def __init__(self, misc): Entity.__init__(self) misc_list = Sprites("heart.png") image = misc_list.get_image(0, 0, 48, 48) color_switch = image.get_at((0, 0)) self.image = misc_list.get_image(misc[0], misc[1], misc[2], misc[3]) self.image.set_colorkey(color_switch) self.rect = self.image.get_rect()
def __init__(self, misc): pygame.sprite.Sprite.__init__(self) misc_list = Sprites("heart2.png") image = misc_list.get_image(0, 0, 1, 1) color_switch = image.get_at((0, 0)) self.image = misc_list.get_image(misc[0], misc[1], misc[2], misc[3]) self.image.set_colorkey(color_switch) self.rect = self.image.get_rect()
def __init__(self, coins): pygame.sprite.Sprite.__init__(self) coin_list = Sprites("coin_silver.png") image = coin_list.get_image(0, 0, 1, 1) color_switch = image.get_at((0, 0)) self.image = coin_list.get_image(coins[0], coins[1], coins[2], coins[3]) self.image.set_colorkey(color_switch) self.rect = self.image.get_rect()
def __init__(self, enemies): pygame.sprite.Sprite.__init__(self) enemy_list = Sprites("spikez.png") image = enemy_list.get_image(0, 0, 1, 1) color_switch = image.get_at((0, 0)) self.image = enemy_list.get_image(enemies[0], enemies[1], enemies[2], enemies[3]) self.image.set_colorkey(color_switch) self.rect = self.image.get_rect()
def __init__(self, sprite_sheet_data): Entity.__init__(self) sprite_sheet = Sprites("tiles.png") image = sprite_sheet.get_image(0, 0, 1, 1) color_switch = image.get_at((0, 0)) self.image = sprite_sheet.get_image(sprite_sheet_data[0], sprite_sheet_data[1], sprite_sheet_data[2], sprite_sheet_data[3]) self.image.set_colorkey(color_switch) self.rect = self.image.get_rect()
def __init__(self, x, y, xvel): Entity.__init__(self) # Create Surface Area self.image = pygame.Surface((90, 90), pygame.SRCALPHA) self.rect = pygame.Rect(0, 0, 80, 80) # Initialize variables self.xvel = xvel self.yvel = 0 self.rect.x = x self.rect.y = y self.boundary_left = 0 self.boundary_right = 1000 # States self.onGround = False self.airborne = True self.destroyed = False self.faceright = True self.counter = 0 # Load Sprites sprites = Sprites("bat8.png") image = sprites.get_image(15, 9, 67, 73) color_switch = image.get_at((0, 0)) image.set_colorkey(color_switch) self.walkleft.append(image) image = pygame.transform.flip(image, True, False) self.walkright.append(image) sprites = Sprites("bat9.png") image = sprites.get_image(18, 11, 73, 69) color_switch = image.get_at((0, 0)) image.set_colorkey(color_switch) self.walkleft.append(image) image = pygame.transform.flip(image, True, False) self.walkright.append(image) sprites = Sprites("bat10.png") image = sprites.get_image(20, 26, 59, 35) color_switch = image.get_at((0, 0)) image.set_colorkey(color_switch) self.walkleft.append(image) image = pygame.transform.flip(image, True, False) self.walkright.append(image)
def __init__(self, sprite_sheet_data): pygame.sprite.Sprite.__init__(self) sprite_sheet = Sprites("scifi_platformTiles_32x32.png") self.image = sprite_sheet.get_image(sprite_sheet_data[0], sprite_sheet_data[1], sprite_sheet_data[2], sprite_sheet_data[3]) self.rect = self.image.get_rect()
def __init__(self, player, game): Entity.__init__(self) # Append sprites sprites = Sprites("proj1.png") image = sprites.get_image(6, 6, 35, 13) self.projectileR.append(image) image = pygame.transform.flip(image, True, False) self.projectileL.append(image) sprites = Sprites("proj2.png") image = sprites.get_image(6, 8, 35, 9) self.projectileR.append(image) image = pygame.transform.flip(image, True, False) self.projectileL.append(image) sprites = Sprites("proj3.png") image = sprites.get_image(6, 8, 35, 9) self.projectileR.append(image) image = pygame.transform.flip(image, True, False) self.projectileL.append(image) sprites = Sprites("proj4.png") image = sprites.get_image(6, 7, 35, 9) self.projectileR.append(image) image = pygame.transform.flip(image, True, False) self.projectileL.append(image) self.player = player self.xvel = 5 self.castright = player.faceright self.image = self.projectileR[0] self.rect = self.image.get_rect() self.rect.y = ( (self.player.rect.top + self.player.rect.bottom) / 2) - 10 if self.castright == True: self.rect.x = self.player.rect.x + 55 if self.castright == False: self.xvel *= -1 self.rect.x = player.rect.left - 55 self.image = self.projectileL[0]
