Beispiel #1
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    def __init__(self):
        pygame.init()
        self.window = pygame.display.set_mode((WIDTH, HEIGHT))
        self.running = True

        victory_spritesheet = Spritesheet('sudoku_winner_spritesheet.png')
        border_sprites = Spritesheet('borders.png')
        VictoryAnimation.images = victory_spritesheet.imgsat(
            VictoryAnimation.img_rects, -1)
        self.border_images = border_sprites.imgsat(border_img_locs, -1)

        self.grid = [[0 for i in range(9)] for j in range(9)]
        self.grid_finished = [[0 for i in range(9)] for j in range(9)]
        # self.grid = test_board_2
        # self.grid_finished = test_board_2_finished

        self.selected = None
        self.mouse_pos = None
        self.mouse_click = None
        self.finished = False
        self.cell_changed = False
        self.show_victory = False
        self.status = ''
        self.incorrect_cells = []
        self.locked_cells = []
        self.state = "playing"
        self.playing_buttons = []
        self.menu_buttons = []
        self.end_buttons = []

        self.victory = VictoryAnimation(victory_pos)

        self.font = pygame.font.SysFont('arial', int(cell_size / 2))
        self.load()
Beispiel #2
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    def __init__(self, world):
        ss = Spritesheet(Sara.IMAGE_FILENAME, 44)
        self.ss = {
            'left': ss,
            'right': ss,
            'up': Spritesheet(Sara.UP_IMAGE_FILENAME, 44),
            'down': Spritesheet(Sara.DOWN_IMAGE_FILENAME, 44)
        }
        super(Sara, self).__init__(world,
                                   'sara',
                                   spritesheet=self.ss['right'],
                                   passable=False,
                                   can_leave_screen=True,
                                   speed=Sara.SPEED)

        self.animation = 0
        self.animation_time = 0
        self.moving = False

        # Weapon init
        self.weapon = Weapon(self, world)

        self.life = 3
        self.auto = False
        self.image_reload = pygame.image.load(
            RELOAD_BUTTON_IMAGE_FILENAME).convert_alpha()
        self.show_reload = False
        self._keys = []
        self.face_to = 'right'
        self.flip()
Beispiel #3
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    def load_data(self):
        """Loads pertinent data for the game"""
        # Map initialization
        self.map = TiledMap(r'../assets/stage_1.tmx')
        self.map_image = self.map.make_map()
        map_rect = self.map_image.get_rect()

        # Sprite initialization
        pacman_sprites = Spritesheet(r'../assets/sprites.png')
        self.open_mouth = pacman_sprites.get_sprite(0, 0, TILESIZE, TILESIZE)

        pellet_sprites = Spritesheet(r'../assets/small_pellet.png')
        self.pellet_sprite = pellet_sprites.get_sprite(0, 0, TILESIZE, TILESIZE)
Beispiel #4
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    def __init__(self, ai_settings, screen):
        #initialize the alien and set its starting position
        super(Alien_2, self).__init__()
        self.screen = screen
        self.ai_settings = ai_settings
        self.image = Spritesheet('images/spritesheet.png')
        self.images = []
        self.index = 0
        self.images.append(
            self.image.image_at((64, 0, 64, 64), colorkey=(0, 0, 0, 1)))
        self.images.append(
            self.image.image_at((128, 0, 64, 64), colorkey=(0, 0, 0, 1)))
        self.score = 20

        self.image = self.images[self.index]

        #load the alien image and set its rect attribute
        self.rect = self.image.get_rect()

        #start each new alien near the top left of the screen
        self.rect.x = self.rect.width
        self.rect.y = self.rect.height

        #store the alien's exact position
        self.x = float(self.rect.x)
Beispiel #5
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    def load_data(self):
        """Loading item images"""
        root_folder = path.dirname(__file__)
        img_folder = path.join(root_folder, "data", "img")

        sprites = Spritesheet(path.join(img_folder, "spritesheet_x2.png"))

