def __init__(self,x,y): Sprite.__init__(self); self._load_images(); self.paso = 0; self.retraso = 5; self.image,self.rect = cargar_imagen('boom1.png', -1) self.rect.center =(x,y)
def init(self,image_map,tile_x=0,tile_y=0,color_key=None): """MapEntity(Surface, tile_x, tile_y, direction) Surface should be obtained from util.load_image tile_x & tile_y specify what image map to use if you join multiple images into one map (Characters, Entities, etc) legal values are positive integers representing zero based index direction is what direction the entity should face, can also be set later with MapEntity.face(direction) legal values are map.NORTH, map.EAST, map.SOUTH, & map.WEST""" image = util.load_image(CHARACTERS_DIR, image_map, True, color_key) Sprite.__init__(self) self.image_args = (image_map, True, color_key) self.pos = (0,0) self.map = None self.image = image self.image_base_x = tile_x * 3 * TILE_SIZE self.image_base_y = tile_y * 4 * TILE_SIZE self.frame = 0 self.image_tile = Rect( self.image_base_x, self.image_base_y, TILE_SIZE, TILE_SIZE ) self.rect = Rect(0,0,TILE_SIZE,TILE_SIZE) self.face(NORTH) self.next_frame() self.velocity = (0,0) self.speed = 4 self.moving = False # For tile based motion self.always_animate = False self.animation_count = 1 self.animation_speed = 6 self.entered_tile = False self.can_trigger_actions = 0
def __init(self): Sprite.__init__(self) self.current_state = None self.rect = None self.image = None self.mask = None
def __init__(self, screen, anchor, hydrophytes, flies, ai): Sprite.__init__(self) self.screen = screen self.anchor = anchor self.anchor.jumped_on() self.hydrophytes = hydrophytes self.flies = flies self.ai = ai imm = Frog.imgs_ai if ai else Frog.imgs self.ai_prey = random.choice(self.flies) self.ai_tanchor = anchor self.ai_target = self.ai_prey self.images = [pygame.image.load(ur).convert_alpha() for ur in imm] self.image = self.images[0] self.image_w, self.image_h = self.image.get_size() self.angle = 0 self.velocity = point2vec(0, 0) self.base_position = anchor.get_position_v() self.rel_position = point2vec(0, 0) self.state = Frog.SITTING self.jumping_time = 0 self.already_jumping_time = 0 self.already_eating = 0 self.eating_time = 0.25 self.eaten_flies = 0 self.ai_resting_time = 1 self.ai_already_resting_time = 0
def __init__(self, x, y, area, ball, ai=False): Sprite.__init__(self) self.direction = 0 self.image, self.rect = _load_image('games/pong/bat.png', x, y) self.area = area self.ball = ball self.ai = ai
def __init__ (self, type, res): Sprite.__init__(self) self.res = res self.size = self.res[1]/50 self.type = type self.collected = False self.countdown = 1 linethickness = rounder(self.res[0]/160) if type == 'bigracket': self.countdown = 60 * 25 self.imagecolor = 'blue' elif type == 'slowball': self.countdown = 60 * 10 self.imagecolor = 'yellow' elif type == '1up': self.imagecolor = 'green' self.image = pygame.Surface((self.size, self.size)) pygame.draw.circle(self.image, pygame.Color(self.imagecolor), ((self.size/2), (self.size/2)), (self.size/2)) self.rect = self.image.get_rect() width = rounder(self.res[0] * 0.2375 + linethickness) height = rounder(self.res[0] * 0.7625 - linethickness) distance = rounder(self.res[0]/16 + linethickness) self.rect.center = randint(width, height), distance
def __init__(self, velocity, image, *groups): Sprite.__init__(self, *groups) self.velocity = velocity self.image = image self.rect = self.image.get_rect() self.position_vec = [0., 0.] self.velocity_vec = [0., 0.]
