Beispiel #1
0
	def __init__(self,folder_num):
		
		pygame.sprite.Sprite.__init__(self)
		
		self.folder = "../res/Sprite/Sprite"+str(folder_num)
		self.coll_box = Thing((self.folder+"/coll_box.png",0,0,30,5))
		
		# Get spritesheet stuff
		sprite_sheet = SpriteSheet(self.folder+"/spritesheet.png")
		# Down facing walk sequence
		self.walk_d = get_frames(self.folder+"/spritesheet.png",30,47,0,4,0)
		
		# Left facing walk sequence
		self.walk_l = get_frames(self.folder+"/spritesheet.png",30,47,0,4,47)
		
		# Right facing walk sequence
		self.walk_r = get_frames(self.folder+"/spritesheet.png",30,47,0,4,47,True)
		
		# Up facing walk sequence
		self.walk_u = get_frames(self.folder+"/spritesheet.png",30,47,0,4,94)
		
		# Set the image the player starts with
		self.image = self.walk_r[1]

		# Set a referance to the image rect.
		self.rect = self.image.get_rect()
		
		self.pos_x = self.rect.x
		self.pos_y = self.rect.y
Beispiel #2
0
def CharSelect():
	# Character Selection screen
	pygame.init()
	
	size= [constants.SCREEN_WIDTH,constants.SCREEN_HEIGHT]
	screen = pygame.display.set_mode(size)

	pygame.display.set_caption("Punks R Us")
	char_list = os.listdir('../res/Character')
	sprite_list = pygame.sprite.Group()
	
	
	done = False
	
	choice = 0
	clock = pygame.time.Clock()
	count = 0
	
	while not done:
		
		for event in pygame.event.get(): # User did something
			if event.type == pygame.QUIT: # If user clicked close
				pygame.quit()# Flag that we are done so we exit this loop

			if event.type == pygame.KEYDOWN:
				if event.key == pygame.K_RIGHT:
					if choice == len(char_list)-1:
						choice = 0
					else:
						choice +=1
					count = 0
				if event.key == pygame.K_LEFT:
					if choice == 0:
						choice = len(char_list)-1
					else:
						choice += -1
					count = 0
				if event.key == pygame.K_RETURN:
					done = scene_select(char_list[choice])
		# Setup to display/"update"
		count += 1
		mug = Thing(("../res/Character/"+char_list[choice]+"/mug.png",0,0,150,194))
		mug.rect.x = 0
		mug.rect.y = 80
		sprite = Thing(("../res/Character/"+char_list[choice]+"/spritesheet.png",30,0,30,47))
		sprite.rect.y = 110
		sprite.rect.x = 240
		text_box = Thing(( "../res/Character/"+char_list[choice]+"/text_box.png",0,0,640,46))
		text_box.rect.x = 0
		text_box.rect.y = 480-47
		
		text_file = open("../res/Character/"+char_list[choice]+"/char_select.txt","r")
		lines = text_file.read().split('\n')
		text_file.close()
		
		fight = get_frames("../res/Character/"+char_list[choice]+"/fightsheet.png",120,100,0,int(lines[0]),0)
		fight_pic = animate_frame(fight,1,count)
		
		
		
		# Draw all yo shit
		screen.fill(constants.BLACK)
		# Select the font to use, size, bold, italics
		font = pygame.font.Font(constants.F4, 60)
		text = font.render('< Choose Your Player >',True,constants.WHITE)
		screen.blit(text, [constants.SCREEN_WIDTH/2-font.size('< Choose Your Player >')[0]/2, 15])
		# Select the font to use, size, bold, italics
		font = pygame.font.Font(constants.F7, 20)
		text = font.render(lines[1],True,constants.WHITE)
		screen.blit(text, [360-font.size(lines[1])[0]/2,80])
		sprite_list.add(mug)
		sprite_list.add(sprite)
		sprite_list.add(text_box)
		sprite_list.draw(screen)
		sprite_list.empty()
		screen.blit(fight_pic, [290,110])
		font = pygame.font.Font(constants.F7, 12)
		text = font.render(lines[2],True,constants.WHITE)
		screen.blit(text, [constants.SCREEN_WIDTH/2-font.size(lines[2])[0]/2, 480-23-font.size(lines[2])[1]/2])
		