        # IMAGES
        self.item_images = {}
        for item_name in ITEMS:
            sprite_at = ITEMS[item_name]['SPRITE_AT']
            self.item_images[item_name] = sprites.image_at(
                sprite_at[0], sprite_at[1], TILESIZE, 2, KEY_COLOR)

        self.player_img = sprites.image_at(PLAYER_SPRITE_AT[0],
                                           PLAYER_SPRITE_AT[1], TILESIZE, 2,
                                           KEY_COLOR)

        self.bee_img = sprites.image_at(BEE_SPRITE_AT[0], BEE_SPRITE_AT[1],
                                        TILESIZE, 2, KEY_COLOR)

        self.bee_nest_img = sprites.image_at(BEE_NEST_SPRITE_AT[0],
                                             BEE_NEST_SPRITE_AT[1], TILESIZE,
                                             2, KEY_COLOR)

        self.top_wall_img = sprites.image_at(TOP_WALL_SPRITE_AT[0],
                                             TOP_WALL_SPRITE_AT[1], TILESIZE,
                                             2, KEY_COLOR)

        self.front_wall_img = sprites.image_at(FRONT_WALL_SPRITE_AT[0],
                                               FRONT_WALL_SPRITE_AT[1],
                                               TILESIZE, 2, KEY_COLOR)
Beispiel #6
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 def load_frames(self):
     my_spritesheet = Spritesheet('poppy_sheet.png')
     #pygame.image.load('MY_IMAGE_NAME.png').convert()
     self.idle_frames_left = [
         my_spritesheet.parse_sprite("poppy_idle1.png"),
         my_spritesheet.parse_sprite("poppy_idle2.png")
     ]
     self.walking_frames_left = [
         my_spritesheet.parse_sprite("poppywalk1.png"),
         my_spritesheet.parse_sprite("poppywalk2.png"),
         my_spritesheet.parse_sprite("poppywalk3.png"),
         my_spritesheet.parse_sprite("poppywalk4.png"),
         my_spritesheet.parse_sprite("poppywalk5.png"),
         my_spritesheet.parse_sprite("poppywalk6.png"),
         my_spritesheet.parse_sprite("poppywalk7.png"),
         my_spritesheet.parse_sprite("poppywalk8.png")
     ]
     self.idle_frames_right = []
     for frame in self.idle_frames_left:
         self.idle_frames_right.append(
             pygame.transform.flip(frame, True, False))
     self.walking_frames_right = []
     for frame in self.walking_frames_left:
         self.walking_frames_right.append(
             pygame.transform.flip(frame, True, False))
Beispiel #7
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    def __init__(self, ai_settings, screen):
        """Initialize the alien, and set its starting position."""
        super(Alien, self).__init__()
        self.screen = screen
        self.ai_settings = ai_settings
        ss = Spritesheet('images/space_invaders_spritesheet.png')
        #
        # # Load the ship image, and get its rect.
        # self.image = ss.image_at((0, 192, 64, 64))

        # Load the alien image, and set its rect attribute.
        self.images = []
        self.images.append(ss.image_at((65, 512, 64, 64)))
        self.images.append(ss.image_at((0, 576, 64, 64)))
        # self.images.append(load_image('images/alien1_down.bmp'))
        self.index = 0
        self.image = self.images[self.index]
        # self.image2 = pygame.image.load('images/alien2_up.bmp')
        # self.rect = self.image2.get_rect()
        self.rect = self.image.get_rect()

        # Start each new alien near the top left of the screen.
        self.rect.x = self.rect.width
        self.rect.y = self.rect.height

