Ejemplo n.º 1
0
 def __init__(self):
     # X and Y start position
     self.posX = 3.0
     self.posY = 10.0 
     # Initial direction vector
     self.dirX = -1.0
     self.dirY = 0.0 
     # The 2d raycaster version of camera plane
     self.planeX = 0.0
     self.planeY = 0.66
     self.textures = []
     self.sprites = {}
     # Load some textures and sprites into Spritesheet instances
     self.textures.append(SpriteSheet("assets/eagle.png")) #1
     self.textures.append(SpriteSheet("assets/redbrick.png")) #2
     self.textures.append(SpriteSheet("assets/purplestone.png")) #3
     self.textures.append(SpriteSheet("assets/greystone.png")) #4
     self.textures.append(SpriteSheet("assets/bluestone.png")) #5
     self.textures.append(SpriteSheet("assets/mossy.png")) #6
     self.textures.append(SpriteSheet("assets/wood.png")) #7
     self.textures.append(SpriteSheet("assets/colorstone.png")) #8
     self.projectile_image = SpriteSheet("assets/projectile.png")
     self.player_image = SpriteSheet("assets/player.png")
     # Load static floor image
     self.floor_img = pygame.image.load("assets/floor.png").convert()
     
     self.minimap = Minimap(5)
     self.font = pygame.font.Font('freesansbold.ttf', 10)
     self.font_large = pygame.font.Font('freesansbold.ttf', 26)
     self.time = 0 # time of current frame
     self.oldTime = 0 #time of previous frame
     self.frameTime = 0.0
     self.my_id = -1
     self.sprites[self.my_id] = []
     self.shoot = False
     self.is_connected = False
     self.done = False
     self.game_map = c.game_map
     self.show_scoreboard = False
     self.scoreboard = Scoreboard()
     self.message = ""
     self.old_message_time = 0
     self.message_time = 0
     self.scoreboard_data = {}
     self.zBuffer = []
     self.show_cursor = False
Ejemplo n.º 2
0
	def _load_images(self):

		start_rect1, start_rect2 = (0, 0, 48, 32), (0, 0, 32, 32) 

		fly_images = SpriteSheet(f"{self.directory}\\{self.filename1}").load_grid(start_rect1, 3, 2, -1)

		idle_images = SpriteSheet(f"{self.directory}\\{self.filename2}").load_grid(start_rect2, 4, 2, -1)

		if self.reverse:

			fly_images = [pygame.transform.flip(image, True, False) for image in fly_images]

			idle_images = [pygame.transform.flip(image, True, False) for image in idle_images] 

		self.images["none"] = {"idle": idle_images[0:4], "flying" : fly_images[0:3]}

		self.images["gold"] = {"idle" : idle_images[4:], "flying" : fly_images[3:]}
Ejemplo n.º 3
0
    def __init__(self, screen):
        self.walk_right = []
        self.walk_left = []

        # load right-facing images
        sprite_sheet = SpriteSheet("Images/marios.png")
        image = pygame.transform.scale(sprite_sheet.get_image(210, 52, 16, 32),
                                       (32, 64))
        self.walk_right.append(image)
        image = pygame.transform.scale(sprite_sheet.get_image(240, 52, 16, 32),
                                       (32, 64))
        self.walk_right.append(image)
        image = pygame.transform.scale(sprite_sheet.get_image(270, 52, 16, 32),
                                       (32, 64))
        self.walk_right.append(image)
        image = pygame.transform.scale(sprite_sheet.get_image(300, 52, 16, 32),
                                       (32, 64))
        self.walk_right.append(image)
        # jump image walk_right[-2]
        image = pygame.transform.scale(sprite_sheet.get_image(360, 52, 16, 32),
                                       (32, 64))
        self.walk_right.append(image)
        # crouch image walk_right[-1]
        image = pygame.transform.scale(sprite_sheet.get_image(390, 52, 16, 27),
                                       (32, 54))
        self.walk_right.append(image)

