def __init__(self, position):
     
     pygame.sprite.Sprite.__init__(self, self.groups)
     self.explosion_images = load_sliced_sprites(50, 50, os.path.join('Resources','Images','Animations','explosiontileset.png'))
     for image in self.explosion_images:
             image.set_colorkey(image.get_at((0, 0))) # issues here suppost to make transparent
     self.frame = 0 # starting image
     self.image = self.explosion_images[self.frame] # use frame to get correct image
     self.rect = self.image.get_rect()
     self.NEW_IMAGE = 3 # time between images
     self.new_image = self.NEW_IMAGE # so we can reset the timer
     self.rect.center = position # center = position that was recieved when we called this 
def enemy_stats(enemy_type, which_stats):

    #stores all of the info for the enemies!@!$!@$#^&
    stats = []
    images = []
    base_life = 0 # we need to send SOMETHING to the wave info in HUDs
    
    if enemy_type == 'basic':
        images.append(pygame.image.load(os.path.join('Resources','Images','Sprites','Enemies','basic.png')).convert())
        base_life = 4
        speed = 2.5
        reward = 10
        wave_ammount = 10 # ammount of enemies per wave

    if enemy_type == 'fast':
        images.append(pygame.image.load(os.path.join('Resources','Images','Sprites','Enemies','fast.png')).convert())
        base_life = 3
        speed = 3.5
        reward = 10
        wave_ammount = 10
        
    if enemy_type == 'slow':
        images.append(pygame.image.load(os.path.join('Resources','Images','Sprites','Enemies','slow.png')).convert())
        base_life = 8
        speed = 1.3
        reward = 10
        wave_ammount = 10


    if enemy_type == 'boss':
        images.append(pygame.image.load(os.path.join('Resources','Images','Sprites','Enemies','boss.png')).convert())
        base_life = 85
        speed = 1.0
        reward = 100
        wave_ammount = 1

    if enemy_type == 'zombie':
        images = load_sliced_sprites(30, 30, os.path.join('Resources','Images','Sprites','Enemies','zombie tile set.png'))
        base_life = 200
        speed = 0.7
        reward = 200
        wave_ammount = 1

    if which_stats == 'all_stats':
        stats.extend([images, base_life, speed, reward])
        return stats

    if which_stats == 'life':
        return base_life

    if which_stats == 'wave_stats':
        return wave_ammount
    def __init__(self, position):

        pygame.sprite.Sprite.__init__(self, self.groups)
        self.explosion_images = load_sliced_sprites(
            50, 50,
            os.path.join('Resources', 'Images', 'Animations',
                         'explosiontileset.png'))
        for image in self.explosion_images:
            image.set_colorkey(image.get_at(
                (0, 0)))  # issues here suppost to make transparent
        self.frame = 0  # starting image
        self.image = self.explosion_images[
            self.frame]  # use frame to get correct image
        self.rect = self.image.get_rect()
        self.NEW_IMAGE = 3  # time between images
        self.new_image = self.NEW_IMAGE  # so we can reset the timer
        self.rect.center = position  # center = position that was recieved when we called this
Example #4
0
def enemy_stats(enemy_type):
    stats = {'base_life': 0}

    if enemy_type == 'basic':
        stats['image'] = pygame.image.load(
            os.path.join('Resources', 'Images', 'Sprites', 'Enemies', 'basic.png')).convert()
        stats['base_life'] = 4
        stats['speed'] = 2.5
        stats['reward'] = 10
        stats['wave_ammount'] = 10 # ammount of enemies per wave

    if enemy_type == 'fast':
        stats['image'] = pygame.image.load(
            os.path.join('Resources', 'Images', 'Sprites', 'Enemies', 'fast.png')).convert()
        stats['base_life'] = 3
        stats['speed'] = 3.5
        stats['reward'] = 10
        stats['wave_ammount'] = 10

    if enemy_type == 'slow':
        stats['image'] = pygame.image.load(
            os.path.join('Resources', 'Images', 'Sprites', 'Enemies', 'slow.png')).convert()
        stats['base_life'] = 8
        stats['speed'] = 1.3
        stats['reward'] = 10
        stats['wave_ammount'] = 10

    if enemy_type == 'boss':
        stats['image'] = pygame.image.load(
            os.path.join('Resources', 'Images', 'Sprites', 'Enemies', 'boss.png')).convert()
        stats['base_life'] = 100
        stats['speed'] = 1.0
        stats['reward'] = 100
        stats['wave_ammount'] = 1

    if enemy_type == 'zombie':
        stats['image'] = load_sliced_sprites(30, 30, os.path.join('Resources', 'Images', 'Sprites', 'Enemies',
                                                                  'zombie tile set.png'))
        stats['base_life'] = 200
        stats['speed'] = 0.7
        stats['reward'] = 200
        stats['wave_ammount'] = 1

    return stats