def __init__(self, coords, speed): self.x, self.y = coords self.image_car, self.rect = load_image('tractor_body.png', 'alpha') self.image = self.image_car self.image_bldzr, self.rect_bldzr = load_image('bulldozer.png', 'alpha') self.width, self.height = self.image.get_size() self.rate = 5 self.player_bar = PlayerBar() self.speed = speed self.car_image, self.car_rect = load_image('car_body.png', 'alpha') self.peter, self.peter_rect = load_image('peter_open_front.png', 'alpha') self.moveUp = self.moveDown = self.moveLeft = self.moveRight = False self.big_wheel = BigWheel() self.small_wheel = SmallWheel() self.smoke = Smoke() self.is_bulldozer = False self.drop_coin_sound = Music('drop_coin.ogg') self.drop_box_sound = Music('drop_box.ogg') self.hedgehog_sound = Music('hedgehog_oops.ogg') self.grunt_sound = Music('grunt.ogg')
def __init__(self, game, origin, bound): super(Ship, self).__init__() self.image = loader.load_image("lander.png") self.image = pygame.transform.smoothscale( self.image, (self.image.get_width()/5, self.image.get_height()/5) ).convert_alpha() self.flame = loader.load_image("flame.png") self.flame = pygame.transform.smoothscale( self.flame, (17, 40) ).convert_alpha() self.game = game self.x, self.y = (0, 0) self.origin = origin self.bound = bound self.rot = 0 self.vx = 0 self.vy = 0 self.mass = 10000 self.fuel = 6000 self.landed = False self.fire = False
def __init__(self): pygame.sprite.Sprite.__init__(self) self.bcsad = pygame.transform.scale(loader.load_image("bluecatstatuesad.png",-1),(32,32)) self.bchap = pygame.transform.scale(loader.load_image("bluecatstatuehappy.png",-1),(32,32)) self.image = self.bchap self.rect = self.image.get_rect() self.rect.topleft = 3*32,0*32 self.updateimage=0
def __init__(self): pygame.sprite.Sprite.__init__(self) self.rmsad = pygame.transform.scale(loader.load_image("redmonkstatuesad.png",-1),(32,32)) self.rmhap = pygame.transform.scale(loader.load_image("redmonkstatuehappy.png",-1),(32,32)) self.image = self.rmsad self.rect = self.image.get_rect() self.rect.topleft = 5*32,0*32 self.updateimage=0
def __init__(self,x,y): pygame.sprite.Sprite.__init__(self) self.OC = pygame.transform.scale(loader.load_image("orangeCloud.png",-1),(32,32)) self.TS = pygame.transform.scale(loader.load_image("tealSpiral.png",-1),(32,32)) self.PB = pygame.transform.scale(loader.load_image("purpleBlock.png",-1),(32,32)) self.image=self.OC self.updateimage=0 self.rect = self.image.get_rect() self.rect.topleft = x*32,y*32
def __init__(self, isPlayer, xPos): pygame.sprite.Sprite.__init__(self) if isPlayer: self.image = loader.load_image("greenTank.png") self.image = pygame.transform.smoothscale(self.image, (TANK_WIDTH, TANK_HEIGHT)) else: self.image = loader.load_image("redTank.png") self.image = pygame.transform.smoothscale(self.image, (TANK_WIDTH, TANK_HEIGHT)) screen = pygame.display.get_surface() self.rect = self.image.get_rect() self.rect.midbottom = (xPos, screen.get_height())
def __init__(self, coords, borders, delay = 0.1): Object.__init__(self, coords, 'hedgehog') self.left_standing = load_image('hedgehog_l.png', 'alpha')[0] self.right_standing = load_image('hedgehog.png', 'alpha')[0] self.bloodshit = load_image('bloodshit.png', 'alpha')[0] self.animations = {} self.animations['right_walk'] = pyganim.PygAnimation([(os.path.join(loader.data_dir, 'images', 'hedgehog.png'), delay), (os.path.join(loader.data_dir, 'images', 'hedgehog_run.png'), delay)]) self.animations['left_walk'] = pyganim.PygAnimation([(os.path.join(loader.data_dir, 'images', 'hedgehog_l.png'), delay), (os.path.join(loader.data_dir, 'images', 'hedgehog_run_l.png'), delay)]) self.animation_manager = pyganim.PygConductor(self.animations) self.status = None self.borders = borders self.direction_x = random.uniform(-3, 3) self.direction_y = random.uniform(-3, 3)