        # load left-facing images
        image = pygame.transform.flip(
            pygame.transform.scale(sprite_sheet.get_image(210, 52, 16, 32),
                                   (32, 64)), True, False)
        self.walk_left.append(image)
        image = pygame.transform.flip(
            pygame.transform.scale(sprite_sheet.get_image(240, 52, 16, 32),
                                   (32, 64)), True, False)
        self.walk_left.append(image)
        image = pygame.transform.flip(
            pygame.transform.scale(sprite_sheet.get_image(270, 52, 16, 32),
                                   (32, 64)), True, False)
        self.walk_left.append(image)
        image = pygame.transform.flip(
            pygame.transform.scale(sprite_sheet.get_image(300, 52, 16, 32),
                                   (32, 64)), True, False)
        self.walk_left.append(image)
        # jump image walk_left[-2]
        image = pygame.transform.flip(
            pygame.transform.scale(sprite_sheet.get_image(360, 52, 16, 32),
                                   (32, 64)), True, False)
        self.walk_left.append(image)
        # crouch image walk_right[-1]
        image = pygame.transform.flip(
            pygame.transform.scale(sprite_sheet.get_image(390, 52, 16, 27),
                                   (32, 54)), True, False)
        self.walk_left.append(image)

        super().__init__(screen=screen,
                         walk_right=self.walk_right,
                         walk_left=self.walk_left)
Ejemplo n.º 4
0
    def __init__(self, x_pos, y_pos, sheet_data, sheetname):
        super().__init__()
        items_sheet = SpriteSheet(sheetname)
        self.image = items_sheet.get_image(sheet_data[0], sheet_data[1],
                                           sheet_data[2], sheet_data[3])

        self.rect = self.image.get_rect()
        self.rect.x = x_pos
        self.rect.y = y_pos
Ejemplo n.º 5
0
def load_spritesheet_from_image(imagepath):
    print("load_spritesheet_from_image()")
    spritesheet = SpriteSheet(imagepath)
    images = []
    images.append(spritesheet.get_image(0, 0, 32, 32).convert())
    images.append(spritesheet.get_image(32, 0, 32, 32).convert())
    images.append(spritesheet.get_image(64, 0, 32, 32).convert())
    images.append(spritesheet.get_image(96, 0, 32, 32).convert())
    return images
Ejemplo n.º 6
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 def __init__(self, drop_location_x, drop_location_y):
     self.drop_location_x = drop_location_x
     self.drop_location_y = drop_location_y
     self.IsJump = False
     self.jump_count = 3
     self.jump_count_implemented = self.jump_count
     self.walk_count = 0
     self.activation_time = 0
     self.frames_per_sprite = 3
     self.belongtobao = True
     self.sprites = SpriteSheet("PyGame Pictures\\dino3.png",
                                columns=5,
                                rows=1,
                                colour_key=Color(0, 0, 0))
     self.sprites_duck = SpriteSheet("PyGame Pictures\\dino-duck3.png",
                                     columns=2,
                                     rows=1,
                                     colour_key=Color(0, 0, 0))
Ejemplo n.º 7
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 def __init__(self, sheet_path, frame_change, rects, sprite_id):
     super(AnimatedSprite, self).__init__()
     sheet = SpriteSheet(sheet_path)
     self.surfs = sheet.images_at(rects, graphics.TRANSPARENT)
     self.walk_count = 0
     self.frame_change = frame_change
     self.frame_count = 0
     self.sprite_id = sprite_id
     self.sprite_count = len(self.surfs)
Ejemplo n.º 8
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    def __init__(self, quoteManager):
        self.quoteManager = quoteManager

        self.idleAnim = Animation(SpriteSheet(PLAYER_IDLE_PATH, 19, 26), 4,
                                  0.5)
        self.walkAnim = Animation(SpriteSheet(PLAYER_WALK_PATH, 19, 26), 9,
                                  0.25)
        self.runAnim = Animation(SpriteSheet(PLAYER_RUN_PATH, 19, 26), 5, 0.1)

        self.anims = [self.idleAnim, self.walkAnim, self.runAnim]
        self.currentAnim = 0

