def __init__(self, pos):
        self.x = pos[0]
        self.y = pos[1]
        rng = random.randint(0, 2)
        self.sprite = EditorUtilities.create_image(
            Engine.subsurface(GC.IMAGESDICT['Snow'], (0, rng * 8, 8, 8)))
        self.speed = random.choice([1.0, 1.5, 2.0, 2.5, 3.0])
        self.remove_me = False

        self.floor = False
Beispiel #2
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 def __init__(self, pos):
     self.x = pos[0]
     self.y = pos[1]
     self.full_sprite = GC.IMAGESDICT['FireParticle']
     self.sprites = [
         EditorUtilities.create_image(
             Engine.subsurface(self.full_sprite, (0, i * 2, 3, 2)))
         for i in range(6)
     ]
     self.speed = random.randint(1, 4)
     self.remove_me = False
     self.sprite = self.sprites[-1]
Beispiel #3
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class DefaultUnit(object):
    portrait = Engine.subsurface(GC.UNITDICT['GenericPortrait'],
                                 (0, 0, 96, 80)).convert_alpha()
    chibi = Engine.subsurface(GC.UNITDICT['GenericPortrait'],
                              (96, 16, 32, 32)).convert_alpha()

    def __init__(self):
        self.id = 0
        self.name = ''
        self.level = 1
        self.gender = 0
        self.faction = ''
        self.klass = 'Citizen'
        self.tags = set()
        self.desc = ''
        self.stats = SaveLoad.build_stat_dict(class_dict[self.klass]['bases'])
        self.growths = [0 for n in xrange(cf.CONSTANTS['num_stats'])]
        self.items = []
        self.skills = []
        self.wexp = [
            0 for n in xrange(len(CustomObjects.WEAPON_TRIANGLE.types))
        ]
        self.team = 'player'
Beispiel #4
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    def __init__(self, info, portrait_data):
        self.id = info['id']
        self.name = info['name']

        self.level = int(info['level'])
        self.gender = int(info['gender'])
        self.faction = info['faction']
        self.klass = info['klass']
        self.tags = info['tags']
        self.desc = info['desc']

        self.stats = info['stats']
        self.growths = info['growths']

        self.wexp = info['wexp']

        self.items = info['items']

        self.skills = info['skills']

        self.team = 'player'

        blink_pos = (0, 0)
        mouth_pos = (0, 0)
        try:
            # Ex: HectorPortrait
            if self.name in portrait_data:
                blink_pos = portrait_data[self.name]['blink']
                mouth_pos = portrait_data[self.name]['mouth']
            self.portrait = UnitPortrait(self.name, blink_pos, mouth_pos,
                                         (0, 0))
            self.chibi = Engine.subsurface(GC.UNITDICT[self.name + 'Portrait'],
                                           (96, 16, 32, 32)).convert_alpha()
        except KeyError:
            self.portrait = UnitPortrait('Generic', blink_pos, mouth_pos,
                                         (0, 0))
            self.chibi = GC.UNITDICT[self.faction + 'Emblem'].convert_alpha()
Beispiel #5
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 def __init__(self, num, name, kind):
     self.num = num
     self.name = name
     self.kind = kind
     self.image = Engine.subsurface(GC.ICONDICT['TileInfoIcons'],
                                    (0, num * 16, 16, 16))
def create_cursor():
    sprite = GC.IMAGESDICT['Cursor']
    # Sprites are in 64 x 64 boxes
    activesprite = Engine.subsurface(sprite, (0, 64, 32, 32)).convert_alpha()
    return create_image(activesprite)
def create_chibi(name):
    return Engine.subsurface(GC.UNITDICT[name + 'Portrait'],
                             (96, 16, 32, 32)).convert_alpha()