def __init__(self, bird): Sprite.__init__(self) media.createbomb.play() self.bird = bird self.bomb = media.bomb.convert() self.bomb2 = media.bomb2.convert() self.boom = media.boom.convert() self.rect = pygame.rect.Rect( self.bird.rect.x, bird.rect.y + 16 * gl.RESIZE_FACTOR, 16 * gl.RESIZE_FACTOR, 16 * gl.RESIZE_FACTOR ) self.image = self.bomb self.move = movement.Movement( self, accelx=1000 * gl.RESIZE_FACTOR, accely=1000 * gl.RESIZE_FACTOR, maxspeedx=200 * gl.RESIZE_FACTOR, maxspeedy=200 * gl.RESIZE_FACTOR, gravity=1000 * gl.RESIZE_FACTOR, decrease_speed_ratio=2, ) self.move.add(self.bird.move.sprites()) self.timeout = 3400 self.explode_event = None self.delete_bomb = None self.exploded = False self.bombstate = 4 self.attached = True
def __init__(self, img1,x1,y1, img2=None,x2=None,y2=None): Sprite.__init__(self) self.prevDist = None self.img1 = None self.img2 = None #corrector for gaps - there are still gaps though -_- self.gapCorrector = 5 #corrector for loading levels self.loadCorrector = 900 self.totalx = 0 self.prevx = None self.dx = 0 if img1: self.img1 = StaticAnimation(img1) self.rect1 = self.img1.get_rect() self.rect1.topleft = (x1,y1) #copy of the first image for when img1 is done self.x1copy = False self.rect1copy = self.img1.get_rect() self.rect1copy.topleft = (x1,y1) if img2: self.img2 = StaticAnimation(img2) self.rect2 = self.img2.get_rect() self.rect2.topleft = (x2,y2) #copy of the second image for when img2 is done self.x2copy = False self.rect2copy = self.img2.get_rect() self.rect2.topleft = (x2,y2)
def __init__(self, konum,screen): Sprite.__init__(self) self.durus = [pygame.image.load("jugador1/1.PNG")] self.yrs = [pygame.image.load("jugador1/2.PNG"), pygame.image.load("jugador1/3.PNG"),pygame.image.load("jugador1/4.PNG"),pygame.image.load("jugador1/5.PNG")] self.gc = [pygame.image.load("jugador1/6.PNG")] self.atak1=pygame.image.load("jugador1/atak/atak.PNG") self.aniatak1 = [pygame.image.load("jugador1/atak/1.PNG"),pygame.image.load("jugador1/atak/2.PNG"),pygame.image.load("jugador1/atak/3.PNG"),pygame.image.load("jugador1/atak/4.PNG")] self.aniatak2 = [pygame.image.load("jugador1/atak2/1.PNG"),pygame.image.load("jugador1/atak2/2.PNG")] self.image = self.durus[0] self.image.set_colorkey((255,255,255)) self.rect = self.image.get_rect() self.surface = screen self.prf = pygame.image.load("jugador1/prf/1.bmp") self.prf.set_colorkey((255,255,255)) self.sari = (0,255,0) self.can = 150 self.blit = screen.blit self.rect.x, self.rect.y = konum self.say = 0 self.atak2= False self.atak1=False self.ynr = False self.olum = False
def __init__ (self): Sprite.__init__(self) self.image=pygame.image.load(join('games','fall','ball.png')).convert_alpha() self.rect=self.image.get_rect() self.velocity=(0,0) self.rect.x=400 self.rect.y=500
def __init__(self, mapElement, imageCache): Sprite.__init__(self) self.mapElement = mapElement self.image = imageCache.getCachedSurface(self.mapElement.meta['image']) self.rect = self.image.get_rect() pixelLocation = self.mapElement.meta['screenLocation'] self.rect.move_ip(*pixelLocation)
def __init__(self,vel): Sprite.__init__(self) self.screen = window self.pos = [0,0] self.vel = vel self.show(pygame.color.THECOLORS["red"]) self.update()
def __init__(self, entity, image, gameboard, duration): Sprite.__init__(self) self.entity = entity self.gameboard = gameboard self.image = image self.start_time = pygame.time.get_ticks() self.duration = duration
def __init__(self, position, radius=5): Sprite.__init__(self) self.position = position self.duration = 10 self.expandto = 18 self.radius = radius self.add(explosions)