		# ALL CODE TO DRAW SHOULD GO ABOVE THIS COMMENT

		# Limit to 60 frames per second
		clock.tick(60)

		# Go ahead and update the screen with what we've drawn.
		pygame.display.flip()
Beispiel #3
0
	def __init__(self, char_folder):

		pygame.sprite.Sprite.__init__(self)
		
		'''
		if character == constants.BEANIE:
			self.protagonist = 1
			self.coll_box = Thing((constants.BEANIE_FOL+"/coll_box.png",0,0,30,5))
		elif character == constants.SKUNK:
			self.protagonist = 2
			self.coll_box = Thing((constants.SKUNK_FOL+"/coll_box.png",0,0,30,5))
		'''
		self.protag_folder = char_folder
		self.coll_box = Thing((char_folder+"/coll_box.png",0,0,30,5))
		character = char_folder+"/spritesheet.png"
		
		# Down facing walk sequence
		self.walk_d = get_frames(character,30,47,0,4,0)
		
		# Left facing walk sequence
		self.walk_l = get_frames(character,30,47,0,4,47)
		
		# Right facing walk sequence
		self.walk_r = get_frames(character,30,47,0,4,47,True)
		
		# Up facing walk sequence
		self.walk_u = get_frames(character,30,47,0,4,94)
		
		# Left facing run sequence
		self.run_l = get_frames(character,30,47,0,6,141,False,True)
		'''
		image = sprite_sheet.get_image(150, 141, 30, 47)
		self.run_l.append(image)
		image = sprite_sheet.get_image(120, 141, 30, 47)
		self.run_l.append(image)
		image = sprite_sheet.get_image(90, 141, 30, 47)
		self.run_l.append(image)
		image = sprite_sheet.get_image(60, 141, 30, 47)
		self.run_l.append(image)
		image = sprite_sheet.get_image(30, 141, 30, 47)
		self.run_l.append(image)
		image = sprite_sheet.get_image(0, 141, 30, 47)
		self.run_l.append(image)
		'''

		# Right facing run sequence
		self.run_r = get_frames(character,30,47,0,6,141,True,True)
		'''
		image = sprite_sheet.get_image(0, 141, 30, 47)
		image = pygame.transform.flip(image, True, False)
		self.run_r.append(image)
		image = sprite_sheet.get_image(30, 141, 30, 47)
		image = pygame.transform.flip(image, True, False)
		self.run_r.append(image)
		image = sprite_sheet.get_image(60, 141, 30, 47)
		image = pygame.transform.flip(image, True, False)
		self.run_r.append(image)
		image = sprite_sheet.get_image(90, 141, 30, 47)
		image = pygame.transform.flip(image, True, False)
		self.run_r.append(image)
		image = sprite_sheet.get_image(120, 141, 30, 47)
		image = pygame.transform.flip(image, True, False)
		self.run_r.append(image)
		image = sprite_sheet.get_image(150, 141, 30, 47)
		image = pygame.transform.flip(image, True, False)
		self.run_r.append(image)
		'''
		
		
		# Left facing jump sequence
		self.jump_l = get_frames(character,30,47,180,3,141)
		'''
		image = sprite_sheet.get_image(180, 141, 30, 47)
		self.jump_l.append(image)
		image = sprite_sheet.get_image(210, 141, 30, 47)
		self.jump_l.append(image)
		image = sprite_sheet.get_image(240, 141, 30, 47)
		self.jump_l.append(image)
		'''
		
		# Right facing jump sequence
		self.jump_r = get_frames(character,30,47,180,3,141,True)
		'''
		image = sprite_sheet.get_image(180, 141, 30, 47)
		image = pygame.transform.flip(image, True, False)
		self.jump_r.append(image)
		image = sprite_sheet.get_image(210, 141, 30, 47)
		image = pygame.transform.flip(image, True, False)
		self.jump_r.append(image)
		image = sprite_sheet.get_image(240, 141, 30, 47)
		image = pygame.transform.flip(image, True, False)
		self.jump_r.append(image)
		'''
		