        # Store the alien's exact position.
        self.x = float(self.rect.x)
 def __init__(self, game, pos_x, pos_y, color, name):
     super(AxeToolButton, self).__init__(game, pos_x, pos_y, color, name)
     spritesheet_file = 'assets/tools.png'
     spritesheet = Spritesheet(spritesheet_file)
     self.image = spritesheet.get_image((0, 0), (32, 32))
     self.image = pg.transform.scale(self.image, (100, 100))
     self.damage = 2
Beispiel #9
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 def initialize_player(self):
     """ (None) -> None
     Initialize the player character for use in the game loop.
     """
     if not self.player:
         player_spritesheet = Spritesheet('player.png', 2, 4)
         self.player = Player(self.screen_w // 2, self.screen_h // 2, 7, *player_spritesheet[0:6])
         self.player.set_aiming_image(player_spritesheet[6])
Beispiel #10
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    def load_frames(self):
        bullet_spritesheet = Spritesheet('images/bullet/player/bullet.png')
        e_bullet_spritesheet = Spritesheet('images/bullet/enemy/bullet.png')
        self.bullet_frames = [
            bullet_spritesheet.parse_sprite('bullet1.png'),
            bullet_spritesheet.parse_sprite('bullet2.png'),
            bullet_spritesheet.parse_sprite('bullet3.png'),
            bullet_spritesheet.parse_sprite('bullet4.png'),
            bullet_spritesheet.parse_sprite('bullet5.png'),
            bullet_spritesheet.parse_sprite('bullet6.png'),
        ]

        self.enemy_bullet_frames = [
            e_bullet_spritesheet.parse_sprite('bullet1.png'),
            e_bullet_spritesheet.parse_sprite('bullet2.png'),
            e_bullet_spritesheet.parse_sprite('bullet3.png')
        ]
Beispiel #11
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 def __init__(self):
     ss = Spritesheet(Arena.IMAGE_FILENAME, Arena.MAP_WIDTH)
     self.start_frame = time.time()
     self.fps = 12
     self.index = 0
     self.images = ss.get_images()
     self.image = self.images[self.index]
     self.rect = pygame.Rect(0, 0, Arena.MAP_WIDTH, Arena.MAP_HEIGHT)
    def __init__(self, tileset, assetdir):
        self._imageCache = {}
        self.tileset = tileset
        self.tile_count = self.tileset.tile_count
        self.usecache = True

        fp = os.path.join(assetdir, tileset.image.source)
        self._spriteSheet = Spritesheet(fp)
Beispiel #13
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    def load_data(self):
        """Let's create more sensible data structures for each group"""
        root_folder = path.dirname(__file__)
        img_folder = path.join(root_folder, "data", "img")
        music_folder = path.join(root_folder, "data", "music")
        fx_folder = path.join(root_folder, "data", "fx")

        sprites = Spritesheet(path.join(img_folder, "spritesheet_x2.png"))

        # IMAGES & SOUND

        self.images = {}
        self.fx = {}

        for item in ITEMS:
            sprite_at = ITEMS[item]['SPRITE']
            self.images[item] = sprites.image_at(sprite_at[0], sprite_at[1],
                                                 TILESIZE, 2, KEY_COLOR)
            fx = pygame.mixer.Sound(
                path.join(fx_folder, ITEMS[item]['FX_PICKUP']))
            fx.set_volume(0.1)
            self.fx[item] = fx

        for mob in MOBS:
            sprite_at = MOBS[mob]['SPRITE']
            self.images[mob] = sprites.image_at(sprite_at[0], sprite_at[1],
                                                TILESIZE, 2, KEY_COLOR)
            fx = pygame.mixer.Sound(path.join(fx_folder,
                                              MOBS[mob]['FX_DEATH']))
            fx.set_volume(0.1)
            self.fx[mob] = fx

        for nest in NESTS:
            sprite_at = NESTS[nest]['SPRITE']
            self.images[nest] = sprites.image_at(sprite_at[0], sprite_at[1],
                                                 TILESIZE, 2, KEY_COLOR)
            fx = pygame.mixer.Sound(
                path.join(fx_folder, NESTS[nest]['FX_DEATH']))
            fx.set_volume(0.1)
            self.fx[nest] = fx

