Example #1
0
    def __init__(self, x, y, w, h, properties, game):

        self.spritePath = './Assets/Objects/computer.png'
        self.game = game
        self.spriteBaseSize = 16
        self.topoffset = 5
        self.xoffset = 0
        self.setProperties(properties)

        self.x, self.y, self.w, self.h = x, y, 32, 32
        self.startQTBoundaries(self.x, self.y, self.w, self.h)

        self.collide = True
        self.collectable = True
        self.collected = False
        self.collisionExecuted = False
        self.inContactWithPlayer = False
        self.activationDelay = 20
        self.activationDelayMax = 20

        self.idleSprite = SpriteSheet(pygame.image.load(self.spritePath))
        self.idleAnimation = SpriteAnimation(4, 30, True)
        self.idleState = [
            self.idleSprite.getimage(32 * x, 0, 32, self.spriteBaseSize)
            for x in range(self.idleAnimation.framesQuantity)
        ]
        self.game.animationSystem.addAnimation(self.idleAnimation)
Example #2
0
    def __init__(self, x, y, w, h, properties, game):

        self.spritePath = './Assets/Objects/checkpoint.png'

        self.game = game
        self.spriteBaseSize = 16
        self.topoffset = 5
        self.xoffset = 5
        self.setProperties(properties)
        self.x, self.y, self.w, self.h = x, y, 32, 32
        self.startQTBoundaries(self.x, self.y, self.w, self.h)
        self.isSaveGame = False

        self.sprite = SpriteSheet(pygame.image.load(self.spritePath))
        self.off = self.sprite.getimage(0, 0, self.spriteBaseSize,
                                        self.spriteBaseSize)
        self.on = self.sprite.getimage(16, 0, self.spriteBaseSize,
                                       self.spriteBaseSize)
        self.onSave = self.sprite.getimage(32, 0, self.spriteBaseSize,
                                           self.spriteBaseSize)

        self.name = None
        if self.have('name'):
            self.name = self.get('name')

        if self.have('save'):
            self.isSaveGame = True

        self.collide = True
        self.collectable = True
        self.isActivated = False
        self.actionExecuted = False
        self.inContactWithPlayer = False
Example #3
0
    def __init__(self,x,y,w,h,properties,game):

        self.spritePath = './Assets/Objects/light.png'
        
        self.game = game
        self.spriteBaseSize = 16
        self.topoffset = 5
        self.xoffset = 5
        self.setProperties(properties)
        self.x, self.y, self.w, self.h = x, y, 32, 32
        self.startQTBoundaries(self.x,self.y,self.w,self.h)

        self.sprite = SpriteSheet(pygame.image.load(self.spritePath))
        self.off = self.sprite.getimage(0,0,self.spriteBaseSize,self.spriteBaseSize)
        self.on_green = self.sprite.getimage(32,0,self.spriteBaseSize,self.spriteBaseSize)
        self.on_blue = self.sprite.getimage(16,0,self.spriteBaseSize,self.spriteBaseSize)
        self.on_red = self.sprite.getimage(48,0,self.spriteBaseSize,self.spriteBaseSize)

        self.color = None
        if self.have('color'):
            self.color = self.get('color')
            
        self.enabled = True
        if self.have('enabled'):
            self.enabled = bool(self.get('enabled'))

        self.collide = True
        self.collectable = True
        self.isActivated = False
        self.inContactWithPlayer = False
Example #4
0
class Spike(Enemy):
    def __init__(self, x, y, w, h, props, game):
        self.x, self.y, self.w, self.h = x, y, w, h
        self.cs = (-8, -12)
        self.co = (4, 12)
        self.spritePath = './Assets/Enemies/spike.png'
        self.props = props
        self.game = game
        self.spriteBaseSize = 16
        self.hurtAmount = 1

