def setUp(self):
        self.ag = sprite.AbstractGroup()
        self.ag2 = sprite.AbstractGroup()
        self.s1 = sprite.Sprite(self.ag)
        self.s2 = sprite.Sprite(self.ag)
        self.s3 = sprite.Sprite(self.ag2)
        self.s4 = sprite.Sprite(self.ag2)

        self.s1.image = pygame.Surface((10, 10))
        self.s1.image.fill(pygame.Color("red"))
        self.s1.rect = self.s1.image.get_rect()

        self.s2.image = pygame.Surface((10, 10))
        self.s2.image.fill(pygame.Color("green"))
        self.s2.rect = self.s2.image.get_rect()
        self.s2.rect.left = 10

        self.s3.image = pygame.Surface((10, 10))
        self.s3.image.fill(pygame.Color("blue"))
        self.s3.rect = self.s3.image.get_rect()
        self.s3.rect.top = 10

        self.s4.image = pygame.Surface((10, 10))
        self.s4.image.fill(pygame.Color("white"))
        self.s4.rect = self.s4.image.get_rect()
        self.s4.rect.left = 10
        self.s4.rect.top = 10

        self.bg = pygame.Surface((20, 20))
        self.scr = pygame.Surface((20, 20))
        self.scr.fill(pygame.Color("grey"))
 def set_hearts(self, num):
     if 0 < num <= self.max_hp:
         if self.hp - 1 == num:
             event.post(event.Event(53, {}))
         self.hp = num
         self.heart_sprites.empty()
         for i in range(self.max_hp):
             spr = sprite.Sprite()
             if i < self.hp:
                 spr.image = self.heart
             else:
                 spr.image = self.heart_pass
             spr.image.set_colorkey((255, 255, 255))
             spr.rect = spr.image.get_rect()
             spr.rect.center = (int(self.rect_size * 1.5) * (i + 1),
                                self.rect_size)
             self.heart_sprites.add(spr)
     elif num <= 0:
         self.hp = num
         self.heart_sprites.empty()
         for i in range(self.max_hp):
             spr = sprite.Sprite()
             if i < self.hp:
                 spr.image = self.heart
             else:
                 spr.image = self.heart_pass
             spr.image.set_colorkey((255, 255, 255))
             spr.rect = spr.image.get_rect()
             spr.rect.center = (int(self.rect_size * 1.5) * (i + 1),
                                self.rect_size)
             self.heart_sprites.add(spr)
         event.post(event.Event(31, {}))
Beispiel #3
0
    def setUp(self):
        self.ag = sprite.AbstractGroup()
        self.ag2 = sprite.AbstractGroup()
        self.s1 = sprite.Sprite(self.ag)
        self.s2 = sprite.Sprite(self.ag)
        self.s3 = sprite.Sprite(self.ag2)
        self.s4 = sprite.Sprite(self.ag2)

        self.s1.image = pygame.Surface((10, 10))
        self.s1.image.fill(pygame.Color('red'))
        self.s1.rect = self.s1.image.get_rect()

        self.s2.image = pygame.Surface((10, 10))
        self.s2.image.fill(pygame.Color('green'))
        self.s2.rect = self.s2.image.get_rect()
        self.s2.rect.move_left = 10

        self.s3.image = pygame.Surface((10, 10))
        self.s3.image.fill(pygame.Color('blue'))
        self.s3.rect = self.s3.image.get_rect()
        self.s3.rect.top = 10

        self.s4.image = pygame.Surface((10, 10))
        self.s4.image.fill(pygame.Color('white'))
        self.s4.rect = self.s4.image.get_rect()
        self.s4.rect.move_left = 10
        self.s4.rect.top = 10

        self.bg = pygame.Surface((20, 20))
        self.scr = pygame.Surface((20, 20))
        self.scr.fill(pygame.Color('grey'))
    def setUp(self):
        self.ag = sprite.AbstractGroup()
        self.ag2 = sprite.AbstractGroup()
        self.s1 = sprite.Sprite(self.ag)
        self.s2 = sprite.Sprite(self.ag2)
        self.s3 = sprite.Sprite(self.ag2)

