def update(self, additional_vector): center_coordinates = self.rect.center self.image = pygame.transform.scale( self.image, (2 * int(self.obj.radius), 2 * int(self.obj.radius))) self.rect = self.image.get_rect() self.rect.move_ip(center_coordinates) Sprite.update(self.obj, self.rect, additional_vector)
def __init__(self, coin): super().__init__(coin) self.image = Sprite.get_image('coin.png') self.image.set_colorkey(COLOR.BLACK) self.rect = self.image.get_rect()
def __init__(self, astr): super().__init__(astr) self.image = Sprite.get_image(f'asteroidC{astr.TYPE}.png') self.image.set_colorkey(COLOR.BLACK) self.rect = self.image.get_rect()
def __init__(self, ufo): super().__init__(ufo) self.image = Sprite.get_image(f'UFO40.png') self.image.set_colorkey(COLOR.BLACK) self.rect = self.image.get_rect()
def update(self, additional_vector): Sprite.update(self.obj, self.rect, additional_vector)
def update_sprites_list(self, map_): removing_sprites = set(s for s in self.all_sprites if s.obj in map_.removing_objects) self.all_sprites.remove(removing_sprites) for obj in map_.new_objects: self.all_sprites.add(Sprite.get_sprite(obj))
def add_starting_sprites(self, map_objects): for map_obj in map_objects: self.all_sprites.add(Sprite.get_sprite(map_obj))
def __init__(self, bullet): super().__init__(bullet) self.image = Sprite.get_image(f'bullet{bullet.TYPE}.png') self.image.set_colorkey(COLOR.BLACK) self.rect = self.image.get_rect()
def __init__(self, ship): super().__init__(ship) self.orig_image = self.image = Sprite.get_image('ship40.png') self.image.set_colorkey(COLOR.WHITE) self.rect = self.image.get_rect()