        self.sprite = SpriteSheet(pygame.image.load(self.spritePath))
        self.spike = self.sprite.getimage(0, 0, self.spriteBaseSize,
                                          self.spriteBaseSize)
        if props != None:
            if props == 'T':
                self.spike = self.sprite.getimage(16, 0, self.spriteBaseSize,
                                                  self.spriteBaseSize)
            elif props == 'L':
                self.spike = self.sprite.getimage(32, 0, self.spriteBaseSize,
                                                  self.spriteBaseSize)
            elif props == 'R':
                self.spike = self.sprite.getimage(48, 0, self.spriteBaseSize,
                                                  self.spriteBaseSize)

    def draw(self, display, camera):
        display.blit(pygame.transform.scale(self.spike, (self.w, self.h)),
                     (self.x + camera.x, self.y + camera.y))

    def update(self, keys):
        pass

    def hurt(self):
        pass
Example #5
0
class Light(GameObject):

    def __init__(self,x,y,w,h,properties,game):

        self.spritePath = './Assets/Objects/light.png'
        
        self.game = game
        self.spriteBaseSize = 16
        self.topoffset = 5
        self.xoffset = 5
        self.setProperties(properties)
        self.x, self.y, self.w, self.h = x, y, 32, 32
        self.startQTBoundaries(self.x,self.y,self.w,self.h)

        self.sprite = SpriteSheet(pygame.image.load(self.spritePath))
        self.off = self.sprite.getimage(0,0,self.spriteBaseSize,self.spriteBaseSize)
        self.on_green = self.sprite.getimage(32,0,self.spriteBaseSize,self.spriteBaseSize)
        self.on_blue = self.sprite.getimage(16,0,self.spriteBaseSize,self.spriteBaseSize)
        self.on_red = self.sprite.getimage(48,0,self.spriteBaseSize,self.spriteBaseSize)

        self.color = None
        if self.have('color'):
            self.color = self.get('color')
            
        self.enabled = True
        if self.have('enabled'):
            self.enabled = bool(self.get('enabled'))

        self.collide = True
        self.collectable = True
        self.isActivated = False
        self.inContactWithPlayer = False

    def draw(self, display,camera):
        if self.isActivated:
            if self.color != None and self.color == 'blue':
                display.blit(pygame.transform.scale(self.on_blue,
                (self.w, self.h)), (self.x+camera.x, self.y+camera.y))
            elif self.color != None and self.color == 'red':
                display.blit(pygame.transform.scale(self.on_red,
                (self.w, self.h)), (self.x+camera.x, self.y+camera.y))
            else:
                display.blit(pygame.transform.scale(self.on_green,
                (self.w, self.h)), (self.x+camera.x, self.y+camera.y))

        else:
            display.blit(pygame.transform.scale(self.off,
                (self.w, self.h)), (self.x+camera.x, self.y+camera.y))

    def update(self, keys):
        pass

    def collisionEvent(self):
        self.inContactWithPlayer = True

    def activationEvent(self):
        pass

    def deactivationEvent(self):
        pass
Example #6
0
    def __init__(self, x, y, w, h, properties, game):
        self.spritePath = './Assets/Objects/display.png'

        self.game = game
        self.topoffset = 5
        self.xoffset = 5
        self.setProperties(properties)
        self.x, self.y, self.w, self.h = x, y, w, h
        self.startQTBoundaries(self.x, self.y, self.w, self.h)
        self.sprite = SpriteSheet(pygame.image.load(self.spritePath))

        self.value = ''
        self.prefix = ''
        self.sufix = ''
        self.size = 2

        if self.have('size'): self.size = int(self.get('size'))
        if self.have('value'): self.value = self.get('value')
        if self.have('prefix'): self.prefix = self.get('prefix')
        if self.have('sufix'): self.sufix = self.get('sufix')

        self.collide = False
        self.collectable = True
        self.activationDelay = 20
        self.activationDelayMax = 20

        self.display_single = self.sprite.getimage(0, 0, 16, 16)
        self.display_double = self.sprite.getimage(16, 0, 32, 16)
        self.display_triple = self.sprite.getimage(48, 0, 48, 16)
Example #7
0
    def __init__(self, x, y, w, h, properties, game):

        self.spritePath = './Assets/Objects/coin.png'
        self.game = game
        self.setProperties(properties)
        self.spriteBaseSize = 16
        self.topoffset = 5
        self.xoffset = 5

        self.x, self.y, self.w, self.h = x, y, 32, 32
        self.startQTBoundaries(self.x, self.y, self.w, self.h)

        self.collide = True
        self.collectable = True
        self.collected = False
        self.collisionExecuted = False