        self.s1.image = pygame.Surface((50, 10), pygame.SRCALPHA, 32)
        self.s2.image = pygame.Surface((10, 10), pygame.SRCALPHA, 32)
        self.s3.image = pygame.Surface((10, 10), pygame.SRCALPHA, 32)

        self.s1.rect = self.s1.image.get_rect()
        self.s2.rect = self.s2.image.get_rect()
        self.s3.rect = self.s3.image.get_rect()
        self.s2.rect.move_ip(40, 0)
        self.s3.rect.move_ip(100, 100)
Beispiel #5
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    def add_text_entity(self,
                        text,
                        position,
                        filename=None,
                        size=10,
                        color=(0, 0, 0)):
        '''
        Adds text with top left corner located at position.
        If filename is None, default font will be used.
        Size is in view units. 
        
        returns: View entity entity id
        '''
        import os
        from pygame import font, sprite

        if filename == None:
            filename = os.path.join(path, "Font", DEFAULT_FONT)

        font = font.Font(filename, size)
        rendered_text = font.render(text, True, color)

        text_sprite = sprite.Sprite()
        text_sprite.image = rendered_text
        text_sprite.rect = rendered_text.get_rect()
        text_sprite.rect.topleft = position
        text_sprite.font = font
        text_sprite.color = color
        self._sprites.add(text_sprite)
        self._untraced_sprites.add(text_sprite)

        return self.add_view_entity(text_sprite)
Beispiel #6
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def makeBox(path, center):
    sprite = PGS.Sprite()
    sprite.origImage = LD(path)
    sprite.rect = sprite.origImage.get_rect()
    sprite.origRect = sprite.rect.copy()
    sprite.rect.center = center
    sprite.contAnimations = [scaleAnimation, twistAnimation]

    return sprite
 def set_bombs(self, num):
     if 0 <= num <= self.max_bomb:
         self.bomb = num
         self.bomb_sprites.empty()
         spr = sprite.Sprite()
         spr.image = transform.scale(
             image.load('GUI\\carrot_bomb.png').convert(),
             (self.rect_size, self.rect_size))
         spr.image.set_colorkey((255, 255, 255))
         spr.rect = spr.image.get_rect()
         spr.rect.center = (int(self.rect_size * 1.5), self.rect_size * 2.5)
         self.bomb_sprites.add(spr)
         spr = sprite.Sprite()
         spr.image = self.font.render(str(self.bomb), True, (0, 0, 0))
         spr.image.set_colorkey((255, 255, 255))
         spr.rect = spr.image.get_rect()
         spr.rect.center = (int(self.rect_size * 1.5) * 2,
                            self.rect_size * 2.5)
         self.bomb_sprites.add(spr)
Beispiel #8
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    def test_has(self):
        " See if AbstractGroup.has() works as expected. "

        ag = sprite.AbstractGroup()
        ag2 = sprite.AbstractGroup()
        s1 = sprite.Sprite(ag)
        s2 = sprite.Sprite(ag)
        s3 = sprite.Sprite(ag2)
        s4 = sprite.Sprite(ag2)

        self.assertEqual(True, s1 in ag)

        self.assertEqual(True, ag.has(s1))

        self.assertEqual(True, ag.has([s1, s2]))