        # Get the width and height from the SpriteSheet
        self.width = self.idleAnim.sheet.tw
        self.height = self.idleAnim.sheet.th

        self.prevPos = 0
        self.pos = 0
Ejemplo n.º 9
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 def __init__(self, name, start_x, start_y):
     self.name = name
     if self.name == 'zander':
         self.step = 15
     if self.name == 'ghost':
         self.step = 6
     if self.name == 'geoff':
         self.step = 15
     if self.name == 'cat1':
         self.step = 10
     if self.name == 'cat2':
         self.step = 7
     # ^ these should be passed in to the constuctor
     self.x = start_x
     self.y = start_y
     spritesheet = SpriteSheet('characters/' + name + '.png')
     self.down = [
         pygame.transform.scale(spritesheet.image_at((0, 0, 32, 32), -1),
                                (64, 64)),
         pygame.transform.scale(spritesheet.image_at((32, 0, 32, 32), -1),
                                (64, 64)),
         pygame.transform.scale(spritesheet.image_at((64, 0, 32, 32), -1),
                                (64, 64)),
         pygame.transform.scale(spritesheet.image_at((32, 0, 32, 32), -1),
                                (64, 64)),
     ]
     self.left = [
         pygame.transform.scale(spritesheet.image_at((0, 32, 32, 32), -1),
                                (64, 64)),
         pygame.transform.scale(spritesheet.image_at((32, 32, 32, 32), -1),
                                (64, 64)),
         pygame.transform.scale(spritesheet.image_at((64, 32, 32, 32), -1),
                                (64, 64)),
         pygame.transform.scale(spritesheet.image_at((32, 32, 32, 32), -1),
                                (64, 64)),
     ]
     self.right = [
         pygame.transform.scale(spritesheet.image_at((0, 64, 32, 32), -1),
                                (64, 64)),
         pygame.transform.scale(spritesheet.image_at((32, 64, 32, 32), -1),
                                (64, 64)),
         pygame.transform.scale(spritesheet.image_at((64, 64, 32, 32), -1),
                                (64, 64)),
         pygame.transform.scale(spritesheet.image_at((32, 64, 32, 32), -1),
                                (64, 64)),
     ]
     self.up = [
         pygame.transform.scale(spritesheet.image_at((0, 96, 32, 32), -1),
                                (64, 64)),
         pygame.transform.scale(spritesheet.image_at((32, 96, 32, 32), -1),
                                (64, 64)),
         pygame.transform.scale(spritesheet.image_at((64, 96, 32, 32), -1),
                                (64, 64)),
         pygame.transform.scale(spritesheet.image_at((32, 96, 32, 32), -1),
                                (64, 64)),
     ]
Ejemplo n.º 10
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 def __init__(self, screen):
     sprite_sheet = SpriteSheet("Images/enemies.png")
     self.under_piranha = []
     imagePop = pygame.transform.scale(
         sprite_sheet.get_image(390, 60, 19, 25), (32, 32))
     self.under_piranha.append(imagePop)
     imagePop = pygame.transform.scale(
         sprite_sheet.get_image(420, 60, 19, 25), (32, 32))
     self.under_piranha.append(imagePop)
     super().__init__(screen=screen, pop_list=self.under_piranha)
Ejemplo n.º 11
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 def animate(self):
     self.acc.x += self.game.ACC
     self.num_anim = 4
     image_path = os.path.join('bin', 'resources', 'creatures',
                               f'mom_walking_transparent.png')
     self.player_ss = SpriteSheet(image_path)
     rect = (0, 0, 130, 150)
     self.player_frames = self.player_ss.load_strip(rect, self.num_anim)
     self.image = self.player_frames[int(self.creature_state)]
     self.rect = self.surf.get_rect()
Ejemplo n.º 12
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    def __init__(self, screen):
        """Initialize the main character"""
        self.screen = screen
        self.image = pygame.image.load('sprites/chronotrigger2.png')
        self.rect = self.image.get_rect()
        self.screen_rect = screen.get_rect()

        self.rect.centerx = self.screen_rect.centerx
        self.rect.centery = self.screen_rect.centery

        self.sprite_sheet = SpriteSheet("sprites/chronotrigger2.png", 4, 4)
Ejemplo n.º 13
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    def __init__(self, player, image, duration):
        self.player = player
        self.y = self._rows[(0, 1)]
    
        spritesheet = SpriteSheet(image, (3, 8))
        frames = [ (duration, 0),
                   (duration, 1),
                   (duration, 2),
                   (duration, 1) ]