        for weapon in WEAPONS:
            fx = pygame.mixer.Sound(path.join(fx_folder,
                                              WEAPONS[weapon]['FX']))
            fx.set_volume(0.1)
            self.fx[weapon] = fx

        self.tiles = {}
        for wall in WALLS:
            for orientation in ['TOP', 'FRONT']:
                sprite_at = WALLS[wall][orientation]
                self.tiles[f"{wall}_{orientation}"] = sprites.image_at(
                    sprite_at[0], sprite_at[1], TILESIZE, 2, KEY_COLOR)

        # MUSIC
        pygame.mixer.music.load(path.join(music_folder, BG_MUSIC))
    def on_init(self):
        self._running = True
        pygame.init()
        pygame.font.init()
        self.font = pygame.font.Font(None, 20)
        self.TILE_HEIGHT = 32
        self.TILE_WIDTH = 32
        self.MESSAGE_BOX_WIDTH = 400
        self.size = self.weight, self.height = self.gameMap.xSize * self.TILE_WIDTH + self.MESSAGE_BOX_WIDTH, \
          self.gameMap.ySize * self.TILE_HEIGHT
        self.msgBoxLeft = self.gameMap.xSize * self.TILE_WIDTH
        self.output = self
        self.screen = pygame.display.set_mode(
            self.size, pygame.HWSURFACE | pygame.DOUBLEBUF)
        #        msgBaseDelaySecs = self.msgBaseDelaySecs;

        # Default spritesheet assets
        self.sprites = Spritesheet(
            "assets/fantasy-tileset-8cols-26rows-32x32pixels.png")
        self.spritesPlural = Spritesheet(
            "assets/fantasy-tileset-8cols-26rows-32x32pixels-shadow.png")
        self.enemySprites = Spritesheet(
            "assets/fantasy-tileset-8cols-26rows-32x32pixels-red.png")

        output = self.output
        self.gameTime = 0

        output.log("Game begins!")

        self.dead = []
        output.dump()
        #        time.sleep(2 * msgBaseDelaySecs);

        # Position armies
        iX = 0
        iY = 2
        for oItemA in self.aAttackers:
            oItemA.x = iX
            oItemA.y = iY
            iX += 1
            if (iX == self.gameMap.xSize):
                iX = 0
                iY += 1
Beispiel #15
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 def __init__(self):
     pygame.sprite.Sprite.__init__(self)
     self.image = Spritesheet('spritesheet.png').parse_sprite('chick.png')
     self.rect = self.image.get_rect()
     self.LEFT_KEY, self.RIGHT_KEY, self.FACING_LEFT = False, False, False
     self.is_jumping, self.on_ground = False, False
     self.gravity, self.friction = .35, -.12
     self.position, self.velocity = pygame.math.Vector2(
         0, 0), pygame.math.Vector2(0, 0)
     self.acceleration = pygame.math.Vector2(0, self.gravity)
Beispiel #16
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 def _init_pictures(self):
     """Load every picture in a variable."""
     _ss = Spritesheet(self.TILES)
     self.wall = _ss.image_at(self.WALL)
     self.floor = _ss.image_at(self.FLOOR)
     self.exit = _ss.image_at(self.EXIT)
     self.macgyver = self._resize_pic(self.MACGYVER)
     self.guardian = self._resize_pic(self.GUARDIAN)
     self.needle = self._resize_pic(self.NEEDLE)
     self.ether = self._resize_pic(self.ETHER)
     self.tube = self._resize_pic(self.TUBE)
Beispiel #17
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 def __init__(self, power, x, y):
     self.power = power
     self.get = Spritesheet(self.power)
     self.image = self.get.get_spritte()[0]
     self.rect = self.image.get_rect()
     self.rect.x = x
     self.rect.y = y
     self.vel = pygame.math.Vector2(0, 0)
     self.acceleration = pygame.math.Vector2(0, .1)
     self.on_ground = False
     self.col = False
     self.drop = False
Beispiel #18
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    def get_unscaled_portal_sprites():
        portalsheet = Spritesheet('images/portals.png')
        portal_images_unscaled = [
            portalsheet.get_image(x=364, y=7, w=177, h=176),
            portalsheet.get_image(x=553, y=14, w=163, h=163),
            portalsheet.get_image(x=7, y=222, w=161, h=159),
            portalsheet.get_image(x=193, y=220, w=155, h=158),
            portalsheet.get_image(x=373, y=222, w=159, h=158),
            portalsheet.get_image(x=553, y=220, w=163, h=163)
        ]