def __init__(self, screen, field, game, image, init_pos, init_direction): """ screen: obrazovka na ktoru sa bude vykraslovat field: rect v ktorom sa odohrava hra game: objekt hry image: ibrazok pre loptu init_direction = smer lopty na zaciatku """ Sprite.__init__(self) self.screen = screen self.field = field self.game = game self.image = image self.pos = vec2d(init_pos) self.direction = vec2d(init_direction).normalized() self.speed = 0.35 self.rect = self.image.get_rect() self.rect.center = self.pos
def __init__(self, parent): Sprite.__init__(self) self.parent = parent self.name = parent.name if parent.name == "baby": self.size = 40,40 self.color = parent.color self.image = Surface(self.size) self.rect = self.image.get_rect() self.rect.centerx = self.parent.rect.centerx self.rect.centery = self.parent.rect.centery self.dir = dir try: self.image = load_image(self.name+'bot') print "found family sprite" except: self.image.fill(self.color) print "failed to load family image" self.image = pygame.transform.scale(self.image, self.size) self.image.set_colorkey((255,255,255))
def shieldcheck(self): if self.duration == 1: coll = pygame.sprite.spritecollide(self, ShieldGroup.shields, False, collide_meteor_shield) for shield in coll: if shield.kind == "cigar": Sprite.kill(self) pygame.draw.line(pygame.display.get_surface(), (255,0,0), self.rect.center, shield.rect.center, 3)
def __init__(self, screen, field, game, image, side): """ screen: obrazovka na ktoru sa bude vykraslovat field: rect v ktorom sa odohrava hra game: objekt hry image: ibrazok pre palku side: (left / right) urcuje na ktorej strane je palka """ Sprite.__init__(self) self.screen = screen self.game = game self.field = field self.side = side self.speed = 5 self.movement = 0 self.image = image self.rect = image.get_rect() self.lives = 3 if side == "left": self.pos = [self.field.left + 10, self.field.centery] else: self.pos = [(self.field.width - 10 - self.rect.width), self.field.centery] self.rect = self.rect.move(self.pos)
def __init__(self, y): Sprite.__init__(self) imgpath = os.path.join("games", "catching", "8bitcoin_trans.png") self.image, self.rect = _load_image(imgpath, 0, 0) self.rect.bottom = y self.rect.left = randint(0, locals.WIDTH - COIN_WIDTH) self.velocity = 1
def __init__(self, x, y, paddle_color, parent=None, owner=None): """ Initialize it with spawn position :param x: x coordinate of the play-field :param y: y coordinate of the play-field :param paddle_color: :param parent: ? :param owner: ? :return: """ Sprite.__init__(self) self.vx = 0 self.vy = 0 self.speed = 10 self.paddle_color = paddle_color self.image = Assets.paddles[paddle_color] # pygame.image.load("gfx/paddle.png") self.mask = mask.from_surface(self.image) self.rect = self.image.get_rect() self.rect.x = x self.rect.y = y self.attachment_points = [(8, 0), (self.rect.width-8, 0)] self.attachments = [] # self.attachments = [LaserGunAttachment(self)] self.parent = parent self.owner = owner
def __init__(self, body, color, rect): Sprite.__init__(self) self.body = body self.color = color self.image = None self.rect = rect self.update(body, head_radius)
def __init__(self, color="red"): if color == "red": self.color_key = 4 elif color == "blue": self.color_key = 2 else: self.color_key = 7 Sprite.__init__(self) self.char_sprites = spritesheet("src/graphics/sheets/demons.png") self.image_down = self.char_sprites.get_img(self.color_key, 4) self.image_left = self.char_sprites.get_img(self.color_key, 5) self.image_right = self.char_sprites.get_img(self.color_key, 6) self.image_up = self.char_sprites.get_img(self.color_key, 7) self.image = self.image_up self.pos = vec2d((SCREEN_WIDTH//2, SCREEN_HEIGHT//2)) self.image_w, self.image_h = self.image.get_size()
