def __init__(self, loaderTile, surface, xIndex, yIndex, layer): ''' Constructor ''' GameTile.__init__(self, loaderTile, surface, xIndex, yIndex, layer) # ghetto add config from editor # note only Y is used if self.properties.has_key('velocity') and self.properties['velocity'].strip(): self.BounceVelocity = Vector((0, int(self.properties['velocity']))) else: self.BounceVelocity = Vector((0, -850)) # tile test animation """ anim = Animation('../resources/tiles/tile_arrow_anim.png', pygame.Rect(0, 0, 32, 32), 3, 9, -1, None, True) self._animations['up'] = anim self._drawOffsets[anim] = Vector((0, 0)) anim2 = Animation('../resources/tiles/tile_arrow_anim.png', pygame.Rect(0, 0, 32, 32), 3, 0, 0, None, True) self._animations['bounce'] = anim2 self._drawOffsets[anim2] = Vector((0, 0)) """ self._sounds['bounce'] = Sound('../content/sounds/boing.ogg', Constants.GameConstants.SOUND_VOLUME)
def __init__(self, loaderTile, surface, xIndex, yIndex, layer): ''' Constructor ''' GameTile.__init__(self, loaderTile, surface, xIndex, yIndex, layer) #sheetPath, frameRect, totalFrames, frameDelay=0, holdFrame=-1, colorKey=None, alpha=False # sheet path, frame size, total frames, frame delay, hold frame, key color sheetPath = os.path.realpath(os.path.join(self.Layer.Map.FilePath, self.properties['sheet path'].strip())) if self.properties.has_key('frame size') and self.properties['frame size'].strip(): frameSize = StringConversions.StringToIntTuple(self.properties['frame size']) else: frameSize = (self.Width, self.Height) frameRect = pygame.Rect((0, 0), frameSize) totalFrames = int(self.properties['total frames']) if self.properties.has_key('frame delay') and self.properties['frame delay'].strip(): frameDelay = int(self.properties['frame delay']) else: frameDelay = 0 if self.properties.has_key('hold frame') and self.properties['hold frame'].strip(): # in editor, things are 1 based holdFrame = int(self.properties['hold frame']) - 1 else: holdFrame = -1 if self.properties.has_key('key color') and self.properties['key color'].strip(): keyColor = pygame.Color(StringConversions.StringToIntTuple(self.properties['key color'])) alpha = False else: keyColor = None alpha = True if self.properties.has_key('offset') and self.properties['offset'].strip(): offset = StringConversions.StringToIntTuple(self.properties['offset']) else: offset = (0, 0) anim = Animation(sheetPath, frameRect, totalFrames, frameDelay, holdFrame, keyColor, alpha) self._animations['anim'] = anim self._drawOffsets[anim] = Vector(offset) # tile test animation """ anim = Animation('../resources/tiles/tile_arrow_anim.png', pygame.Rect(0, 0, 32, 32), 3, 9, -1, None, True) self._animations['up'] = anim self._drawOffsets[anim] = Vector((0, 0)) anim2 = Animation('../resources/tiles/tile_arrow_anim.png', pygame.Rect(0, 0, 32, 32), 3, 0, 0, None, True) self._animations['bounce'] = anim2 self._drawOffsets[anim2] = Vector((0, 0)) """ self._sounds['bounce'] = Sound('../content/sounds/boing.ogg', Constants.GameConstants.SOUND_VOLUME) self.PlayAnimation('anim')
def __init__(self, loaderTile, surface, xIndex, yIndex, layer): ''' Constructor ''' GameTile.__init__(self, loaderTile, surface, xIndex, yIndex, layer) # tile test animation """ anim = Animation('../resources/tiles/tile_arrow_anim.png', pygame.Rect(0, 0, 32, 32), 3, 9, -1, None, True) self._animations['up'] = anim self._drawOffsets[anim] = Vector((0, 0)) anim2 = Animation('../resources/tiles/tile_arrow_anim.png', pygame.Rect(0, 0, 32, 32), 3, 0, 0, None, True) self._animations['bounce'] = anim2 self._drawOffsets[anim2] = Vector((0, 0)) self._sounds['bounce'] = Sound('../resources/sounds/boing.ogg', Constants.GameConstants.SOUND_VOLUME) self.PlayAnimation('up') """ respawnTuple = StringConversions.StringToIntTuple(self.properties['respawn']) if self.properties.has_key('unit') and self.properties['unit'] == 'pixel': # respawnPos is pixels, so keep it self._respawnPos = respawnTuple else: # convert from tile coords to pixels # this is kinda ghetto self._respawnPos = (respawnTuple[0] * self.Width, respawnTuple[1] * self.Height) if self.properties.has_key('facing') and self.properties['facing'] == 'right': self._respawnRight = True else: self._respawnRight = False
def __init__(self, loaderTile, surface, xIndex, yIndex, layer): ''' Constructor ''' GameTile.__init__(self, loaderTile, surface, xIndex, yIndex, layer)