        return portal_images_unscaled
Beispiel #19
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 def __init__(self, tree, x, y):
     self.tree = tree
     self.get = Spritesheet(tree)
     self.image = self.get.get_spritte()
     self.rect = self.image[0].get_rect()
     self.rect.x = x
     self.rect.y = y
     self.vel = pygame.math.Vector2(0, 0)
     self.acceleration = pygame.math.Vector2(0, .1)
     self.on_ground = False
     self.drop = False
     self.col = False
Beispiel #20
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    def load(self):
        self.all_sprites = pg.sprite.Group()
        self.solid = pg.sprite.Group()
        self.items_on_floor = pg.sprite.Group()
        self.doors = pg.sprite.Group()

        assets_folder = path.join(getcwd(), 'assets')
        self.map = Map(path.join(assets_folder, 'maps/map1.json'))

        self.spritesheet = Spritesheet(
            path.join(assets_folder, 'spritesheet.png'), 32)
        wall_img = self.spritesheet.get_image_at_col_row(0, 0)
        apple_img = self.spritesheet.get_image_alpha_at_col_row(1, 0)
        keycard_img = self.spritesheet.get_image_alpha_at_col_row(0, 3)
        self.background_surface = pg.Surface(
            (self.map.width * TILE_SIZE, self.map.height * TILE_SIZE))

        self.visibility_data = [[True] * self.map.height
                                for i in range(self.map.width)]
        self.fov_data = [[True] * self.map.height
                         for i in range(self.map.width)]

        for node in self.map.objects:
            x, y = node['x'], node['y']
            if node["name"] == 'WALL':
                #self.collisions.append(pg.Rect(x, y, TILE_SIZE, TILE_SIZE))  # TODO big rectangles
                wall = Wall(self, x, y, wall_img)
                if not LIMIT_FOV_FOR_STATIC_SPRITES:
                    wall.remove(self.all_sprites)  # skip drawing
                    self.background_surface.blit(
                        wall_img, (x * TILE_SIZE, y * TILE_SIZE))
                self.visibility_data[x][y] = False
            elif node["name"] == 'PLAYER':
                self.player = Player(self, x, y)
            elif node["name"] == 'APPLE':
                item = Item(self, x, y, apple_img)
                item.pickable = Pickable(item, 'apple', False, 1, False)
            elif node["name"] == 'KEYCARD':  # key card
                item = Item(self, x, y, keycard_img)
                item.pickable = Pickable(item, 'keycard', False, 1, False)
            elif node["name"] == "DOOR":
                Door(self, x, y, node["dir"])
                self.visibility_data[x][
                    y] = False  # TODO opened doors visibility

        for trigger in self.map.triggers:
            TextTrigger(
                self,
                pg.Rect(trigger["x"], trigger["y"], trigger["width"],
                        trigger["height"]), trigger["text"])

        self.camera = Camera(self.map.width_screen, self.map.height_screen)
Beispiel #21
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    def load_data(self):
        """Adding music & fx"""
        root_folder = path.dirname(__file__)
        img_folder = path.join(root_folder, "data", "img")
        music_folder = path.join(root_folder, "data", "music")
        fx_folder = path.join(root_folder, "data", "fx")

        sprites = Spritesheet(path.join(img_folder, "spritesheet_x2.png"))