def __init__(self, pos): pygame.sprite.Sprite.__init__(self) self.image = pygame.transform.smoothscale(loader.load_image("ship.png"), (50, 50)) self.rect = self.image.get_rect() self.rect.center = pos
def __init__(self): pygame.sprite.Sprite.__init__(self) self.image = load_image('alerts/{}'.format('bounds.png')) self.rect = self.image.get_rect() self.x = int(pygame.display.Info().current_w / 2) - NOTE_HALF_X self.y = int(pygame.display.Info().current_h / 2) - NOTE_HALF_Y self.rect.topleft = self.x, self.y
def __init__(self): pygame.sprite.Sprite.__init__(self) self.image = load_image('range.png', False) self.image_orig = self.image #self.image.fill((255, 255, 255, 64), None, pygame.BLEND_RGBA_MULT) self.rect = self.image.get_rect() self.screen = pygame.display.get_surface() self.area = self.screen.get_rect() self.CENTER_X = int(pygame.display.Info().current_w / 2) self.CENTER_Y = int(pygame.display.Info().current_h / 2) self.x = self.CENTER_X self.y = self.CENTER_Y self.rect.topleft = (self.x - 100, self.y - 200) self.mask = pygame.mask.from_surface(self.image) self.dir = 0 self.speed = 0.0 self.maxspeed = 11.5 self.minspeed = -1.85 self.acceleration = 1 self.deacceleration = 1 self.softening = 2 self.steering = 3 self.tracks = True
def __init__(self): pygame.sprite.Sprite.__init__(self) self.image = load_image('bounds.png') self.rect = self.image.get_rect() self.x = int(pygame.display.Info().current_w /2) - NOTE_HALF_X self.y = int(pygame.display.Info().current_h /2) - NOTE_HALF_Y self.rect.topleft = self.x, self.y
def __init__(self): pygame.sprite.Sprite.__init__(self) self.image = load_image('Margen.png') self.rect = self.image.get_rect() self.x = int(pygame.display.Info().current_w / 2) - NOTE_HALF_X self.y = int(pygame.display.Info().current_h / 2) - NOTE_HALF_Y self.rect.topleft = self.x, self.y
def __init__(self): pygame.sprite.Sprite.__init__(self) self.image = load_image('car_player.png') self.rect = self.image.get_rect() self.image_orig = self.image self.screen = pygame.display.get_surface() self.area = self.screen.get_rect() CENTER_X = int(pygame.display.Info().current_w /2) CENTER_Y = int(pygame.display.Info().current_h /2) self.x = CENTER_X self.y = CENTER_Y self.rect.topleft = self.x, self.y self.x, self.y = findspawn() self.dir = 0 self.speed = 0.0 self.maxspeed = 11.5 self.minspeed = -1.85 self.acceleration = 0.095 self.deacceleration = 0.12 self.softening = 0.04 self.steering = 1.60 self.tracks = False self.green_ball = False self.green_timer = 0 self.red_ball = False self.red_timer = 0 self.blue_ball = False self.blue_timer = 0 self.big = False #현제 크기 상태 self.temp = self.image_orig #save orignal_image (bigger)
