def __init__(self, d, type): super(Fossil, self).__init__(d[0], d[1]) self.blackBox = graphics.load("black1.png").convert_alpha() self.blackBox = pygame.transform.scale(self.blackBox, (45, 45)) self.box_mask = pygame.mask.from_surface(self.blackBox) self.type = type self.spritesheet = graphics.load("fossils.png") self.spritesheet = pygame.transform.scale(self.spritesheet, (125, 65)) self.mapping = { 0: (0, 10, 41.6, 65), 1: (45, 12, 41.6, 40), 2: (83.3, 20, 41.6, 40) } graphics.register(self)
def __init__(self, x, y): super(George, self).__init__(x, y) self.walk_speed = 5.0 self.spritesheet = graphics.load("trainer.png") self.mapping = { "down": [(46.75 * i, 0, 46.75, 64) for i in range(4)], "left": [(46.75 * i, 65, 46.75, 64) for i in range(4)], "right": [(46.75 * i, 128, 46.75, 64) for i in range(4)], "up": [(46.75 * i, 192, 46.75, 64) for i in range(4)], "s_down": [(0, 0, 46.75, 64) for i in range(4)], "s_left": [(0, 65, 46.75, 64) for i in range(4)], "s_right": [(0, 128, 46.75, 64) for i in range(4)], "s_up": [(0, 192, 46.75, 64) for i in range(4)]} # - with will make a back box that i will set the the location self.blackBox = pygame.image.load("black1.png").convert_alpha() self.blackBox = pygame.transform.scale(self.blackBox, (46 , 64 )) self.box_mask = pygame.mask.from_surface(self.blackBox) # self.box_rect = self.blackBox.get_rect() # self.box_rect.center = (self.x, self.y) self.hitbox = pygame.Rect(self.x - 23, self.y - 32, 46, 64) # self.hitbox.width = 46 # self.hitbox.height = 64 self.hitbox.center = (self.x, self.y) self.facing = "down" self.speed = 0.3
def startScreen(): global plane, banner, cloud1, cloud2, cloud3, cloud4, run, clock, play, instance instance = -1 graphics.background = graphics.load("images/sky.jpg") cloud1 = unit.Cloud(randrange(0, 1400, 10), randint(0, 600)) graphics.register(cloud1) cloud2 = unit.Cloud(randrange(0, 1400, 10), randint(0, 600)) graphics.register(cloud2) banner = unit.Banner(530, 120) graphics.register(banner) play = unit.Play(560, 200) graphics.register(play) plane = unit.Plane(800, 100) graphics.register(plane) cloud3 = unit.Cloud(randrange(0, 1400, 10), randint(0, 600)) graphics.register(cloud3) cloud4 = unit.Cloud(randrange(0, 1400, 10), randint(0, 600)) graphics.register(cloud4) clock = pygame.time.Clock() run = True while (run): clock.tick(30) update_graphics() pygame.display.flip()
def __init__(self, x, y): super(Cloud, self).__init__(x, y) self.spritesheet = graphics.load("images/cloud.png") self.mapping = { "cloud" : [(0, 0, 298, 123) for i in range(1)], } self.facing = "cloud" self.speed = .2
def __init__(self, x, y): super(Crashed_Plane, self).__init__(x, y) self.spritesheet = graphics.load("images/crashed_plane.png") self.mapping = { "crashed" : [(0, 0, 200, 200) for i in range(1)], } self.facing = "crashed" self.speed = 1
def __init__(self, x, y): super(Play, self).__init__(x, y) self.spritesheet = graphics.load("images/play.png") self.mapping = { "play" : [(0, 0, 200, 50) for i in range(1)], } self.facing = "play" self.speed = .2
def __init__(self, x, y): super(Blank, self).__init__(x, y) self.spritesheet = graphics.load("images/blank.png") self.mapping = { "blank" : [(0, 0, 64, 64) for i in range(60)], } self.facing = "blank" self.speed = .5
def __init__(self, x, y): super(Cone, self).__init__(x, y) self.spritesheet = graphics.load("images/cone.png") self.mapping = { "cone" : [(66 * i, 0, 66, 66) for i in range(60)], } self.facing = "cone" self.speed = .5