        # IMAGES

        self.item_images = {}
        for item_name in ITEMS:
            sprite_at = ITEMS[item_name]['SPRITE_AT']
            self.item_images[item_name] = sprites.image_at(
                sprite_at[0], sprite_at[1], TILESIZE, 2, KEY_COLOR)

        self.player_img = sprites.image_at(PLAYER_SPRITE_AT[0],
                                           PLAYER_SPRITE_AT[1], TILESIZE, 2,
                                           KEY_COLOR)

        self.bee_img = sprites.image_at(BEE_SPRITE_AT[0], BEE_SPRITE_AT[1],
                                        TILESIZE, 2, KEY_COLOR)

        self.bee_nest_img = sprites.image_at(BEE_NEST_SPRITE_AT[0],
                                             BEE_NEST_SPRITE_AT[1], TILESIZE,
                                             2, KEY_COLOR)

        self.top_wall_img = sprites.image_at(TOP_WALL_SPRITE_AT[0],
                                             TOP_WALL_SPRITE_AT[1], TILESIZE,
                                             2, KEY_COLOR)

        self.front_wall_img = sprites.image_at(FRONT_WALL_SPRITE_AT[0],
                                               FRONT_WALL_SPRITE_AT[1],
                                               TILESIZE, 2, KEY_COLOR)

        # SOUND
        # Using arrays to add some variance
        pygame.mixer.music.load(path.join(music_folder, BG_MUSIC))
        self.basic_gun_fx = []
        for fx in BASIC_GUN_FX:
            pewpew = pygame.mixer.Sound(path.join(fx_folder, fx))
            pewpew.set_volume(0.1)
            self.basic_gun_fx.append(pewpew)
        self.critter_death_fx = []
        for fx in CRITTER_DEAD_FX:
            self.critter_death_fx.append(
                pygame.mixer.Sound(path.join(fx_folder, fx)))
        self.item_fx = {}
        for fx in ITEMS:
            self.item_fx[fx] = pygame.mixer.Sound(
                path.join(fx_folder, ITEMS[fx]['FX']))
Beispiel #22
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 def __init__(self, x, y):
     pygame.sprite.Sprite.__init__(self)
     ss = Spritesheet(bullet_image)
     self. bullets = ss.images_at([\
         (19,336,10,14), (32,340,14,10),\
         (48,339,14,11),(65,338,14,12)], -1)
     self.idx = 0
     self.image = self.bullets[self.idx]
     self.last_idx = len(self.bullets) - 1
     self.rect = self.image.get_rect()
     self.rect.center = (x, y)
     self.speed = 4
     self.frames_count = 0
     self.animate_each_frame = 10
def get_fireball_images():
    path = os.path.join('assets', 'fire1_64.png')

    rows, cols = 6, 10

    sheet = Spritesheet(path)

    images = []
    width = height = 64
    for row in range(rows):

        images.extend(sheet.load_strip((0, row * height, width, height), cols))

    return images
Beispiel #24
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    def __init__(self, filename, numberFrames, X, Y):
        super().__init__()
        self.filename = filename  # arquivo
        self.spritesheet = Spritesheet(filename)  # sprites do arquivo
        self.numberFrames = numberFrames  # quantidade de frames
        self.sprites = []  # vetor das sprites
        for i in range(0, numberFrames):  # adicionando todas as sprites
            self.sprites.append(
                self.spritesheet.get_sprite(0 + i * 312, 0, 312, 38))  #

        self.current_sprite = 0  # sprite atual
        self.image = self.sprites[self.current_sprite]  # imagem atual

        self.rect = self.image.get_rect(top=Y, left=X)  # posição da sprite
Beispiel #25
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    def __init__(self):
        SceneBase.__init__(self)
        self.scrabble = Scrabble(True)
        self.board = Board('imgs/board.jpg', [0, 0])
        self.letter_ss = Spritesheet('imgs/letters.jpg')
        self.player_tiles = []
        self.game_tiles = []
        self.selected_tile = None
        self.offset_x = 0
        self.offset_y = 0