def __init__(self): pygame.sprite.Sprite.__init__(self) sprites = Sprites("E:\Programming\Python\mygame\Xeonsheet.bmp") #Right side sprites image = sprites.get_image(17, 5, 45, 71) color_switch = image.get_at((0, 0)) image.set_colorkey(color_switch) self.walking_frames_r.append(image) image = sprites.get_image(25, 170, 45, 71) #59,66 color_switch = image.get_at((2, 2)) image.set_colorkey(color_switch) self.walking_frames_r.append(image) image = sprites.get_image(103, 170, 45, 72) #59,66 color_switch = image.get_at((2, 2)) image.set_colorkey(color_switch) self.walking_frames_r.append(image) # Left side sprites image = sprites.get_image(17, 5, 45, 72) image.set_colorkey(color_switch) image = pygame.transform.flip(image, True, False) self.walking_frames_l.append(image) image = sprites.get_image(25, 170, 55, 71) # 59,66 color_switch = image.get_at((2, 2)) image.set_colorkey(color_switch) image = pygame.transform.flip(image, True, False) self.walking_frames_l.append(image) image = sprites.get_image(103, 170, 55, 72) # 59,66 color_switch = image.get_at((2, 2)) image.set_colorkey(color_switch) image = pygame.transform.flip(image, True, False) self.walking_frames_l.append(image) # Arxiko sprite self.image = self.walking_frames_r[0] self.rect = self.image.get_rect()
def __init__(self, game): Entity.__init__(self) # Create Player Sprite self.image = pygame.Surface((300, 200), pygame.SRCALPHA) self.rect = pygame.Rect(0, 0, 300, 200) self.game = game self.game.playerentity.add(self) # Set Player Velocities self.xvel = 0 self.yvel = 0 # Set Player Offsets (might be implemented later) #self.xoffset = -128 #self.yoffset = 0 # Counters (might be used later on) self.walkcounter = 0 self.standcounter = 0 self.attackcounter = 0 self.takedamagecounter = 0 # States #self.collideright = False self.onGround = False self.airborne = True self.takingdamage = False self.attacking = False self.moving = False self.faceright = True self.won = False self.quit = False # Create Player Detectable Area # to be implemented # Jump sprites ( jump_frame_up is used when the player takes off, and jump_frame_down when the effects of gravity are taking place ) sprites = Sprites("j1.png") image = sprites.get_image(0, 0, 65, 75) self.jump_frame_up_r.append(image) image = pygame.transform.flip(image, True, False) self.jump_frame_up_l.append(image) sprites = Sprites("j2.png") image = sprites.get_image(0, 0, 65, 75) self.jump_frame_up_r.append(image) image = pygame.transform.flip(image, True, False) self.jump_frame_up_l.append(image) sprites = Sprites("j3.png") image = sprites.get_image(0, 0, 65, 84) self.jump_frame_down_r.append(image) image = pygame.transform.flip(image, True, False) self.jump_frame_down_l.append(image) sprites = Sprites("j4.png") image = sprites.get_image(0, 0, 65, 84) self.jump_frame_down_r.append(image) image = pygame.transform.flip(image, True, False) self.jump_frame_down_l.append(image) #Walking Sprites sprites = Sprites("w1.png") image = sprites.get_image(0, 0, 60, 70) self.walking_frames_r.append(image) image = pygame.transform.flip(image, True, False) self.walking_frames_l.append(image) sprites = Sprites("w2.png") image = sprites.get_image(0, 0, 60, 70) self.walking_frames_r.append(image) image = pygame.transform.flip(image, True, False) self.walking_frames_l.append(image) sprites = Sprites("w3.png") image = sprites.get_image(0, 0, 60, 70) self.walking_frames_r.append(image) image = pygame.transform.flip(image, True, False) self.walking_frames_l.append(image) sprites = Sprites("w4.png") image = sprites.get_image(0, 0, 60, 70) self.walking_frames_r.append(image) image = pygame.transform.flip(image, True, False) self.walking_frames_l.append(image) # Shooting Sprites sprites = Sprites("shoot1.png") image = sprites.get_image(0, 0, 65, 70) self.attack_frames_R.append(image) image = pygame.transform.flip(image, True, False) self.attack_frames_L.append(image) sprites = Sprites("shoot2.png") image = sprites.get_image(0, 0, 65, 70) self.attack_frames_R.append(image) image = pygame.transform.flip(image, True, False) self.attack_frames_L.append(image) sprites = Sprites("shoot3.png") image = sprites.get_image(0, 0, 65, 70) self.attack_frames_R.append(image) image = pygame.transform.flip(image, True, False) self.attack_frames_L.append(image) sprites = Sprites("shoot4.png") image = sprites.get_image(0, 0, 65, 70) self.attack_frames_R.append(image) image = pygame.transform.flip(image, True, False) self.attack_frames_L.append(image) # Death Sprite sprites = Sprites("idle1.png") image = sprites.get_image(0, 0, 95, 91) self.death_frame = image # Idle Frames sprites = Sprites("idle1.png") image = sprites.get_image(0, 0, 55, 70) self.idle_frames_r.append(image) image = pygame.transform.flip(image, True, False) self.idle_frames_l.append(image) sprites = Sprites("idle2.png") image = sprites.get_image(0, 0, 55, 70) self.idle_frames_r.append(image) image = pygame.transform.flip(image, True, False) self.idle_frames_l.append(image) sprites = Sprites("idle3.png") image = sprites.get_image(0, 0, 55, 70) self.idle_frames_r.append(image) image = pygame.transform.flip(image, True, False) self.idle_frames_l.append(image) sprites = Sprites("flash.png") image = sprites.get_image(0, 0, 95, 91) self.flash_frame = image sprites = Sprites("hurt.png") self.hurt_frame_r = image image = pygame.transform.flip(image, True, False) self.hurt_frame_l = image # Arxiko sprite if self.faceright == True: self.image = self.idle_frames_r[0] else: self.image = self.idle_frames_l[0] self.rect = self.image.get_rect()
def __init__(self): pygame.sprite.Sprite.__init__(self) #Jump sprites ( Left and Right side ) sprites = Sprites("jump_001.png") image = sprites.get_image(0, 0, 101, 109) color_switch = image.get_at((0, 0)) image.set_colorkey(color_switch) self.jump_frame_r = image image = pygame.transform.flip(image, True, False) self.jump_frame_l = image ################################################## #Right+Left side walking sprites sprites = Sprites("walk_000.png") image = sprites.get_image(0, 0, 105, 95) color_switch = image.get_at((0, 0)) image.set_colorkey(color_switch) self.walking_frames_r.append(image) image = pygame.transform.flip(image, True, False) self.walking_frames_l.append(image) sprites = Sprites("walk_001.png") image = sprites.get_image(0, 0, 105, 95) color_switch = image.get_at((0, 0)) image.set_colorkey(color_switch) self.walking_frames_r.append(image) image = pygame.transform.flip(image, True, False) self.walking_frames_l.append(image) sprites = Sprites("walk_002.png") image = sprites.get_image(0, 0, 105, 95) color_switch = image.get_at((0, 0)) image.set_colorkey(color_switch) self.walking_frames_r.append(image) image = pygame.transform.flip(image, True, False) self.walking_frames_l.append(image) sprites = Sprites("walk_003.png") image = sprites.get_image(0, 0, 105, 95) color_switch = image.get_at((0, 0)) image.set_colorkey(color_switch) self.walking_frames_r.append(image) image = pygame.transform.flip(image, True, False) self.walking_frames_l.append(image) sprites = Sprites("walk_004.png") image = sprites.get_image(0, 0, 105, 95) color_switch = image.get_at((0, 0)) image.set_colorkey(color_switch) self.walking_frames_r.append(image) image = pygame.transform.flip(image, True, False) self.walking_frames_l.append(image) #Death Sprite sprites = Sprites("die_004.png") image = sprites.get_image(0, 0, 95, 91) color_switch = image.get_at((0, 0)) image.set_colorkey(color_switch) self.death_frame = image sprites = Sprites("idle_000.png") image = sprites.get_image(0, 0, 95, 91) color_switch = image.get_at((0, 0)) image.set_colorkey(color_switch) self.idle_frame_r = image image = pygame.transform.flip(image, True, False) self.walking_frames_l.append(image) sprites = Sprites("flash.png") image = sprites.get_image(0, 0, 95, 91) color_switch = image.get_at((0, 0)) image.set_colorkey(color_switch) self.flash_frame = image sprites = Sprites("hurt1.png") image = sprites.get_image(0, 0, 125, 91) color_switch = image.get_at((0, 0)) image.set_colorkey(color_switch) self.hurt_frame_r = image image = pygame.transform.flip(image, True, False) self.hurt_frame_l = image # Arxiko sprite if self.direction == "R": self.image = self.walking_frames_r[0] else: self.image = self.walking_frames_l[0] self.rect = self.image.get_rect()