def __init__(self, screen, menuItems, font): pygame.init() self.screen = screen self.width = self.screen.get_rect().width self.height = self.screen.get_rect().height self.font = font self.title = font.render("Capture the Honey", 1, (218, 165, 32)) #X position of title self.titleX = (self.width / 2) - ((self.title.get_rect().width) / 2) #Hornet icon in title screen self.hornet, self.hornetRect = loader.load_image('TitleBee.png', -1) #Position of bee sprite in title screen hornetX = (self.width / 2) - (self.hornet.get_rect().width / 2) + 50 hornetY = ((self.height / 2) + (self.hornet.get_rect().height / 2)) - 200 self.center = (hornetX, hornetY) self.clock = pygame.time.Clock() #Holds menu choices self.items = [] #Adding choices to self.items for index, item in enumerate(menuItems): menuItem = MenuItem.MenuItem(item, font, 0, 0) x = (self.width / 2) - (menuItem.itemWidth / 2) totalHeight = len(menuItems) * menuItem.itemHeight y = (self.height / 2) - (totalHeight / 2) + (index * menuItem.itemHeight) menuItem.setPos(x, y) self.items.append(menuItem)
def __init__(self): pygame.sprite.Sprite.__init__(self) self.image = load_image('f1.png') self.rect = self.image.get_rect() self.image_orig = self.image self.screen = pygame.display.get_surface() self.area = self.screen.get_rect() CENTER_X = int(pygame.display.Info().current_w / 2) CENTER_Y = int(pygame.display.Info().current_h / 2) self.x = CENTER_X self.y = CENTER_Y self.rect.topleft = self.x - 17, self.y - 33 #middle of the car self.x, self.y = findspawn() self.dir = 0 self.speed = 0.0 self.maxspeed = 15.5 self.minspeed = -1.85 self.acceleration = 1.095 self.deacceleration = 1.12 self.softening = 0.04 self.steering = 1.60 self.tracks = False self.wheelangle = 0.0 self.rrl = 0.0 self.rrr = 0.0 self.rpl = (0, 0) self.rpr = (0, 0) self.rrm = 0
def __init__(self): pygame.sprite.Sprite.__init__(self) self.image = load_image('f1.png') self.rect = self.image.get_rect() self.image_orig = self.image self.screen = pygame.display.get_surface() self.area = self.screen.get_rect() CENTER_X = int(pygame.display.Info().current_w /2) CENTER_Y = int(pygame.display.Info().current_h /2) self.x = CENTER_X self.y = CENTER_Y self.rect.topleft = self.x-17, self.y-33#middle of the car self.x, self.y = findspawn() self.dir = 0 self.speed = 0.0 self.maxspeed = 5.0 self.minspeed = -1.85 self.acceleration = 1.0 self.deacceleration = 2 self.softening = 0.04 self.steering = 1.60 self.tracks = False self.wheelangle=0.0 self.rrl=0.0 self.rrr=0.0 self.rpl=(0,0) self.rpr=(0,0) self.rrm=0
def __init__(self, screen, menuItems, font): pygame.init() self.screen = screen self.width = self.screen.get_rect().width self.height = self.screen.get_rect().height self.font = font self.title = font.render("Capture the Honey", 1, (218,165,32)) #X position of title self.titleX = (self.width / 2) - ((self.title.get_rect().width) / 2) #Hornet icon in title screen self.hornet, self.hornetRect = loader.load_image('TitleBee.png', -1) #Position of bee sprite in title screen hornetX = (self.width / 2) - (self.hornet.get_rect().width / 2) + 50 hornetY = ((self.height / 2) + (self.hornet.get_rect().height / 2)) - 200 self.center = (hornetX, hornetY) self.clock = pygame.time.Clock() #Holds menu choices self.items = [] #Adding choices to self.items for index, item in enumerate(menuItems): menuItem = MenuItem.MenuItem(item, font, 0, 0) x = (self.width / 2) - (menuItem.itemWidth / 2) totalHeight = len(menuItems) * menuItem.itemHeight y = (self.height / 2) - (totalHeight / 2) + (index * menuItem.itemHeight) menuItem.setPos(x, y) self.items.append(menuItem)
def __init__(self): # se llama al constructor de la clase # Llama al constructor de la clase padre (Sprite) pygame.sprite.Sprite.__init__(self) self.image = load_image('misil.png') #se carga la imagem del disparo self.rect = self.image.get_rect() # se convierte en rectangulo self.dir = 0 self.speed = 3
