Ejemplo n.º 1
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    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()
Ejemplo n.º 2
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    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()
Ejemplo n.º 3
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    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()
Ejemplo n.º 4
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    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()
Ejemplo n.º 5
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    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()
Ejemplo n.º 6
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    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)
Ejemplo n.º 7
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    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()
Ejemplo n.º 8
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    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()
Ejemplo n.º 10
0
    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()
Ejemplo n.º 11
0
    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()