        # IDLE Graphics
        self.idleSprite = SpriteSheet(pygame.image.load(self.spritePath))
        self.idleAnimation = SpriteAnimation(4, 10, True)
        self.idleState = [
            self.idleSprite.getimage(self.spriteBaseSize * x, 0,
                                     self.spriteBaseSize, self.spriteBaseSize)
            for x in range(self.idleAnimation.framesQuantity)
        ]
        self.game.animationSystem.addAnimation(self.idleAnimation)
class WaterSurface(GameObject):
    def __init__(self, x, y, w, h, properties, game):
        self.x, self.y, self.w, self.h = x, y, 32, 32
        self.startQTBoundaries(self.x, self.y, self.w, self.h)
        self.setProperties(properties)

        self.spritePath = './Assets/Objects/water_surface_blue.png'
        self.spritePathBorder = './Assets/Objects/water_surface.png'
        if self.have('color'):
            color = self.get('color')
            self.spritePath = self.spritePath.replace('blue', color)

        self.game = game
        self.spriteBaseSize = 16
        self.topoffset = 5
        self.xoffset = 5

        self.collide = True
        self.collectable = True
        self.collisionExecuted = False

        # IDLE Graphics
        self.idleSprite = SpriteSheet(pygame.image.load(self.spritePath))
        self.idleAnimation = SpriteAnimation(8, 10, True)
        self.idleState = [
            self.idleSprite.getimage(self.spriteBaseSize * x, 0,
                                     self.spriteBaseSize, self.spriteBaseSize)
            for x in range(self.idleAnimation.framesQuantity)
        ]
        self.game.animationSystem.addAnimation(self.idleAnimation)

        self.idleSpriteBorder = SpriteSheet(
            pygame.image.load(self.spritePathBorder))
        self.idleAnimationBorder = SpriteAnimation(8, 10, True)
        self.idleStateBorder = [
            self.idleSpriteBorder.getimage(self.spriteBaseSize * x, 0,
                                           self.spriteBaseSize,
                                           self.spriteBaseSize)
            for x in range(self.idleAnimationBorder.framesQuantity)
        ]
        self.game.animationSystem.addAnimation(self.idleAnimationBorder)

    def draw(self, display, camera):
        display.blit(
            pygame.transform.scale(
                self.idleStateBorder[self.idleAnimationBorder.get()],
                (self.w, self.h)), (self.x + camera.x, self.y + camera.y))
        display.blit(pygame.transform.scale(
            self.idleState[self.idleAnimation.get()], (self.w, self.h)),
                     (self.x + camera.x, self.y + camera.y),
                     area=None,
                     special_flags=pygame.BLEND_RGB_MULT)

    def update(self, keys):
        pass

    def collisionEvent(self):
        if not self.collisionExecuted:
            self.collisionExecuted = True
Example #9
0
class Display(GameObject):
    def __init__(self, x, y, w, h, properties, game):
        self.spritePath = './Assets/Objects/display.png'

        self.game = game
        self.topoffset = 5
        self.xoffset = 5
        self.setProperties(properties)
        self.x, self.y, self.w, self.h = x, y, w, h
        self.startQTBoundaries(self.x, self.y, self.w, self.h)
        self.sprite = SpriteSheet(pygame.image.load(self.spritePath))

        self.value = ''
        self.prefix = ''
        self.sufix = ''
        self.size = 2

        if self.have('size'): self.size = int(self.get('size'))
        if self.have('value'): self.value = self.get('value')
        if self.have('prefix'): self.prefix = self.get('prefix')
        if self.have('sufix'): self.sufix = self.get('sufix')

        self.collide = False
        self.collectable = True
        self.activationDelay = 20
        self.activationDelayMax = 20

        self.display_single = self.sprite.getimage(0, 0, 16, 16)
        self.display_double = self.sprite.getimage(16, 0, 32, 16)
        self.display_triple = self.sprite.getimage(48, 0, 48, 16)