def __init__(self, x, y): super(Banner, self).__init__(x, y) self.spritesheet = graphics.load("images/moving_banner.png") self.mapping = { "banner" : [(302 * i, 0, 302, 202) for i in range(2)], } self.facing = "banner" self.speed = .2
def __init__(self, x, y): super(Plane, self).__init__(x, y) self.spritesheet = graphics.load("images/plane.png") self.mapping = { "flying" : [(300 * i, 0, 300, 200) for i in range(2)], } self.facing = "flying" self.speed = 1
def __init__(self, x, y): super(Pyramid, self).__init__(x, y) self.spritesheet = graphics.load("images/pyramid.png") self.mapping = { "pyramid" : [(66 * i, 0, 66, 66) for i in range(60)], } self.facing = "pyramid" self.speed = .5
def __init__(self): super(George, self).__init__() self.sprite = graphics.load(os.path.join("george.png")) self.frame = self.frames["down"][0] self.frame_num = 0 self.facing = "down" self.speed = 0.5 self.velocity = [0, 0]
def preparelevel(screen, level): if level == "random map": return prepareRandomLevel(screen) elif level == "Random 35 x 35": return prepareRandomLevel(screen, 35, 35) elif level == "Random 60 x 60": return prepareRandomLevel(screen, 60, 60) elif level == "Random 60 x 25": return prepareRandomLevel(screen, 60, 25) else: levelname = os.path.join("data", "rooms", level) graphics.load(levelname) world = pygame.Surface((graphics.world_w, graphics.world_h)) t = topbar.TopBar(screen) r = room.load(levelname) test.mark(r.background) r.topbar = t return world, t, r
def __init__(self, x, y, dir): super(Arrow, self).__init__(x, y) self.dir = dir self.move_speed = 14.0 self.spritesheet = graphics.load("arrow1.png").convert_alpha() self.spritesheet = pygame.transform.scale(self.spritesheet, (84, 24)) if dir == 1: self.spritesheet = pygame.transform.flip(self.spritesheet, True, False) self.box_mask = pygame.mask.from_surface(self.spritesheet) graphics.register(self)
def __init__(self, x, y): super(George, self).__init__(x, y) self.spritesheet = graphics.load("george.png") self.mapping = { "down" : [(0, 48 * i, 48 ,48) for i in xrange(4)], "left" : [(48, 48 * i, 48 ,48) for i in xrange(4)], "up" : [(96, 48 * i, 48 ,48) for i in xrange(4)], "right": [(144, 48 * i, 48 ,48) for i in xrange(4)] } self.facing = "up" self.speed = 0.2
def __init__(self, x, y): super(George, self).__init__(x, y) self.spritesheet = graphics.load( "C:\Users\Jarom\PycharmProjects\\resources\george.png") self.mapping = { "down": [(0, 48 * i, 48, 48) for i in xrange(4)], "left": [(48, 48 * i, 48, 48) for i in xrange(4)], "up": [(96, 48 * i, 48, 48) for i in xrange(4)], "right": [(144, 48 * i, 48, 48) for i in xrange(4)] } self.facing = "up" self.speed = 0.2 self.moving = False
def __init__(self, x, y, type): super(Fossil, self).__init__(x, y) self.blackBox = pygame.image.load("black1.png").convert_alpha() self.blackBox = pygame.transform.scale(self.blackBox, (45, 45)) self.box_mask = pygame.mask.from_surface(self.blackBox) self.type = type self.spritesheet = graphics.load("fossils.png") self.spritesheet = pygame.transform.scale(self.spritesheet, (125, 65)) self.mapping = { 0: (0, 0, 41.6, 65), 1: (41.6, 0, 83.3, 65), 2: (83.3, 0, 125, 65) }
def __init__(self, x, y): super(George, self).__init__(x, y) self.hp = 5 self.walk_speed = 7.0 self.heart = graphics.load("heart.png") self.spritesheet = graphics.load("trainer.png") self.mapping = { "down": [(46.75 * i, 0, 46.75, 64) for i in range(4)], "left": [(46.75 * i, 65, 46.75, 64) for i in range(4)], "right": [(46.75 * i, 128, 46.75, 64) for i in range(4)], "up": [(46.75 * i, 192, 46.75, 64) for i in range(4)], "s_down": [(0, 0, 46.75, 64) for i in range(4)], "s_left": [(0, 65, 46.75, 64) for i in range(4)], "s_right": [(0, 128, 46.75, 64) for i in range(4)], "s_up": [(0, 192, 46.75, 64) for i in range(4)]} # - with will make a back box that i will set the the location self.blackBox = graphics.load("black1.png").convert_alpha() self.blackBox = pygame.transform.scale(self.blackBox, (41, 64)) self.box_mask = pygame.mask.from_surface(self.blackBox) self.facing = "down" self.speed = 0.3 self.score = 0