def __init__(self, paddle, blocks, score_board): pygame.sprite.Sprite.__init__(self, self.containers) self.image, self.rect = loader.load_image("ball.png") self.dx = self.dy = 0 # ボールの速度 self.paddle = paddle # パドルへの参照 self.blocks = blocks # blocksへの参照. self.score_board = score_board self.update = self.start
def __init__(self): pygame.sprite.Sprite.__init__(self) self.image = load_image("hole.png", False) self.mask = pygame.mask.from_surface(self.image) self.rect = self.image.get_rect() self.rect.topleft = (0, 0) self.x = 3600 self.y = 1470
def __init__(self,): self.levels = [0, 25, 20, 10] self.consumption = [ 0, 0.30, 0.04, 0.01 ] self.buldozer_consumption = [0, 0.35, 0.08, 0.03] self.level = 0 pygame.time.set_timer(UPDATESCENE, self.value()) self.image, self.rect = load_image('1.png', 'alpha')
def __init__(this, inv, itemPath, fullSize=True): GenericButton.__init__(this) this.fullSize = fullSize this.inventory = inv this.itemPath = itemPath itemSurf = loader.load_image(itemPath) this.itemSurf = utils.add_shadow(itemSurf, (1, 0), alpha=150, blur=4) this.set_button_type(inv.normalButton)
def __init__(self): pygame.sprite.Sprite.__init__(self) self.image = load_image("bg_empty.png") self.mask = pygame.mask.from_surface(self.image) self.rect = self.image.get_rect() self.rect.topleft = (0, 0) self.x = 0 self.y = 0
def init(self): image = load_image('main_menu.jpg') self.screen.blit(image[0], (0,0)) self.start_button = pygame.Rect((440, 30), (340, 115)) self.about_button = pygame.Rect((320, 155), (250, 90)) self.exit_button = pygame.Rect((240, 255), (160, 60)) self.pyweek15_button = pygame.Rect((155, 310), (85, 45))
def __init__(self, pos): pygame.sprite.Sprite.__init__(self) self.image = pygame.transform.smoothscale( loader.load_image("ship.png"), (50, 50)) self.rect = self.image.get_rect() self.rect.center = pos
def __init__(self, x, y, cam_x, cam_y): pygame.sprite.Sprite.__init__(self) self.image = load_image('path.png', False) self.rect = self.image.get_rect() self.screen = pygame.display.get_surface() self.x = cam_x + x self.y = cam_y + y self.rect.center = self.x, self.y
def __init__(self, x, y): pygame.sprite.Sprite.__init__(self) self.image = loader.load_image("invader2.png") self.image = pygame.transform.smoothscale(self.image, (INVADER_WIDTH, INVADER_HEIGHT)) self.rect = self.image.get_rect() self.rect.center = (x, y) self.direction = True
def __init__(self): pygame.sprite.Sprite.__init__(self) self.image = load_image('artifacts/{}'.format('weed.png')) self.rect = self.image.get_rect() self.x = 5 self.y = 5 self.generate()
def __init__(self): pygame.sprite.Sprite.__init__(self) self.image = load_image("bg_path.png", False) self.image = pygame.transform.scale(self.image, (3945, 1628)) self.mask = pygame.mask.from_surface(self.image) self.rect = self.image.get_rect() self.rect.topleft = (0, 0) self.x = 0 self.y = 0
def __init__(self,x,y,cam_x,cam_y): pygame.sprite.Sprite.__init__(self) self.image = load_image('path.png', False) self.rect = self.image.get_rect() self.screen = pygame.display.get_surface() self.x = cam_x+x self.y = cam_y+y self.rect.center = self.x, self.y
