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
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:]}
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)
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
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
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))
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)
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
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)), ]
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)
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()
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)
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)
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)
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
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)
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
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)
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))
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
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
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()
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)
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
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'
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)
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
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
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
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)