def load(): mapSpriteSheet = spritesheet("mastersheet.bmp") for i in range(128): mapImages[i] = mapSpriteSheet.image_at(((i * blocksize) % 240, (i / 8) * blocksize, blocksize, blocksize)) heroSpriteSheet = spritesheet("herosheet.bmp") for i in range(8): heroImages[i] = heroSpriteSheet.image_at((i * blocksize, 0, blocksize, blocksize), -1)
def __init__(self,tipo,screen): pygame.sprite.Sprite.__init__(self) self.tipo = tipo if tipo == 1: #e um escudo ss = spritesheet('shields.png') #indice = random.randrange(0,8) indice = 7 indicefinal = (indice)+20 self.image = ss.image_at((indice*25, 0, indicefinal, 25),-1) self.rect = self.image.get_rect() self.som = load_sound('powerup.wav') self.som.play() #calcular factor de cura do escudo self.healfactor = 0 i = 0 while i <= indice: self.healfactor += 0.05 i = i +1 elif tipo == 2: ss = spritesheet('weapons.png') indice = random.randrange(0,2) indice += 1 indicefinal = (indice)+20 self.image = ss.image_at((indice*25, 0, indicefinal, 25),-1) self.rect = self.image.get_rect() self.som = load_sound('powerup.wav') self.som.play() #double ou quad damage if indice == 1: self.damagefactor = 2 self.ammo = 5 else: self.damagefactor = 4 self.ammo = 10 elif tipo == 3: ss = spritesheet('weapons.png') indice = 0 indicefinal = (indice)+20 self.image = ss.image_at((indice*25, 0, indicefinal, 25),-1) self.rect = self.image.get_rect() self.som = load_sound('powerup.wav') self.som.play() randomx = random.randrange(70,screen[0]-70) randomy = random.randrange(70,screen[1]-70) self.rect.center = (randomx,randomy)
def loadNPC(file): npcSS = spritesheet(os.path.join('CHAR', file)) npcImages = range(18) for i in range(18): npcImages[i] = npcSS.image_at( ((i * const.blocksize) % 270, (i / 9) * const.blocksize, const.blocksize, const.blocksize), -1) return npcImages
def loadNPC(file): npcSS = spritesheet( os.path.join('CHAR', file) ) npcImages = range(18) for i in range(18): npcImages[i] = npcSS.image_at( ((i*const.blocksize)%270, (i/9)*const.blocksize, const.blocksize, const.blocksize), -1 ) return npcImages
def __init__(self, x_coord, y_coord, x_speed, y_speed, sheet_name, number_of_sprites, sprites_per_row, sprite_width, sprite_height): self.x_coord = x_coord self.y_coord = y_coord self.x_speed = x_speed self.y_speed = y_speed self.spritesheet = spritesheet(sheet_name, number_of_sprites, sprites_per_row, sprite_width, sprite_height)
def __init__(self): self.state = "Level" self.allGroup = pygame.sprite.Group() self.entityGroup = pygame.sprite.Group() self.tileGroup = pygame.sprite.Group() self.obstacleGroup = pygame.sprite.Group() self.waterGroup = pygame.sprite.Group() self.lavaGroup = pygame.sprite.Group() self.projectileGroup = pygame.sprite.Group() self.tileSet = spritesheet("Basic Tileset.png",32) Tile.groups = self.allGroup, self.tileGroup entity.groups = self.allGroup, self.entityGroup projectile.groups = self.allGroup, self.projectileGroup self.levelSurface = pygame.display.set_mode((736, 480))