def __init__(self, coords, speed): self.x, self.y = coords self.image, self.rect = load_image('police.png', 'alpha') self.left_wheel = SmallWheel() self.right_wheel = SmallWheel() self.speed = speed self.police_bar = ProgressBar((0, 0, 255, 150), (200, 0, 0, 255), (290, 40, 1)) self.distance = 0 self.status = None self.serena_sound = Music('police.ogg')
def change_map(map_s, maps, type): map_s.empty() maps.map_files.clear() for tile_num in range(0, len(maps.map_tile[type])): maps.map_files.append(load_image(maps.map_tile[type][tile_num], False)) for x in range(0, 10): for y in range(0, 10): map_s.add( maps.Map(maps.map_1[x][y], x * 1000, y * 1000, maps.map_1_rot[x][y]))
def __init__(self, x, y): pygame.sprite.Sprite.__init__(self) self.image = loader.load_image("invader2.png") self.image = pygame.transform.smoothscale( self.image, (INVADER_WIDTH, INVADER_HEIGHT)) self.rect = self.image.get_rect() self.rect.center = (x, y) self.direction = True
def __init__(self, screen_x, screen_y): pygame.sprite.Sprite.__init__(self) self.image_orig = load_image('direction.png', False) self.image = self.image_orig self.rect = self.image.get_rect() self.rect_orig = self.rect self.x = screen_x - 150 self.y = screen_y - 150 self.rect.topleft = self.x, self.y self.dir = 0
def __init__(self, file_path, x, y): pygame.sprite.Sprite.__init__(self) self.image = load_image(file_path, 70, 70) #self.image = pygame.image.load(file_path) self.rect = self.image.get_rect() self.mask = pygame.mask.from_surface(self.image) self.map_width = self.image.get_width() self.map_height = self.image.get_height() self.x = x self.y = y self.rect.topleft = x, y
def __init__(self): pygame.sprite.Sprite.__init__(self) self.image = load_image('finish.png', False) self.rect = self.image.get_rect() self.x = 5 self.y = 5 self.penalty_cool = PENALTY_COOL self.generate_finish() self.rect.topleft = self.x, self.y self.score = 0 self.timeleft = COUNTDOWN_FULL
def __init__(self, xPos, yPos): pygame.sprite.Sprite.__init__(self) self.image = loader.load_image("projectile.png") self.image = pygame.transform.smoothscale(self.image, (PROJECTILE_WIDTH, PROJECTILE_HEIGHT)) self.rect = self.image.get_rect() self.rect.centerx = xPos self.rect.centery = yPos self.xVel = 1.0 self.yVel = -2.0
def __init__(self, X, Y): pygame.sprite.Sprite.__init__(self) self.image = load_image('Checkered_flag.png', False) self.rect = self.image.get_rect() self.x = 5 self.y = 5 self.penalty_cool = PENALTY_COOL self.generate_finish(X, Y) self.rect.topleft = self.x, self.y self.score = 0 self.timeleft = COUNTDOWN_FULL
def __init__(self): pygame.sprite.Sprite.__init__(self) self.image = load_image('final.png', False) self.rect = self.image.get_rect() self.x = 5 self.y = 5 self.multa = Multa self.generar_final() self.rect.topleft = self.x, self.y self.score = 0 self.timeleft = Tiempo_total
def initView(screen): title, title_rect = loader.load_image("title.png") screen.blit(title, (0, 0)) pygame.display.update() while breakout_obj.game_state == START: for event in pygame.event.get(): if event.type == QUIT: pygame.quit() sys.exit() if event.type == KEYDOWN and event.key == K_SPACE: breakout_obj.game_state = PLAY
def __init__(this, path, offset=(0,0)): img = loader.load_image(path) this.normal = GameInterface.add_shadow(img) img = utils.darken_surf(img, -30) this.highlight = GameInterface.add_shadow(img) this.pressed = img this.size = this.normal.get_size() # Create an image mask for blanking out the button this.blank = utils.set_color(this.normal, (255,255,255)) utils.adjust_alpha(this.blank, 255*255) this.itemOffset = offset