    def draw(self, display, camera):
        if self.size == 1:
            display.blit(pygame.transform.scale(self.display_single, (32, 32)),
                         (self.x + camera.x, self.y + camera.y))
        elif self.size == 2:
            display.blit(pygame.transform.scale(self.display_double, (64, 32)),
                         (self.x + camera.x, self.y + camera.y))
        elif self.size == 3:
            display.blit(
                pygame.transform.scale(self.display_triple, (128, 32)),
                (self.x + camera.x, self.y + camera.y))

        xOff = 0
        if self.size == 1: xOff = 16
        if self.size == 2: xOff = 32
        if self.size == 3: xOff = 64

        # value
        valueSurface2 = self.game.uiSystem.displayFont.render(
            str(self.prefix) + str(self.value) + str(self.sufix), True,
            (50, 50, 50))
        display.blit(
            valueSurface2,
            (self.x + camera.x + xOff -
             (valueSurface2.get_width() / 2) + 1, self.y + camera.y + 5 + 1))

    def update(self, keys):
        pass
Example #10
0
    def __init__(self,x,y,w,h,path,loop,frameQuantity,frameSpeed):
        self.x = x
        self.y = y
        self.w = w
        self.h = h
        self.life = frameQuantity*frameSpeed
        self.loop = loop
        self.frameQuantity = frameQuantity
        self.frameSpeed = frameSpeed

        self.sprite = SpriteSheet(pygame.image.load(path))
        self.animation = SpriteAnimation(frameQuantity,frameSpeed,loop)
        self.effect = [self.sprite.getimage(x * self.w,0,self.w,self.h) for x in range(frameQuantity)]
Example #11
0
    def __init__(self, x, y, w, h, props, game):
        self.x, self.y, self.w, self.h = x, y, w, h
        self.setProperties(props)
        self.imagePath = './Assets/Player/pistol_shot.png'
        self.game = game
        self.spriteBaseSize = 8
        self.hurtAmount = 1
        self.velocity = Vector2(0, 0)
        self.angle = 0
        self.life = 60

        self.sprite = SpriteSheet(pygame.image.load(self.imagePath))
        self.bullet = self.sprite.getimage(0, 0, self.spriteBaseSize,
                                           self.spriteBaseSize)
Example #12
0
class Vine(GameObject):
    def __init__(self, x, y, w, h, properties, game):

        self.spritePath = './Assets/Objects/vine.png'
        self.game = game
        self.setProperties(properties)
        self.spriteBaseSize = 16
        self.topoffset = 18
        self.xoffset = 19

        self.x, self.y, self.w, self.h = x, y, 32, 32
        self.startQTBoundaries(self.x, self.y, self.w, self.h)

        self.collide = True
        self.collectable = True
        self.collected = False
        self.collisionExecuted = False

        # IDLE Graphics
        self.idleSprite = SpriteSheet(pygame.image.load(self.spritePath))
        self.idleState = [
            self.idleSprite.getimage(0, 0, self.spriteBaseSize,
                                     self.spriteBaseSize)
        ]

    def draw(self, display, camera):
        display.blit(
            pygame.transform.scale(self.idleState[0], (self.w, self.h)),
            (self.x + camera.x, self.y + camera.y))

    def update(self, keys):
        pass

    def collisionEvent(self):
        self.game.player.isOnVine = True
Example #13
0
class PistolShot(PlayerShot):
    def __init__(self, x, y, w, h, props, game):
        self.x, self.y, self.w, self.h = x, y, w, h
        self.setProperties(props)
        self.imagePath = './Assets/Player/pistol_shot.png'
        self.game = game
        self.spriteBaseSize = 8
        self.hurtAmount = 1
        self.velocity = Vector2(0, 0)
        self.angle = 0
        self.life = 60

        self.sprite = SpriteSheet(pygame.image.load(self.imagePath))
        self.bullet = self.sprite.getimage(0, 0, self.spriteBaseSize,
                                           self.spriteBaseSize)

    def update(self):