        Animation.__init__(self, spritesheet, frames)
Ejemplo n.º 14
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    def __init__(self, screen):
        # list to hold all walking animations for right and left
        self.walk_right = []
        self.walk_left = []

        # load right-facing images
        sprite_sheet = SpriteSheet("Images/mario.png")
        image = pygame.transform.scale(sprite_sheet.get_image(210, 0, 15, 16),
                                       (32, 32))
        self.walk_right.append(image)
        image = pygame.transform.scale(sprite_sheet.get_image(240, 0, 15, 16),
                                       (32, 32))
        self.walk_right.append(image)
        image = pygame.transform.scale(sprite_sheet.get_image(270, 0, 15, 16),
                                       (32, 32))
        self.walk_right.append(image)
        image = pygame.transform.scale(sprite_sheet.get_image(300, 0, 15, 16),
                                       (32, 32))
        self.walk_right.append(image)
        image = pygame.transform.scale(sprite_sheet.get_image(360, 0, 15, 16),
                                       (32, 32))  # jump
        self.walk_right.append(image)
        image = pygame.transform.scale(sprite_sheet.get_image(390, 16, 15, 14),
                                       (32, 32))  # dead
        self.walk_right.append(image)

        # load left-facing images
        image = pygame.transform.flip(
            pygame.transform.scale(sprite_sheet.get_image(210, 0, 15, 17),
                                   (32, 32)), True, False)
        self.walk_left.append(image)
        image = pygame.transform.flip(
            pygame.transform.scale(sprite_sheet.get_image(240, 0, 15, 17),
                                   (32, 32)), True, False)
        self.walk_left.append(image)
        image = pygame.transform.flip(
            pygame.transform.scale(sprite_sheet.get_image(270, 0, 15, 17),
                                   (32, 32)), True, False)
        self.walk_left.append(image)
        image = pygame.transform.flip(
            pygame.transform.scale(sprite_sheet.get_image(300, 0, 15, 17),
                                   (32, 32)), True, False)
        self.walk_left.append(image)
        image = pygame.transform.flip(
            pygame.transform.scale(sprite_sheet.get_image(360, 0, 15, 17),
                                   (32, 32)), True, False)
        self.walk_left.append(image)
        image = pygame.transform.scale(sprite_sheet.get_image(390, 16, 15, 14),
                                       (32, 32))  # dead
        self.walk_left.append(image)

        super().__init__(screen=screen,
                         walk_right=self.walk_right,
                         walk_left=self.walk_left)
Ejemplo n.º 15
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    def __init__(self, x, y, platformSprites):
        Enemy.__init__(self, x, y, platformSprites)
        self.spMoveLeft = []
        self.spMoveRight = []

        self.spMoveLeftLoc = [{
            'x': 0,
            'y': 0,
            'wid': 31,
            'hei': 45,
            'flip': False
        }, {
            'x': 33,
            'y': 0,
            'wid': 30,
            'hei': 45,
            'flip': False
        }, {
            'x': 64,
            'y': 0,
            'wid': 31,
            'hei': 45,
            'flip': False
        }]

        self.spMoveRightLoc = [{
            'x': 0,
            'y': 0,
            'wid': 31,
            'hei': 45,
            'flip': True
        }, {
            'x': 33,
            'y': 0,
            'wid': 30,
            'hei': 45,
            'flip': True
        }, {
            'x': 64,
            'y': 0,
            'wid': 31,
            'hei': 45,
            'flip': True
        }]

        sheet = SpriteSheet('data\sprites\zombie.gif')
        self.spMoveLeft = sheet.getSet(self.spMoveLeftLoc)
        self.spMoveRight = sheet.getSet(self.spMoveRightLoc)