def __init__(self,enemy2): Sprite.__init__(self) self.rect = Rect(enemy2.rect.midbottom,(self.width, self.height)) self.image = Surface(self.rect.size) self.image.fill((0,0,0)) self.image.set_colorkey((0,0,0)) pygame.draw.ellipse(self.image,yellow,self.image.get_rect())
def __init__(self, theword, thefont): Sprite.__init__(self) self.myFont = thefont self.selected = False self.image = self.myFont.render(theword, True, white) self.theword = theword self.rect = self.image.get_rect()
def __init__(self, color): Sprite.__init__(self) self.color = color self.rect = pygame.Rect( 0,0,Visitor.size[0],Visitor.size[1] ) self.realPos = MyRect( self.rect ) self.image = Surface( self.rect.size ) self.image.fill( self.color ) self.speed = 0.5 self.shouldLeaveThePark = False self.desiredRides = [] self.timeEnteredRecentLine = None self.attractionBoredomTimeout = 300 self.lineupPadding = simulation.humanWidth*2 self.lineup = None self.car = None self.carSeat = None self.ejectLocation = None self.moveDirection = None self.currentDestination = None self.currentDestPoint = None self.wanderMode = True self.nextDecisionCounter = 0 self.correctionCounter = 0
def __init__(self): Sprite.__init__(self) self.vx = 0 self.vy = 0 self.anim = PlayerAnimation(self, "mario", 60) self.image = self.anim.get_current_frame() self.rect = self.image.get_rect()
def __init__(self, loc): Sprite.__init__(self) self.anim = CoinAnimation(240) self.image = self.anim.get_current_frame() self.rect = self.image.get_rect() self.rect.center = loc
def __init__(self, bounds, level, facing): Sprite.__init__(self) self.image = self.proj self.facing = facing self.rect = self.image.get_rect() self.bounds = bounds self.level = level
def __init__(self, x, y): Sprite.__init__(self) imgpath = join('games', 'ssb', 'zelda', 'fireball.png') self.image, self.rect = _load_image(imgpath, x, y) self.velocity = 10 self.damage = 5 self.max_knockback = 80
def __init__(self): # call constructor from parent class Sprite.__init__(self) # visualization self.width = 50 self.height = 50 # define sprite self.image = pygame.image.load('images/shovel.png') self.image = pygame.transform.scale(self.image, (self.width, self.height)) self.rect = self.image.get_rect() # place shovel on screen self.update(pygame.mouse.get_pos())
def __init__(self): Sprite.__init__(self) self.puntos = 0 self.vida = 100 self.estado = "bajando" self.imagenes = [ util.cargar_imagen('imagenes/Tanque.png'), util.cargar_imagen('imagenes/tanque destruido.png'), util.cargar_imagen('imagenes/Tanque.png'), util.cargar_imagen('imagenes/Tanque.png') ] self.image = self.imagenes[0] self.rect = self.image.get_rect() self.rect.move_ip(200, 500)
def __init__(self, *groups, image_surface, pos_x=0, pos_y=0, theta=0): # initialize sprite class instance Sprite.__init__(self, *groups) # set positional and orientational attributes self.x = vec(pos_x, pos_y) # set image and rect attributes self.image = image_surface self.image.set_colorkey(WHITE) # initialize position attributes by first call to update() self.update(move=NONE)
def __init__(self, x, y): Sprite.__init__(self) self.vel_x = 0 self.vel_y = 0 self.camera = 0 self.image = Surface((40, 40)) self.image.fill(Color('Red')) self.rect = Rect(x, y, 40, 40) self.death_pos = (0, 0) self.on_ground = False self.direction = 'right' self.state = 'regular' self.platform_check = False self.frame = 0
def __init__(self, game, plat): # allows layering in LayeredUpdates sprite group self._layer = POW_LAYER # add a groups property where we can pass all instances of this object into game groups self.groups = game.all_sprites, game.powerups Sprite.__init__(self, self.groups) self.game = game self.plat = plat self.type = random.choice(['boost']) self.image = self.game.spritesheet.get_image(820, 1805, 71, 70) self.image.set_colorkey(BLACK) self.rect = self.image.get_rect() self.rect.centerx = self.plat.rect.centerx self.rect.bottom = self.plat.rect.top - 5