		# Set the image the player starts with
		self.image = self.walk_r[1]

		# Set a referance to the image rect.
		self.rect = self.image.get_rect()
		self.rect.x = 320-self.rect.width/2
		self.rect.y = 240-self.rect.height/2
		
		self.pos_x = self.rect.x
		self.pos_y = self.rect.y
		self.coll_box.rect.x = self.pos_x
		self.coll_box.rect.y = self.pos_y+self.rect.height-5
Beispiel #4
0
def CharSelect():
    # Character Selection screen
    pygame.init()

    size = [constants.SCREEN_WIDTH, constants.SCREEN_HEIGHT]
    screen = pygame.display.set_mode(size)

    pygame.display.set_caption("Punks R Us")
    char_list = os.listdir('../res/Character')
    sprite_list = pygame.sprite.Group()

    done = False

    choice = 0
    clock = pygame.time.Clock()
    count = 0

    while not done:

        for event in pygame.event.get():  # User did something
            if event.type == pygame.QUIT:  # If user clicked close
                pygame.quit()  # Flag that we are done so we exit this loop

            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_RIGHT:
                    if choice == len(char_list) - 1:
                        choice = 0
                    else:
                        choice += 1
                    count = 0
                if event.key == pygame.K_LEFT:
                    if choice == 0:
                        choice = len(char_list) - 1
                    else:
                        choice += -1
                    count = 0
                if event.key == pygame.K_RETURN:
                    done = scene_select(char_list[choice])
        # Setup to display/"update"
        count += 1
        mug = Thing(("../res/Character/" + char_list[choice] + "/mug.png", 0,
                     0, 150, 194))
        mug.rect.x = 0
        mug.rect.y = 80
        sprite = Thing(
            ("../res/Character/" + char_list[choice] + "/spritesheet.png", 30,
             0, 30, 47))
        sprite.rect.y = 110
        sprite.rect.x = 240
        text_box = Thing(
            ("../res/Character/" + char_list[choice] + "/text_box.png", 0, 0,
             640, 46))
        text_box.rect.x = 0
        text_box.rect.y = 480 - 47

        text_file = open(
            "../res/Character/" + char_list[choice] + "/char_select.txt", "r")
        lines = text_file.read().split('\n')
        text_file.close()

        fight = get_frames(
            "../res/Character/" + char_list[choice] + "/fightsheet.png", 120,
            100, 0, int(lines[0]), 0)
        fight_pic = animate_frame(fight, 1, count)

        # Draw all yo shit
        screen.fill(constants.BLACK)
        # Select the font to use, size, bold, italics
        font = pygame.font.Font(constants.F4, 60)
        text = font.render('< Choose Your Player >', True, constants.WHITE)
        screen.blit(text, [
            constants.SCREEN_WIDTH / 2 -
            font.size('< Choose Your Player >')[0] / 2, 15
        ])
        # Select the font to use, size, bold, italics
        font = pygame.font.Font(constants.F7, 20)
        text = font.render(lines[1], True, constants.WHITE)
        screen.blit(text, [360 - font.size(lines[1])[0] / 2, 80])
        sprite_list.add(mug)
        sprite_list.add(sprite)
        sprite_list.add(text_box)
        sprite_list.draw(screen)
        sprite_list.empty()
        screen.blit(fight_pic, [290, 110])
        font = pygame.font.Font(constants.F7, 12)
        text = font.render(lines[2], True, constants.WHITE)
        screen.blit(text, [
            constants.SCREEN_WIDTH / 2 - font.size(lines[2])[0] / 2,
            480 - 23 - font.size(lines[2])[1] / 2
        ])