        self.x += self.velocity.x
        self.y += self.velocity.y

        self.life -= 1

    def draw(self, display, camera):
        display.blit(
            pygame.transform.rotate(
                pygame.transform.scale(self.bullet, (self.w * 2, self.h * 2)),
                self.angle), (self.x + camera.x, self.y + camera.y))
Example #14
0
class Effect(object):

    def __init__(self,x,y,w,h,path,loop,frameQuantity,frameSpeed):
        self.x = x
        self.y = y
        self.w = w
        self.h = h
        self.life = frameQuantity*frameSpeed
        self.loop = loop
        self.frameQuantity = frameQuantity
        self.frameSpeed = frameSpeed

        self.sprite = SpriteSheet(pygame.image.load(path))
        self.animation = SpriteAnimation(frameQuantity,frameSpeed,loop)
        self.effect = [self.sprite.getimage(x * self.w,0,self.w,self.h) for x in range(frameQuantity)]

    def update(self,effectSystem):
        self.animation.update()
        if not self.loop:
            self.life -= 1
            if self.life <= 0:
                effectSystem.effects.remove(self)

    def draw(self,display,camera):
        #self.effect[self.animation.get()]
        display.blit( pygame.transform.scale( self.effect[self.animation.get()],(self.w*2,self.h*2) )
            ,(self.x+camera.x, self.y + camera.y))
Example #15
0
class Computer(GameObject):
    def __init__(self, x, y, w, h, properties, game):

        self.spritePath = './Assets/Objects/computer.png'
        self.game = game
        self.spriteBaseSize = 16
        self.topoffset = 5
        self.xoffset = 0
        self.setProperties(properties)

        self.x, self.y, self.w, self.h = x, y, 32, 32
        self.startQTBoundaries(self.x, self.y, self.w, self.h)

        self.collide = True
        self.collectable = True
        self.collected = False
        self.collisionExecuted = False
        self.inContactWithPlayer = False
        self.activationDelay = 20
        self.activationDelayMax = 20

        self.idleSprite = SpriteSheet(pygame.image.load(self.spritePath))
        self.idleAnimation = SpriteAnimation(4, 30, True)
        self.idleState = [
            self.idleSprite.getimage(32 * x, 0, 32, self.spriteBaseSize)
            for x in range(self.idleAnimation.framesQuantity)
        ]
        self.game.animationSystem.addAnimation(self.idleAnimation)

    def draw(self, display, camera):
        display.blit(
            pygame.transform.scale(self.idleState[self.idleAnimation.get()],
                                   (64, self.h)),
            (self.x + camera.x, self.y + camera.y))

    def update(self, keys):
        self.activationDelay -= 1
        if self.activationDelay < 0: self.activationDelay = 0

        if self.inContactWithPlayer and self.activationDelay == 0 and keys[
                pygame.K_e]:
            self.isActivated = True
            self.activationDelay = self.activationDelayMax
            self.activationEvent()

        self.inContactWithPlayer = False

    def collisionEvent(self):
        self.inContactWithPlayer = True

    def activationEvent(self):
        if self.properties != None:
            self.game.audioSystem.playSFX('computer')
            # process dialogs
            dialogs = self.getMany('dialog')
            if len(dialogs) > 0:
                for x in range(len(dialogs)):
                    self.game.uiSystem.addDialog(dialogs[x])
Example #16
0
class Hearth(GameObject):
    def __init__(self, x, y, w, h, properties, game):

        self.spritePath = './Assets/Objects/hearth.png'
        self.game = game
        self.spriteBaseSize = 16
        self.topoffset = 5
        self.xoffset = 5
        self.setProperties(properties)

        self.x, self.y, self.w, self.h = x, y, 32, 32
        self.startQTBoundaries(self.x, self.y, self.w, self.h)

        self.collide = True
        self.collectable = True
        self.collected = False
        self.collisionExecuted = False