def __init__(self, start_point, size, color, speed, min_speed, max_speed, direction): Sprite.__init__(self) self.image = Surface(size) self.image.fill(color) self.rect = self.image.get_rect() self.speed = speed self.min_speed = min_speed self.max_speed = max_speed self.position = Vector2(start_point) self.direction = Vector2(direction) self.rect.centerx, self.rect.centery = self.position.x, self.position.y
def __init__(self, x, y, velX=0, velY=0, xmult=0, ymult=0): Sprite.__init__(self) #optional terrain velocities self.velX = velX self.velY = velY #optional terrain velocity multipliers self.xmult = xmult self.ymult = ymult #If this isn't set we assume the base class has already loaded its image if self.base_img_path: self.anim = StaticAnimation(self.base_img_path) self.rect = self.anim.get_rect() self.rect.topleft = (x, y)
def __init__(self, screen, init_position, isdraggable=False): #Arrangeable.__init__(self) Sprite.__init__(self) Dragable.__init__(self) self.set_draggable(isdraggable) self.commands = [] self.running = False self.screen = screen self.set_position(init_position) self.update_callbacks = [] self.isdraggable = isdraggable
def __init__(self, screen, settings): Sprite.__init__(self) self.screen = screen self.image = pygame.image.load('foodImg.png').convert_alpha() self.image_w, self.image_h = self.image.get_size() self.speed = uniform(0.75, 1.25) * settings.food_speed self.x_position = randint(self.image_w / 2, self.screen.get_width() - self.image_w / 2) max_offset = min(settings.batch_size * self.image_h, self.screen.get_height()) # Begin image at the top of the screen self.y_position = self.screen.get_height() - self.screen.get_height() - self.image_h / 2 + randint(0, self.screen.get_height()) self.update_rect()
def __init__(self, screen, archer): Sprite.__init__(self) self.screen = screen self.image_tail = pygame.image.load('arrow_tail.png').convert_alpha() self.image_head = pygame.image.load('arrow_head.png').convert_alpha() self.image_w, self.image_h = self.image_head.get_size() self.x_position = archer.image_w self.y_position = archer.y_position self.arrow_speed = 4 self.update_rect()
def __init__(self, tipo): Sprite.__init__(self) self.tipo = tipo path = "" if self.tipo == "agua": path = os.path.join(BASE_PATH, "Imagenes", "jarra.png") elif self.tipo == "alimento": path = os.path.join(BASE_PATH, "Imagenes", "pan.png") self.image = pygame.image.load(path) self.rect = self.image.get_bounding_rect()
def __init__(self, game, plat): #This allows layering in the LayeredUpdates sprite group self._layer = POW_LAYER #This adds the group property so all instances of this object can be put into the game groups self.groups = game.all_sprites, game.powerups Sprite.__init__(self, self.groups) self.game = game self.plat = plat self.type = random.choice(['boost']) self.image = self.game.spritesheet.get_image(812, 453, 81, 99) self.image.set_colorkey(BLACK) self.rect = self.image.get_rect() self.rect.centerx = self.plat.rect.centerx self.rect.bottom = self.plat.rect.top - 5
def __init__(self, text, x, y, size): Sprite.__init__(self) fonter = font.Font(os.path.join(FONT_DIR, "Cantarell-Regular.ttf"), size).render(text, True, (0,0,0)) frect = fonter.get_bounding_rect() frect.x = -frect.x frect.y = -frect.y font_sf = Surface((frect.width, frect.height), SRCALPHA, 32) font_sf.blit(fonter, frect) self.image = font_sf self.rect = font_sf.get_rect() self.rect.x = x self.rect.y = y self.mask = mask.from_surface(self.image)