        # ALL CODE TO DRAW SHOULD GO ABOVE THIS COMMENT

        # Limit to 60 frames per second
        clock.tick(60)

        # Go ahead and update the screen with what we've drawn.
        pygame.display.flip()
Beispiel #5
0
    def __init__(self, char_folder):

        pygame.sprite.Sprite.__init__(self)
        '''
		if character == constants.BEANIE:
			self.protagonist = 1
			self.coll_box = Thing((constants.BEANIE_FOL+"/coll_box.png",0,0,30,5))
		elif character == constants.SKUNK:
			self.protagonist = 2
			self.coll_box = Thing((constants.SKUNK_FOL+"/coll_box.png",0,0,30,5))
		'''
        self.protag_folder = char_folder
        self.coll_box = Thing((char_folder + "/coll_box.png", 0, 0, 30, 5))
        character = char_folder + "/spritesheet.png"

        # Down facing walk sequence
        self.walk_d = get_frames(character, 30, 47, 0, 4, 0)

        # Left facing walk sequence
        self.walk_l = get_frames(character, 30, 47, 0, 4, 47)

        # Right facing walk sequence
        self.walk_r = get_frames(character, 30, 47, 0, 4, 47, True)

        # Up facing walk sequence
        self.walk_u = get_frames(character, 30, 47, 0, 4, 94)

        # Left facing run sequence
        self.run_l = get_frames(character, 30, 47, 0, 6, 141, False, True)
        '''
		image = sprite_sheet.get_image(150, 141, 30, 47)
		self.run_l.append(image)
		image = sprite_sheet.get_image(120, 141, 30, 47)
		self.run_l.append(image)
		image = sprite_sheet.get_image(90, 141, 30, 47)
		self.run_l.append(image)
		image = sprite_sheet.get_image(60, 141, 30, 47)
		self.run_l.append(image)
		image = sprite_sheet.get_image(30, 141, 30, 47)
		self.run_l.append(image)
		image = sprite_sheet.get_image(0, 141, 30, 47)
		self.run_l.append(image)
		'''

        # Right facing run sequence
        self.run_r = get_frames(character, 30, 47, 0, 6, 141, True, True)
        '''
		image = sprite_sheet.get_image(0, 141, 30, 47)
		image = pygame.transform.flip(image, True, False)
		self.run_r.append(image)
		image = sprite_sheet.get_image(30, 141, 30, 47)
		image = pygame.transform.flip(image, True, False)
		self.run_r.append(image)
		image = sprite_sheet.get_image(60, 141, 30, 47)
		image = pygame.transform.flip(image, True, False)
		self.run_r.append(image)
		image = sprite_sheet.get_image(90, 141, 30, 47)
		image = pygame.transform.flip(image, True, False)
		self.run_r.append(image)
		image = sprite_sheet.get_image(120, 141, 30, 47)
		image = pygame.transform.flip(image, True, False)
		self.run_r.append(image)
		image = sprite_sheet.get_image(150, 141, 30, 47)
		image = pygame.transform.flip(image, True, False)
		self.run_r.append(image)
		'''

        # Left facing jump sequence
        self.jump_l = get_frames(character, 30, 47, 180, 3, 141)
        '''
		image = sprite_sheet.get_image(180, 141, 30, 47)
		self.jump_l.append(image)
		image = sprite_sheet.get_image(210, 141, 30, 47)
		self.jump_l.append(image)
		image = sprite_sheet.get_image(240, 141, 30, 47)
		self.jump_l.append(image)
		'''

        # Right facing jump sequence
        self.jump_r = get_frames(character, 30, 47, 180, 3, 141, True)
        '''
		image = sprite_sheet.get_image(180, 141, 30, 47)
		image = pygame.transform.flip(image, True, False)
		self.jump_r.append(image)
		image = sprite_sheet.get_image(210, 141, 30, 47)
		image = pygame.transform.flip(image, True, False)
		self.jump_r.append(image)
		image = sprite_sheet.get_image(240, 141, 30, 47)
		image = pygame.transform.flip(image, True, False)
		self.jump_r.append(image)
		'''

        # Set the image the player starts with
        self.image = self.walk_r[1]

        # Set a referance to the image rect.
        self.rect = self.image.get_rect()
        self.rect.x = 320 - self.rect.width / 2
        self.rect.y = 240 - self.rect.height / 2

        self.pos_x = self.rect.x
        self.pos_y = self.rect.y
        self.coll_box.rect.x = self.pos_x
        self.coll_box.rect.y = self.pos_y + self.rect.height - 5