        for i, letter in enumerate(self.scrabble.get_rack()):
            self.player_tiles.append(
                Tile(letter, self.letter_ss, PLAYER_TILE_POSITIONS[i]))
Beispiel #26
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    def __init__(self, filename, numberFrames, X, Y):
        super().__init__()
        self.filename = filename  # arquivo
        self.spritesheet = Spritesheet(filename)
        self.numberFrames = numberFrames  # número de frames
        self.sprites = []  # vetor das sprites
        for i in range(0, numberFrames):  # adicionando todas as sprites
            self.sprites.append(
                self.spritesheet.get_sprite(0 + i * 32, 0, 32, 32))  #

        self.current_sprite = 0  # sprite atual
        self.image = self.sprites[
            self.current_sprite]  # carrega a sprite atual, no caso a primeira

        self.rect = self.image.get_rect(top=Y, left=X)  # posição da explosão
Beispiel #27
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    def __init__(self):

        self.sprite_sheet = Spritesheet('images/spritesheet.png')

        self.pacman = self.get_pacman_sprites()
        self.blinky = self.get_blinky_sprites()
        self.pinky = self.get_pinky_sprites()
        self.clyde = self.get_clyde_sprites()
        self.inkey = self.get_inkey_sprites()
        self.portal = self.get_unscaled_portal_sprites()
        self.fruits = self.get_fruit_sprites()
        self.pac_life = self.sprite_sheet.get_image(x=(24 * 2),
                                                    y=(24 * 3),
                                                    w=24,
                                                    h=24)
Beispiel #28
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    def __init__(self, pos_x, pos_y):
        """Constructs a new floor class

        Args:
            pos_x: x position on the map
            pos_y: y position on the map
        """
        super().__init__()

        self.sprite_sheet = Spritesheet("floor.png")
        self.image = choice(self.sprite_sheet.load_strip((0, 0, 50, 50), 4))
        self.rect = self.image.get_rect()

        self.rect.x = pos_x
        self.rect.y = pos_y
Beispiel #29
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    def load_data(self):
        root_folder = path.dirname(__file__)

        sprites = Spritesheet(
            path.join(root_folder, "data", "img", "spritesheet.png"))

        self.player_img = sprites.image_at(
            PLAYER_SPRITE_AT[0], PLAYER_SPRITE_AT[1], TILESIZE, 1, KEY)

        self.bee_img = sprites.image_at(
            BEE_SPRITE_AT[0], BEE_SPRITE_AT[1], TILESIZE, 1, KEY)

        self.top_wall_img = sprites.image_at(
            TOP_WALL_SPRITE_AT[0], TOP_WALL_SPRITE_AT[1], TILESIZE, 1, KEY)
        self.front_wall_img = sprites.image_at(
            FRONT_WALL_SPRITE_AT[0], FRONT_WALL_SPRITE_AT[1], TILESIZE, 1, KEY)
Beispiel #30
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    def get_fruit_sprites():
        spritesheet = Spritesheet('images/spritesheet.png')

        fruit_images = [
            spritesheet.get_image(x=(24 * 0), y=(24 * 5), w=24,
                                  h=24),  # cherries
            spritesheet.get_image(x=(24 * 1), y=(24 * 5), w=24,
                                  h=24),  # strawberry
            spritesheet.get_image(x=(24 * 2), y=(24 * 5), w=24,
                                  h=24),  # orange
            spritesheet.get_image(x=(24 * 3), y=(24 * 5), w=24, h=24),  # ?????
            spritesheet.get_image(x=(24 * 4), y=(24 * 5), w=24, h=24),  # apple
            spritesheet.get_image(x=(24 * 5), y=(24 * 5), w=24,
                                  h=24),  # grapes
        ]

        return fruit_images