def __init__(self, position = (0,0), direction = 0, speed = 0, **keywords): Sprite.__init__(self) self.health = float("inf") self.max_health = self.health self.position = position self.image = None self.rect = None self.speed = speed self.direction = direction
def __init__(self, tile_x = None, tile_y = None): Sprite.__init__(self) self.info = "POWERUP" #Take the keywords off self.tile_x = tile_x self.tile_y = tile_y self._active = False self.rect = pygame.Rect(0, 0, SIZE, SIZE) self._update_image() self.activate()
def __init__(self, app, rect): Sprite.__init__(self) self.title = "altitude" self.app = app self.width = rect.width self.top = pygame.transform.scale(pygame.image.load( os.path.abspath(os.path.join(self.app.path, "KinectPlanes", "images", "alt_top.png"))), (self.width, self.width)) self.bottom = pygame.transform.scale(pygame.image.load( os.path.abspath(os.path.join(self.app.path, "KinectPlanes", "images", "alt_bottom.png"))), (self.width, self.width)) self.image = pygame.Surface((self.width, self.width), pygame.SRCALPHA) self.get_image(0) self.rect = rect
def __init__(self, game, x, y, w, h): Sprite.__init__(self) #defining some self attributes for pewpew self.game = game self.image = pg.Surface((w, h)) #color self.image.fill(LIGHTBLUE) #shape self.rect = self.image.get_rect() self.rect.x = x self.rect.y = y self.birth = time.perf_counter_ns() #how long it stays on screen (1 sec) self.lifespan = 1000000000
def __init__(self, x: int, y: int, spritesheet: Surface): """ Creates a berry object. @param x: x position of the berry in *world coordinates* @param y: y position of the berry in *world coordinates* @param spritesheet: a surface containing all costumes for the berry """ Sprite.__init__(self) self.position = Vector2(x, y) spritesheet.convert() spritesheet.set_colorkey(Color(128, 51, 0)) self.image = spritesheet self.rect = self.image.get_rect(center=self.position)
def __init__(self, x, y): Sprite.__init__(self) self.cuadros = [ util.cargar_imagen('bomba1.png'), util.cargar_imagen('bomba2.png'), ] self.rect = self.cuadros[0].get_rect() self.rect.center = (x, y) self.rect_colision = self.rect.inflate(-30, -30) self.paso = 0 self.delay = -1 self.image = self.cuadros[0] self.speed = [2, 2] self.control = 0
def __init__(self, length=1, artist='', title=''): Sprite.__init__(self) self.track_start = time.time() self.track_end = time.time() + length self.track_length = length self.track_progress = 0 self.image = pygame.Surface((settings.RESOLUTION[0], settings.NOW_PLAYING_HEIGHT)) self.rect = self.image.get_rect() self.metadata = pygame.font.Font( settings.PROGRESS_FONT, settings.PROGRESS_FONT_SIZE ).render('%s - %s' % (artist, title), True, pygame.Color('white')) self.rect.bottom = settings.RESOLUTION[1] self.update()
def create_grid(self, layer_id, group): layer_level = self.mapa_atual["layers"][layer_id] index_item = -1 for celula in layer_level["grid"]: index_item += 1 if celula == '0': continue y = index_item // layer_level["gridCellsY"] x = index_item % layer_level["gridCellsX"] celula_bloco = Sprite(group) celula_bloco.image = scale( self.tilemap_level.clip_sprite(0, 0, 16, 16), (32, 32)) celula_bloco.rect = Rect(x * 32, y * 32, 32, 32)
def init_animation(self): Sprite.__init__(self) self.sprite_sheet = pygame.image.load(self.sprite_image).convert() self.current_frame = 0 self.image = Surface((self.sprite_width, self.sprite_height)) rect = (self.sprite_width * self.current_frame, 0, self.sprite_width, self.sprite_height) self.image.blit(self.sprite_sheet, (0, 0), rect) self.image.set_colorkey(Color(255, 0, 255)) self.rect = self.image.get_rect() self.elapsed = pygame.time.get_ticks() self.threshold = 1000 / self.fps
