_final)
                   and os.path.isfile(self.preview_final))
                  or "opk#" in self.preview_final.lower()):

                if (self.image == None):
                    self.image = Common.loadImage(self.preview_final)
                    self.image = Common.aspect_scale(self.image, 128, 128,
                                                     False)

                if (self.useSidebar):
                    xOffset = (128 - self.image.get_width()) / 2
                    yOffset = (128 - self.image.get_height()) / 2
                    screen.blit(self.image, (5 + xOffset, 56 + yOffset))
        else:
            if (not self.keyDown):
                #fallback if image not found
                desc = self.renderDescription()
                if (not desc == None):
                    screen.blit(desc, (5, 56))
    def __init__(self, x, y, pic = None):
        self.groups = ALL_SPRITES
        pygame.sprite.Sprite.__init__(self, self.groups)
        self.Player = self

        self.Animation_Standing = Animation()
        self.Animation_Up = Animation()
        self.Animation_Down = Animation()
        self.Animation_Left = Animation()
        self.Animation_Right = Animation()
        self.Current_Animation = self.Animation_Standing

        if pic == None:
            self.image = pygame.Surface((TILE_SIZE, TILE_SIZE))
            self.image.fill(YELLOW)
        else:
            self.image = get_image(pic)
            self.image = pygame.transform.scale(self.image, (TILE_SIZE, TILE_SIZE))

        self.rect = self.image.get_rect()
        self.vel = vec(0, 0)
        self.pos = vec(x, y) * TILE_SIZE
Beispiel #29
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	def __init__(self, xy, sounds, textures):
		self.x, self.y = xy

		self.sounds = sounds

		# Frames and death frames
		self.frames = [textures.subsurface(i*64, 0, 64, 64) for i in range(2)]
		self.deathFrames = [textures.subsurface(i*128 - ((i//4)*128*4), 128 * (i//4 + 1), 128, 128) for i in range(12)]

		self.anim = Animation(self.frames, 0.04)

		# Speed ratio
		self.speed = 1.5/GRATIO
Beispiel #30
0
 def __init__(self, canvasWidth, canvasHeight, player):
     self.mountain = Animation("Mountain", 2, 15)
     self.lad = Animation("m-LU", 2, 10)
     self.lass = Animation("f-RU", 2, 10)
     self.canvasWidth = canvasWidth
     self.canvasHeight = canvasHeight
     self.player = player
     self.customizeButtons = [
         Button(canvasWidth * 9 / 20, canvasHeight * 6 / 7,
                canvasWidth / 10, canvasHeight / 10, "Save\nChanges",
                "saveCustomize"),
         Button(canvasWidth * 4 / 5, canvasHeight / 3, canvasWidth / 10,
                canvasHeight / 5, "", "toLad"),
         Button(canvasWidth / 10, canvasHeight / 3, canvasWidth / 10,
                canvasHeight / 5, "", "toLass"),
         Button(canvasWidth / 100, canvasHeight / 100, canvasWidth / 25,
                canvasHeight / 25, "Back", "menu")
     ]
     self.namePlate = TextBox(self.canvasWidth * 2 / 5,
                              self.canvasHeight * 3 / 4,
                              self.canvasWidth / 5, self.canvasHeight / 30,
                              self.player.attributes["name"])