def __init__(self): self.state = "Level" self.allGroup = pygame.sprite.Group() self.entityGroup = pygame.sprite.Group() self.tileGroup = pygame.sprite.Group() self.obstacleGroup = pygame.sprite.Group() self.waterGroup = pygame.sprite.Group() self.lavaGroup = pygame.sprite.Group() self.projectileGroup = pygame.sprite.Group() self.tileSet = spritesheet("Basic Tileset.png", 32) Tile.groups = self.allGroup, self.tileGroup entity.groups = self.allGroup, self.entityGroup projectile.groups = self.allGroup, self.projectileGroup self.levelSurface = pygame.display.set_mode((736, 480))
def load(path=''): mapSpriteSheet = spritesheet('mastersheet.bmp') for i in range(128): mapImages[i] = mapSpriteSheet.image_at( ( (i*const.blocksize)%240, (i/8)*const.blocksize, const.blocksize, const.blocksize), 1 ) for i in range(128, 256): #print (i*const.blocksize)%240 + 240 mapImages[i] = mapSpriteSheet.image_at( ( (i*const.blocksize)%240 + 240, ( (i-128) /8)*const.blocksize, const.blocksize, const.blocksize), 1 ) siteImgs = ['itemSh.bmp', 'mShop.bmp', 'bSmith.bmp', 'armry.bmp', 'tavrn.bmp','townhall.bmp','house1.bmp', 'tower1.bmp'] for i in range(256, 264): mapImages[i], r = load_image.load_image( os.path.join('EXT', siteImgs[i-256]), 1 ) for i in range(18): accessories[i] = pygame.Surface((15,10)) accessories[i].set_colorkey([255,128,128], pygame.RLEACCEL) accessories[i].blit( mapImages[242 + (i/6) ], ( ((i%6)/3)*-15, (i%3)*-10) ) mHeroSpriteSheet = spritesheet( os.path.join('CHAR', 'mherosheet.bmp')) for i in range(18): mHeroImages[i] = mHeroSpriteSheet.image_at( ((i*const.blocksize)%270, (i/9)*const.blocksize, const.blocksize, const.blocksize), -1 ) fHeroSpriteSheet = spritesheet( os.path.join('CHAR', 'fherosheet.bmp')) for i in range(18): fHeroImages[i] = fHeroSpriteSheet.image_at( ((i*const.blocksize)%270, (i/9)*const.blocksize, const.blocksize, const.blocksize), -1 )
def load(path=''): mapSpriteSheet = spritesheet('mastersheet.bmp') for i in range(128): mapImages[i] = mapSpriteSheet.image_at( ((i * const.blocksize) % 240, (i / 8) * const.blocksize, const.blocksize, const.blocksize), 1) for i in range(128, 256): #print (i*const.blocksize)%240 + 240 mapImages[i] = mapSpriteSheet.image_at( ((i * const.blocksize) % 240 + 240, ((i - 128) / 8) * const.blocksize, const.blocksize, const.blocksize), 1) siteImgs = [ 'itemSh.bmp', 'mShop.bmp', 'bSmith.bmp', 'armry.bmp', 'tavrn.bmp', 'townhall.bmp', 'house1.bmp', 'tower1.bmp' ] for i in range(256, 264): mapImages[i], r = load_image.load_image( os.path.join('EXT', siteImgs[i - 256]), 1) for i in range(18): accessories[i] = pygame.Surface((15, 10)) accessories[i].set_colorkey([255, 128, 128], pygame.RLEACCEL) accessories[i].blit(mapImages[242 + (i / 6)], (((i % 6) / 3) * -15, (i % 3) * -10)) mHeroSpriteSheet = spritesheet(os.path.join('CHAR', 'mherosheet.bmp')) for i in range(18): mHeroImages[i] = mHeroSpriteSheet.image_at( ((i * const.blocksize) % 270, (i / 9) * const.blocksize, const.blocksize, const.blocksize), -1) fHeroSpriteSheet = spritesheet(os.path.join('CHAR', 'fherosheet.bmp')) for i in range(18): fHeroImages[i] = fHeroSpriteSheet.image_at( ((i * const.blocksize) % 270, (i / 9) * const.blocksize, const.blocksize, const.blocksize), -1)
def __init__(self, background_image_name): self.background = spritesheet()