def __init__(self, x, y, direction): Sprite.__init__(self, game.sprites) MovingSprite.__init__(self, x, y, self.low_speed, direction) BoxedInSprite.__init__(self, game.screen_rect.inflate(-20, -20)) neighborhood.observe(self) self._normal_image = self.make_image(self.color) self._bright_image = self.make_image(self.running_color) self._accel = (self.high_speed - self.low_speed) / self.accel_sluggish self._decel = self._accel * 0.27 self.max_turning_speed = 90 / self.turn_sluggish self._turn_min = -self.max_turning_speed self._turn_max = self.max_turning_speed self._nearest_animal = None self._nearest_animal_distance = None
def __init__(self, screen, x, y, color): ''' :param display: 渲染器 :param x: 坐标X :param y: 坐标Y :param color 蛇身颜色 ''' Sprite.__init__(self) self.x = x self.y = y self.color = color self.screen = screen # 渲染器 self.rect = pygame.Rect((self.x, self.y, SW, SH)) # 创建Rect对象
def __init__(self): Sprite.__init__(self) self.image = sett.IMAGES['mystery'] self.image = pygame.transform.scale(self.image, (75, 35)) self.rect = self.image.get_rect(topleft=(-80, 45)) self.row = 5 self.moveTime = 25000 self.direction = 1 self.timer = pygame.time.get_ticks() self.mysteryEntered = pygame.mixer.Sound(sett.SOUND_PATH + 'mysteryentered.wav') self.mysteryEntered.set_volume(0.3) self.playSound = True self.screen = sett.SCREEN
def __init__(self): Sprite.__init__(self) self.image = pygame.Surface((50, 50)) self.image.fill(GREEN) '''sets image path to correct location joining image folder to file name then converting to a more efficient format''' # self.image = pygame.image.load(os.path.join(img_folder, "Tie.png")).convert() '''sets transparent color key to black''' # self.image.set_colorkey(BLACK) self.rect = self.image.get_rect() self.rect.center = (WIDTH / 2, HEIGHT / 2) # self.screen_rect = screen.get_rect() self.vx = 5 self.vy = 5 self.cofric = 0.5
def __init__(self, game, plat): self._layer = SPIKES_LAYER self.groups = game.all_sprites, game.spikes Sprite.__init__(self, self.groups) self.game = game self.plat = plat self.type = random.choice(['boost']) self.image = self.game.spritesheet.get_image(885, 752, 51, 87) self.image.set_colorkey(BLACK) self.rect = self.image.get_rect() self.rect.centerx= self.plat.rect.centerx self.rect.bottom = self.plat.rect.top - 5 self.rect = self.image.get_rect() self.rect_top = self.rect.top
def __init__(self, assets): # Construtor da classe mãe (Sprite). Sprite.__init__(self) self.assets = assets self.flip = 1 self.state = "standing" self.rect = self.image.get_rect() self.speedx = 0 self.speedy = 0 self.jumps = 0 self.last_frame = 0
def __init__(self, game, plat): # allows layering in LayeredUpdates sprite group self._layer = MOB_LAYER # add a groups property where we can pass all instances of this object into game groups self.groups = game.all_sprites, game.spikes Sprite.__init__(self, self.groups) self.game = game self.plat = plat self.type = random.choice(['spike']) self.image = self.game.spritesheet.get_image(232, 1390, 95, 53) self.image.set_colorkey(BLACK) self.rect = self.image.get_rect() self.rect.centerx = self.plat.rect.centerx self.rect.bottom = self.plat.rect.top
def __init__(self, screen, img_filename, init_position): Sprite.__init__(self) self.collision = 0 self.screen = screen self.base_image = pygame.image.load(img_filename).convert_alpha() self.size = (self.base_image.get_width(), self.base_image.get_height()) self.base_image = pygame.transform.scale(self.base_image, self.size) self.image = self.base_image # base image holds the original image, positioned to # angle 0. self.pos = vec2d(init_position)