def render_graphics(): #render background graphics.background = graphics.load("images/sky.jpg") #render background clouds graphics.register(cloud1) graphics.register(cloud3) #render banner graphics.register(banner) graphics.register(option_cloud) graphics.register(option_cloud2) graphics.register(option_cloud3) graphics.register(option_cloud4)
def __init__(self, x, y): super(George, self).__init__(x, y) self.spritesheet = graphics.load("trainer.png") self.mapping = { "down": [(46.75 * i, 0, 46.75, 64) for i in range(4)], "left": [(46.75 * i, 65, 46.75, 64) for i in range(4)], "right": [(46.75 * i, 128, 46.75, 64) for i in range(4)], "up": [(46.75 * i, 192, 46.75, 64) for i in range(4)], "s_down": [(0, 0, 46.75, 64) for i in range(4)], "s_left": [(0, 65, 46.75, 64) for i in range(4)], "s_right": [(0, 128, 46.75, 64) for i in range(4)], "s_up": [(0, 192, 46.75, 64) for i in range(4)] } self.facing = "down" self.speed = 0.3
def __init__(self, x, y): super(Ava, self).__init__(x, y) self.spritesheet = graphics.load(r"resources\ava_small.png") self.rot_sprite = self.spritesheet self.direction = 0 self.speed = 1 self.moving = False self.blocked = False self.w = False self.a = False self.s = False self.d = False self.left = False self.right = False self.space = False self.new_space = True self.sensitivity = 5 self.step_counter = 0 self.snap_sound = True
def endScreen(): global plane, run, clock, play, instance instance = -1 graphics.background = graphics.load("images/grassy_hill.jpg") play = unit.Play(560, 200) graphics.register(play) plane = unit.Crashed_Plane(800, 300) graphics.register(plane) clock = pygame.time.Clock() run = True while (run): clock.tick(30) update_graphics() pygame.display.flip()
def __init__(self, x, y): super(George, self).__init__(x, y) self.spritesheet = graphics.load("spritesheet2.png") self.LorR = True self.key_states = pygame.event.get() self.keys = pygame.key.get_pressed() self.shoot = False self.velocity = [0, 0] #width 2020 #height 4000 #20 total high #10 max wide #self.charLeft = graphics.load("spriteCharLeft.png") self.mapping = { "shootRunLeft": [(202 * i, 0, 202, 200) for i in range(1, 10)], "jumpShootLeft": [(202 * i, 200, 202, 200) for i in range(5, 10)], "runLeft": [(202 * i, 400, 202, 200) for i in range(2, 10)], "shootLeft": [(202 * i, 600, 202, 200) for i in range(6, 10)], "idleLeft": [(202 * i, 800, 202, 200) for i in range(0, 10)], "jumpMeleeLeft": [(202 * i, 1000, 202, 200) for i in range(2, 10)], "meleeLeft": [(202 * i, 1200, 202, 200) for i in range(2, 10)], "slideLeft": [(202 * i, 1400, 202, 200) for i in range(10)], "jumpLeft": [(202 * i, 1600, 202, 200) for i in range(10)], "dieLeft": [(202 * i, 1800, 202, 200) for i in range(10)], "shootRunRight": [(202 * i, 2000, 202, 200) for i in range(9)], "jumpShootRight": [(202 * i, 2200, 202, 200) for i in range(5)], "runRight": [(202 * i, 2400, 202, 200) for i in range(8)], "shootRight": [(202 * i, 2600, 202, 200) for i in range(4)], "idleRight": [(202 * i, 2800, 202, 200) for i in range(10)], "jumpMeleeRight": [(202 * i, 3000, 202, 200) for i in range(8)], "meleeRight": [(202 * i, 3200, 202, 200) for i in range(8)], "slideRight": [(202 * i, 3400, 202, 200) for i in range(10)], "jumpRight": [(202 * i, 3600, 202, 200) for i in range(10)], "dieRight": [(202 * i, 3800, 202, 200) for i in range(10)] } self.facing = "idleLeft" self.speed = 0.6