        self.image = self.spMoveLeft[0]
        self.rect = self.image.get_rect()
        self.rect.x = x
        self.rect.y = y
Ejemplo n.º 16
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 def __init__(self,screen):
     self.animation = []
     sprite_sheet = SpriteSheet("Images/items.png")
     self.image = pygame.transform.scale(sprite_sheet.get_image(128, 95, 8, 14), (16, 28))
     self.animation.append(self.image)
     self.image = pygame.transform.scale(sprite_sheet.get_image(160, 95, 4, 14), (8, 28))
     self.animation.append(self.image)
     self.image = pygame.transform.scale(sprite_sheet.get_image(191, 95, 1, 14), (2, 28))
     self.animation.append(self.image)
     self.image = pygame.transform.scale(sprite_sheet.get_image(220, 95, 4, 14), (8, 28))
     self.animation.append(self.image)
     super().__init__(screen=screen, animation=self.animation)
Ejemplo n.º 17
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 def animate(self):
     self.num_anim = 10
     image_path = os.path.join('bin', 'resources', 'creatures',
                               f'stork_flying_right.png')
     self.player_ss = SpriteSheet(image_path)
     rect = (0, 0, 200, 180)
     self.player_frames = self.player_ss.load_strip(rect,
                                                    self.num_anim,
                                                    colorkey=(255, 255,
                                                              255))
     self.image = self.player_frames[int(
         self.creature_state)]  # Updates rect
Ejemplo n.º 18
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 def __init__(self,screen):
     self.animation = []
     sprite_sheet = SpriteSheet("Images/items.png")
     self.image = pygame.transform.scale(sprite_sheet.get_image(4, 64, 20, 16), (32, 32))
     self.animation.append(self.image)
     self.image = pygame.transform.scale(sprite_sheet.get_image(34, 64, 20, 16), (32, 32))
     self.animation.append(self.image)
     self.image = pygame.transform.scale(sprite_sheet.get_image(64, 64, 20, 16), (32, 32))
     self.animation.append(self.image)
     self.image = pygame.transform.scale(sprite_sheet.get_image(94, 64, 20, 16), (32, 32))
     self.animation.append(self.image)
     super().__init__(screen=screen, animation=self.animation)
Ejemplo n.º 19
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 def load_images(self):
     img_x = 0
     img_y = 0
     bullet_sheet = SpriteSheet("assets/fire_spritesheet.png")
     for i in range(2):
         for j in range(10):
             self.images.append(bullet_sheet.get_image(
                 img_x, img_y, 16, 16))
         img_x += 16
     for i in range(20):
         self.images[i] = pygame.transform.smoothscale(
             self.images[i], (8, 8))
Ejemplo n.º 20
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    def __init__(self, center=None):
        pygame.sprite.Sprite.__init__(self)
        img = SpriteSheet(os.path.join(env.img_folder, 'flower.png'))
        self.image = pygame.transform.scale(img.image_at(
            (5 * 32, 0, 32, 32)), (self.width, self.height)).convert_alpha()
        self.rect = self.image.get_rect()

        if center is None:
            center = (random.randint(self.width // 2,
                                     env.WIDTH - self.width // 2),
                      random.randint(self.height // 2,
                                     env.HEIGHT - self.height // 2))
        self.rect.center = center
Ejemplo n.º 21
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 def load_images(self):
     img_x = 0
     img_y = 0
     player_sheet = SpriteSheet("assets/player_spritesheet.png")
     player_walk = SpriteSheet("assets/player_walk.png")
     player_left = SpriteSheet("assets/player_left.png")
     player_walk_left = SpriteSheet("assets/player_walk_left.png")
     for i in range(10):
         for j in range(6):
             self.idle_right.append(
                 player_sheet.get_image(img_x, img_y, 50, 37))
             self.idle_left.append(
                 player_left.get_image(img_x, img_y, 50, 37))
         img_x += 50
     img_x = 0
     for i in range(8):
         for j in range(6):
             self.right_walk.append(
                 player_walk.get_image(img_x, img_y, 50, 37))
             self.left_walk.append(
                 player_walk_left.get_image(img_x, img_y, 50, 37))
         img_x += 50
Ejemplo n.º 22
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 def __init__(self, x, y, hp):
     super(HPBar, self).__init__()
     self.setBar(hp)
     self.x = x
     self.y = y
     if not HPBar.spriteSheet:
         HPBar.spriteSheet = SpriteSheet("res/img/hpbar.png")
     self.__hpframe = HPBar.spriteSheet.getFrame(0, 0, 78, 36)
     self.__rect = self.__hpframe.get_rect()
     self.__bar = HPBar.spriteSheet.getFrame(79, 9, 10, 18)
     self.__barRect = self.__bar.get_rect()
     self.__animTimer = pygame.time.get_ticks()
     self.reset()
Ejemplo n.º 23
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 def __init__(self, screen):
     sprite_sheet = SpriteSheet("images/enemies.png")
     self.goombas = []
     image = pygame.transform.scale(sprite_sheet.get_image(0, 4, 16, 16),
                                    (32, 32))
     self.goombas.append(image)
     image = pygame.transform.scale(sprite_sheet.get_image(30, 4, 16, 16),
                                    (32, 32))
     self.goombas.append(image)
     # next image for squished goomba
     """image = pygame.transform.scale(sprite_sheet.get_image(60, 5, 16, 16), (30, 30))
     self.goombas.append(image)"""
     super().__init__(screen=screen, walk_list=self.goombas)
Ejemplo n.º 24
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 def __init__(self, x, y, right):
     pygame.sprite.Sprite.__init__(self)
     self.right = right
     if self.right:
         self.dx = 10
     else:
         self.dx = -10
     sheet = SpriteSheet('data\sprites\skeleton.png')
     self.spArrow = sheet.getSprite(260, 23, 43, 8, not right)
     self.image = self.spArrow
     self.rect = self.image.get_rect()
     self.rect.x = x
     self.rect.y = y
Ejemplo n.º 25
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 def __init__(self, screen):
     super().__init__()
     self.screen = screen
     self.sheet = SpriteSheet('images/enemies.png')
     self.images = []
     self.frame = 0
     self.timer = 0
     self.death_timer = 0
     self.animate_timer = 0
     self.duration = 120
     self.dir = -1
     self.gravity = 1.5
     self.state = 'normal'
Ejemplo n.º 26
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    def __init__(self, image, rows, image_count, size):