def __init__(self, seconds): self.images = load_image2('semaforo.png', 2, [((x, 0), (94, 140)) \ for x in xrange(0, 188, 94)]) self.image = load_image('semaforo.png') self.rect = self.image.get_rect() #self.image = self.images[0] self.pos = (400, 380) self.screen = pygame.display.get_surface() self.chron = Chronometer() self.chron.start(seconds + 1.5) self.chron.set_time() self.finished = False self.opened = False
def returnSprites(self): tree, rec = loader.load_image('tree.png',-1) hornet, rect = loader.load_image('hornet.png',-1) bee, rect = loader.load_image('bee.png',-1) larva, rect = loader.load_image('larva.png', -1) queen, rect = loader.load_image('queen2.png', -1) hive, rect = loader.load_image('beehive2.png',-1) return [tree, hornet, bee, larva, queen, hive]
def returnSprites(self): tree, rec = loader.load_image('tree.png', -1) hornet, rect = loader.load_image('hornet.png', -1) bee, rect = loader.load_image('bee.png', -1) larva, rect = loader.load_image('larva.png', -1) queen, rect = loader.load_image('queen2.png', -1) hive, rect = loader.load_image('beehive2.png', -1) return [tree, hornet, bee, larva, queen, hive]
def __init__(self): pygame.sprite.Sprite.__init__(self) self.image = load_image('celular.png') self.screen = pygame.display.get_surface() self.rect = self.image.get_rect() self.x = 900 self.y = 550 self.rect.topleft = self.x, self.y self.chron = Chronometer() self.chron.start(10.0) self.chron.set_time() self.visibility = False self.score = True self.atender = False
def init(self): self.image = load_image('bg_800x600.png') self.screen.blit(self.image[0], (0,0)) self.speed = Speed() self.player = objects.PigOnTractor((250, 300), self.speed) self.police = objects.Police((-300, 300), self.speed) self.scene = Scene(self.player) for i in range(200): self.do_scene()
def __init__(self): pygame.sprite.Sprite.__init__(self) #call Sprite intializer self.image, self.rect = load_image('boat.png', -1) self.image = scale(self.image, (50, 100)) screen = pygame.display.get_surface() self.area = screen.get_rect() self.rect.topleft = 10, 10 self.original = self.image self.direction = 0 # 0 - 360 self.speed = 1 self.rudder = 0 self.motor = 0.3 self.dirPID = PID(0.3,0,0) self.speedPID = PID(-0.001,0,0)
def __init__(self,x,y): pygame.sprite.Sprite.__init__(self) self.rcf1 = pygame.transform.scale(loader.load_image("etc/redcatfront1.png",-1),(32,32)) self.rcf2 = pygame.transform.scale(loader.load_image("etc/redcatfront2.png",-1),(32,32)) self.rcb1 = pygame.transform.scale(loader.load_image("etc/redcatback1.png",-1),(32,32)) self.rcb2 = pygame.transform.scale(loader.load_image("etc/redcatback2.png",-1),(32,32)) self.rcl1 = pygame.transform.scale(loader.load_image("etc/redcatleft1.png",-1),(32,32)) self.rcl2 = pygame.transform.scale(loader.load_image("etc/redcatleft2.png",-1),(32,32)) self.rcr1 = pygame.transform.scale(loader.load_image("etc/redcatright1.png",-1),(32,32)) self.rcr2 = pygame.transform.scale(loader.load_image("etc/redcatright2.png",-1),(32,32)) self.image = self.rcf1 self.rect = self.image.get_rect() self.rect.topleft = x*32,y*32 self.updateimage=0 self.collision=0 self.direct='s' self.randomMove=0