def __init__(self): super(Vizzi, self).__init__() self.sprite = graphics.load(os.path.join("Animation V.png")) self.frame = self.frames["start"][0] self.attack = False self.aFrame = 0
__author__ = 'Trenton' import pygame import graphics import units graphics.init() import event # back = graphics.load("stars.png") temp = graphics.load("Easy Maze.png") graphics.background = pygame.transform.scale(temp, ( 1200, 600)) #graphics.load("Easy Maze.png") #obstacle = pygame.transform.scale(graphics.background, ( 1200, 600)) george = units.George(45, 375) george.facing = "s_down" #george2 = units.George(100, 25) #george2.speed = 0.4 #george2.facing = "left" graphics.register(george) #graphics.register(george2) def quit(e): global run if e.type == pygame.QUIT: run = False
import pygame import graphics import entity import events pygame.init() graphics.init((400, 400)) vizzi = entity.Vizzi() graphics.add(vizzi) graphics.background = graphics.load("vortex.png") def quit(e): global run if e.type == pygame.KEYUP: if (e.key == pygame.K_F4 and e.mod & pygame.KMOD_ALT): run = False elif e.type == pygame.QUIT: run = False events.register(pygame.QUIT, quit) events.register(pygame.KEYUP, quit) events.register(pygame.KEYDOWN, vizzi.key_handler) events.register(pygame.KEYUP, vizzi.key_handler) clock = pygame.time.Clock() # vizzi.update()
import pygame import graphics import entity import events pygame.init() graphics.init((400, 400)) george = entity.George() graphics.add(george) graphics.background = graphics.load("stars.png") def quit(e): global run if (e.type == pygame.KEYUP): if (e.key == pygame.K_F4 and e.mod & pygame.KMOD_ALT): run = False elif (e.type == pygame.QUIT): run = False events.register(pygame.QUIT, quit) events.register(pygame.KEYUP, quit) events.register(pygame.KEYDOWN, george.key_handler) events.register(pygame.KEYUP, george.key_handler) clock = pygame.time.Clock()
def render_graphics(): #render background graphics.background = graphics.load("images/sky.jpg") #render background clouds graphics.register(cloud1) graphics.register(cloud3) #render banner graphics.register(banner) graphics.register(option_cloud) graphics.register(option_cloud2) graphics.register(option_cloud3) graphics.register(option_cloud4) #render pattern if instance == 0: graphics.register(pyramid) graphics.register(sphere) graphics.register(pyramid2) graphics.register(cube) graphics.register(sphere2) graphics.register(cone) graphics.register(cylinder) if instance == 1: graphics.register(cone) graphics.register(cylinder) graphics.register(cone2) graphics.register(sphere) graphics.register(cylinder2) graphics.register(pyramid) graphics.register(cube) if instance == 2: graphics.register(cylinder) graphics.register(cube) graphics.register(cylinder2) graphics.register(sphere) graphics.register(cone) graphics.register(cube2) graphics.register(pyramid) if instance == 3: graphics.register(cube) graphics.register(pyramid) graphics.register(cube2) graphics.register(pyramid2) graphics.register(cone) graphics.register(sphere) graphics.register(cylinder) if instance == 4: graphics.register(sphere) graphics.register(cone) graphics.register(sphere2) graphics.register(cube) graphics.register(cone2) graphics.register(pyramid) graphics.register(cylinder) graphics.register(blank) #render plane graphics.register(plane) #render clouds graphics.register(cloud2) graphics.register(cloud4)