        # see if one of them not being in there.
        self.assertNotEqual(True, ag.has([s1, s2, s3]))

        # see if a second AbstractGroup works.
        self.assertEqual(True, ag2.has(s3))
 def __init__(self, color, seed, x, y, size=36):
     self.seed = seed
     self.generator = random.Random(seed)
     self.color = color
     self.size = size
     self.sprites = sprite.RenderUpdates()
     self.sprite = sprite.Sprite()
     self.dirName = get_dir()
     self._path = self.dirName + "ghost_" + self.color + ".png"
     img = pygame.image.load(self._path)
     self.sprite.image = pygame.transform.scale(img, (self.size, self.size))
     self.sprites.add(self.sprite)
     self.position = (x, y)
     self.startposition = self.position
     self.reset()
 def __init__(self, buddy, startx, starty, color = 'green', size=36):
     self.buddy = buddy
     self.nick = buddy.props.nick
     self.score = 0
     self.color = color
     self.size = size
     self.startposition = (startx, starty)
     self.hidden = False
     self.bonusplayers = None
     self.opensprites = sprite.RenderUpdates()
     self.closedsprites = sprite.RenderUpdates()
     self.dirName = get_dir()
     self.open = sprite.Sprite()
     self.closed = sprite.Sprite()
     self._path = self.dirName + "pacman-" + self.color
     img = pygame.image.load(self._path + "-open-right.png")
     self.open.image = pygame.transform.scale(img, (self.size, self.size))
     img = pygame.image.load(self._path + "-closed.png")
     self.closed.image = pygame.transform.scale(img, (self.size, self.size))
     self.opensprites.add(self.open)
     self.closedsprites.add(self.closed)
     self.mouthClosed = 1
     self.supertime = 0
     self.reset()
Beispiel #11
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def tool_init():
    global back
    back = sprite.Sprite(tool_group)
    back.image = pygame.Surface((width, 60), pygame.SRCALPHA)
    back.image.fill((255, 255, 255))
    back.rect = back.image.get_rect()

    Button(tool_group, load_image(fr'tools\save.jpg'), save, (5, 5))
    Button(tool_group, load_image(fr'tools\open.png'), open_im, (60, 5))

    Button(tool_group, load_image(fr'tools\palette.png'), new_color, (width - 80, 0))
    for i in range(5, 36, 30):
        for j in range(width - 370, width - 100, 30):
            Palette(tool_group, (j, i), update_color, col_mark, pygame.Color('red'), 20)
    tool_group.update(event=pygame.event.Event(pygame.MOUSEBUTTONDOWN, button=1, pos=(width - 369, 6)))
    tool_setting(Rect, 'rect', (width - 500, 5), True)
    tool_setting(Circle, 'circle', (width - 440, 5))
    tool_setting(Line, 'line', (width - 560, 5))
Beispiel #12
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                    len(figure_arr) > 1 and event.mod & pygame.KMOD_CTRL:
                figure_arr.pop(-2).kill()
            elif event.type == pygame.KEYDOWN and event.key == pygame.K_c and\
                    event.mod & pygame.KMOD_CTRL:
                r = rect.rect
                if r.w <= 2 or r.h <= 2:
                    continue
                copy = pygame.Surface((r.w - 2, r.h - 2))
                copy.blit(main_screen, (-r.x - 1, -r.y - 1))
                rect.kill()
                rect = Rect(draw_group)
            elif event.type == pygame.KEYDOWN and event.key == pygame.K_v and\
                    event.mod & pygame.KMOD_CTRL and copy:
                if figure_arr and drawing:
                    old = figure_arr.pop()
                figure_arr.append(sprite.Sprite(draw_group))
                pos = pygame.mouse.get_pos()
                figure_arr[-1].image = copy
                figure_arr[-1].rect = copy.get_rect()
                figure_arr[-1].rect.x = pos[0]
                figure_arr[-1].rect.y = pos[1]
                copy = None
                rect.kill()
                rect = Rect(draw_group)
                if old is not None:
                    figure_arr.append(old)
                    old = None

            elif back.rect.collidepoint(pygame.mouse.get_pos()):
                tool_group.update(event=event)
            elif not figure_arr:
Beispiel #13
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 def from_database(self, entity_manager) -> None:
     self.sprite = sprite.Sprite()
     self.sprite.image = image.fromstring(self.sql_image,
                                          (self.sql_width, self.sql_height),
                                          "RGBA")
     self.sprite.rect = self.sprite.image.get_rect()
Beispiel #14
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	def __init__(self,initval = sprite.Sprite()):

		self.obj = initval
Beispiel #15
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    def is_colliding_with(self, ball):
        s = sprite.Sprite()
        s.rect = ball.rect
        s.mask = ball.surface_mask

        return sprite.collide_mask(self, s)