def __init__(self): pygame.sprite.Sprite.__init__(self) self.rmf1 = pygame.transform.scale(loader.load_image("redmonkeyfront1.png",-1),(32,32)) self.rmf2 = pygame.transform.scale(loader.load_image("redmonkeyfront2.png",-1),(32,32)) self.rmb1 = pygame.transform.scale(loader.load_image("redmonkeyback1.png",-1),(32,32)) self.rmb2 = pygame.transform.scale(loader.load_image("redmonkeyback2.png",-1),(32,32)) self.rml1 = pygame.transform.scale(loader.load_image("redmonkeyleft1.png",-1),(32,32)) self.rml2 = pygame.transform.scale(loader.load_image("redmonkeyleft2.png",-1),(32,32)) self.rmr1 = pygame.transform.scale(loader.load_image("redmonkeyright1.png",-1),(32,32)) self.rmr2 = pygame.transform.scale(loader.load_image("redmonkeyright2.png",-1),(32,32)) self.image = self.rmf1 self.rect = self.image.get_rect() self.rect.topleft = 0*32,0*32 self.updateimage=0 self.collision=0 self.statlist=(10,1,1,5,5) #HP,ATK,DFC,AGL,MAG or... HADAM
def __init__(self): pygame.sprite.Sprite.__init__(self) self.image = load_image('an1_trans.png', False) self.image_1 = load_image('an2_trans.png', False) #self.image = pygame.transform.scale(self.image, (60, 100)) #self.image_1 = pygame.transform.scale(self.image_1, (60, 100)) self.rect = self.image.get_rect() self.rect_1 = self.image_1.get_rect() self.image_orig = self.image self.screen = pygame.display.get_surface() self.area = self.screen.get_rect() CENTER_X = int(pygame.display.Info().current_w / 2) CENTER_Y = int(pygame.display.Info().current_h / 2) self.x = CENTER_X self.y = CENTER_Y self.rect.topleft = (self.x - 100, self.y - 200) self.mask = pygame.mask.from_surface(self.image) self.animation_count = 0 self.dir = 0 self.speed = 0.0 self.steering = 3
def menu(): clock = pygame.time.Clock() running = True cam = camera.Camera() #create sprite groups. map_s = pygame.sprite.Group() #generate tiles for tile_num in range(0, len(maps.map_tile)): maps.map_files.append(load_image(maps.map_tile[tile_num], False)) for x in range(0, 5): for y in range(0, 6): map_s.add(maps.Map(maps.map_2[x][y], x * 450, y * 450)) while running: map_s.update(cam.x, cam.y) map_s.draw(screen) clock.tick(64)
def draw(self, screen): self.surface.fill((117, 152, 203)) self.surface.blit( load_image('dollar.png', 'alpha')[0], (0, 0) ) myFont = pygame.font.Font(os.path.join(loader.data_dir, 'fonts', 'ALoveofThunder.ttf'), 40) self.surface.blit(myFont.render("%s" % self.score , 10, (0,0,0)), (70, 15)) myFont = pygame.font.Font(os.path.join(loader.data_dir, 'fonts', 'ALoveofThunder.ttf'), 13) self.surface.blit(myFont.render("Health", 10, (0,0,0)), (5, 85)) self.surface.blit(myFont.render("Gas", 10, (0,0,0)), (5, 105)) self.surface.blit( self.health_bar, (60, 85) ) self.surface.blit( self.gas_bar, (60, 105) ) screen.blit( self.surface, (600, 10) )
def __init__(self): pygame.sprite.Sprite.__init__(self) self.image = load_image('stop.png') self.screen = pygame.display.get_surface() self.rect = self.image.get_rect() self.x = 550 self.y = 550 self.rect.topleft = self.x, self.y self.chron = Chronometer() self.start_time = 0 self.current_time = 0 self.startedCount = False self.chron.start(15.0) self.chron.set_time() self.visibility = False self.score = True
def reset(self): self.image = load_image('f1.png') self.rect = self.image.get_rect() self.area = self.screen.get_rect() CENTER_X = int(pygame.display.Info().current_w /2) CENTER_Y = int(pygame.display.Info().current_h /2) self.x = CENTER_X self.y = CENTER_Y self.rect.topleft = self.x-17, self.y-33#middle of the car self.x, self.y = findspawn() self.dir = 0 self.speed = 0.0 self.tracks = False self.wheelangle=0.0 self.rrl=0.0 self.rrr=0.0 self.rpl=(0,0) self.rpr=(0,0) self.rrm=0