        self.start_rect = (0, 0, size, size)

        self.blit_rect = None

        self.blit_counter = 0

        self.blit_interval = 2

        self.spritesheet = SpriteSheet(image)

        self.images = self.spritesheet.load_grid(self.start_rect, rows,
                                                 image_count, -1)
Ejemplo n.º 27
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 def __init__(self,x,y):
     self.deadDuck = SpriteSheet("dead_duck.png")
     self.frames = []
     self.image = self.deadDuck.get_image(85,0,40,70)
     self.frames.append(self.image)
     self.image = self.deadDuck.get_image(125,0,40,70)
     self.frames.append(self.image)
     self.image = self.deadDuck.get_image(165, 0, 40, 70)
     self.frames.append(self.image)
     self.image = self.deadDuck.get_image(0,0,70,70)
     self.rect = self.image.get_rect()
     self.rect.x = x
     self.rect.y = y
     self.change = 8
Ejemplo n.º 28
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 def __init__(self):
     pygame.init()
     self.screen = pygame.display.set_mode(SCREENSIZE, 0, 32)
     self.background = None
     self.set_background()
     self.clock = pygame.time.Clock()
     self.score = 0
     self.font = pygame.font.SysFont("arial", 20)
     self.lives = 5
     self.fruit = None
     self.pelletsEaten = 0
     self.sheet = SpriteSheet()
     self.cur_song = 2
     self.data_driver = MongoDriver("1")
     self.level = 1
Ejemplo n.º 29
0
    def __init__(self, screen, x, y, sprite_path, 
            cols, rows, cell_number, handle=0, rot_angle=0):
        super().__init__(screen, x, y)
        self.sprite_path = sprite_path
        self.handle = handle
        self.cell_number = cell_number

        # load spritesheet
        self.sprite_sheet = SpriteSheet(
            sprite_path,
            cols, rows, rot_angle)

        # sprite width and height
        self.width = self.sprite_sheet.cellWidth
        self.height = self.sprite_sheet.cellHeight
Ejemplo n.º 30
0
    def __init__(self):
        # Call the parent's constructor
        pygame.sprite.Sprite.__init__(self)

        sprite_sheet = SpriteSheet("coin.png")

        for i in xrange(0, 5):
            self.images.append(
                sprite_sheet.get_image(i * constants.BLOCK_SIZE, 0,
                                       constants.BLOCK_SIZE,
                                       constants.BLOCK_SIZE))

        self.image = self.images[0]
        self.rect = self.image.get_rect()
        self.rect.x = constants.BLOCK_SIZE * (constants.BLOCK_WIDTH / 2.0 - .5)