def __init__(self): pygame.sprite.Sprite.__init__(self) self.image = load_image('car_player.png') self.rect = self.image.get_rect() self.image_orig = self.image self.screen = pygame.display.get_surface() self.area = self.screen.get_rect() CENTER_X = int(pygame.display.Info().current_w /2) CENTER_Y = int(pygame.display.Info().current_h /2) self.x = CENTER_X self.y = CENTER_Y self.rect.topleft = self.x, self.y self.x, self.y = findspawn() self.dir = 0 self.speed = 0.0 self.maxspeed = 11.5 self.minspeed = -1.85 self.acceleration = 0.095 self.deacceleration = 0.12 self.softening = 0.04 self.steering = 1.60 self.tracks = False
def __init__(self,scale): pygame.sprite.Sprite.__init__(self) self.scale=scale self.image = pygame.transform.scale(loader.load_image("player/standRight1.png",-1),(27*scale,27*scale)) self.facing='r' self.rect = self.image.get_rect() self.rect.topleft = 0,0 self.collision=0 ##Motion variables self.yVel=0 self.yJump=(10.0/3.0)*scale self.yMax=(15.0/3.0)*scale self.yAcc=(0.5/3.0)*scale self.whereAmI=0 self.isRight=0 self.isLeft=0 self.newLR="none" self.xVel=0 self.xMax=(1.6)*scale self.xAcc=(0.8)*scale self.timer=1
import pygame from pygame.locals import * import bullet import loader import math SHIP_IMAGE = pygame.transform.smoothscale(loader.load_image("ship.png"), (50, 50)) BULLET_SOUND = loader.load_sound("bullet.wav") class Ship(pygame.sprite.Sprite): def __init__(self, pos): pygame.sprite.Sprite.__init__(self) self.image = SHIP_IMAGE self.rect = self.image.get_rect() self.rect.center = pos self.bullets = pygame.sprite.RenderUpdates() self.reload = 0 self.angle = 0 def update(self): keys = pygame.key.get_pressed() if keys[K_UP]: self.rect.center = (self.rect.center[0] + 5 * math.cos((self.angle + 90) * math.pi / 180.0), self.rect.center[1] - 5 * math.sin((self.angle + 90) * math.pi / 180.0)) if keys[K_DOWN]: self.rect.center = (self.rect.center[0] - 5 * math.cos((self.angle + 90) * math.pi / 180.0), self.rect.center[1] + 5 * math.sin((self.angle + 90) * math.pi / 180.0)) if keys[K_LEFT]:
from pygame.locals import * import math import loader pygame.init() pygame.display.set_mode((1024, 768)) screen = pygame.display.get_surface() background = pygame.Surface((screen.get_width(), screen.get_height())).convert() background.fill((0,0,0)) screen.blit(background, (0,0)) pygame.display.flip() #Transforming surfaces image = loader.load_image("ship0.png") image = pygame.transform.smoothscale(image, (100, 100)) clock = pygame.time.Clock() exited = False while not exited: clock.tick(30) screen.blit(background, (0,0)) #Displaying image screen.blit(image, (0,0)) pygame.display.flip() for event in pygame.event.get():
#Initialising pygame import pygame from pygame.locals import * import loader pygame.init() pygame.display.set_mode((0,0)) import ship screen = pygame.display.get_surface() background = pygame.transform.smoothscale(loader.load_image("background.png"), (screen.get_width(), screen.get_height())) screen.blit(background, (0,0)) pygame.display.flip() clock = pygame.time.Clock() shipSprite = ship.Ship((screen.get_height() / 2, screen.get_width() / 2)) exited = False while not exited: clock.tick(30) #Clear off previous frame, keeping track of what's changed rects = [screen.blit(background, shipSprite.rect, shipSprite.rect)] #Bullets for b in shipSprite.bullets: rects.append(screen.blit(background, b.rect, b.rect)) b.update()