        # IDLE Graphics
        self.idleSprite = SpriteSheet(pygame.image.load(self.spritePath))
        self.idleAnimation = SpriteAnimation(4, 10, True)
        self.idleState = [
            self.idleSprite.getimage(self.spriteBaseSize * x, 0,
                                     self.spriteBaseSize, self.spriteBaseSize)
            for x in range(self.idleAnimation.framesQuantity)
        ]
        self.game.animationSystem.addAnimation(self.idleAnimation)

    def draw(self, display, camera):
        display.blit(
            pygame.transform.scale(self.idleState[self.idleAnimation.get()],
                                   (self.w, self.h)),
            (self.x + camera.x, self.y + camera.y))

    def update(self, keys):
        pass

    def collisionEvent(self):
        if not self.collisionExecuted:
            self.game.player.health += 1
            if self.get('once'):
                self.game.objectsOnce.append([
                    self.game.currentRoom,
                    int(self.x / self.w),
                    int(self.y / self.h)
                ])
            if self.game.player.health > self.game.player.maxHealth:
                self.game.player.health = self.game.player.maxHealth
            self.game.objects.remove(self)
            self.game.removeQuadTreeItem(self)
            self.game.effectsSystem.generateEffect('COLLECTED', self.x, self.y)
            self.game.audioSystem.playSFX('hearth')
            self.collisionExecuted = True
    def __init__(self, x, y, w, h, properties, game):
        self.x, self.y, self.w, self.h = x, y, 32, 32
        self.startQTBoundaries(self.x, self.y, self.w, self.h)
        self.setProperties(properties)

        self.spritePath = './Assets/Objects/water_surface_blue.png'
        self.spritePathBorder = './Assets/Objects/water_surface.png'
        if self.have('color'):
            color = self.get('color')
            self.spritePath = self.spritePath.replace('blue', color)

        self.game = game
        self.spriteBaseSize = 16
        self.topoffset = 5
        self.xoffset = 5

        self.collide = True
        self.collectable = True
        self.collisionExecuted = False

        # IDLE Graphics
        self.idleSprite = SpriteSheet(pygame.image.load(self.spritePath))
        self.idleAnimation = SpriteAnimation(8, 10, True)
        self.idleState = [
            self.idleSprite.getimage(self.spriteBaseSize * x, 0,
                                     self.spriteBaseSize, self.spriteBaseSize)
            for x in range(self.idleAnimation.framesQuantity)
        ]
        self.game.animationSystem.addAnimation(self.idleAnimation)

        self.idleSpriteBorder = SpriteSheet(
            pygame.image.load(self.spritePathBorder))
        self.idleAnimationBorder = SpriteAnimation(8, 10, True)
        self.idleStateBorder = [
            self.idleSpriteBorder.getimage(self.spriteBaseSize * x, 0,
                                           self.spriteBaseSize,
                                           self.spriteBaseSize)
            for x in range(self.idleAnimationBorder.framesQuantity)
        ]
        self.game.animationSystem.addAnimation(self.idleAnimationBorder)
Example #18
0
    def setupSprite(self):
        # IDLE
        self.idleSprite = SpriteSheet(
            pygame.image.load(self.spritePathPrefix + 'bat_idle.png'))
        self.idleAnimation = SpriteAnimation(4, 30, True)
        self.idleState = [
            self.idleSprite.getimage(self.spriteBaseSize * x, 0,
                                     self.spriteBaseSize, self.spriteBaseSize)
            for x in range(self.idleAnimation.framesQuantity)
        ]
        self.game.animationSystem.addAnimation(self.idleAnimation)

        # WALK
        self.walkSprite = SpriteSheet(
            pygame.image.load(self.spritePathPrefix + 'bat_walk.png'))
        self.walkAnimation = SpriteAnimation(4, 10, True)
        self.walkState = [
            self.walkSprite.getimage(self.spriteBaseSize * x, 0,
                                     self.spriteBaseSize, self.spriteBaseSize)
            for x in range(self.walkAnimation.framesQuantity)
        ]
        self.game.animationSystem.addAnimation(self.walkAnimation)
Example #19
0
    def __init__(self, x, y, w, h, properties, game):

        self.spritePath = './Assets/Objects/vine.png'
        self.game = game
        self.setProperties(properties)
        self.spriteBaseSize = 16
        self.topoffset = 18
        self.xoffset = 19

        self.x, self.y, self.w, self.h = x, y, 32, 32
        self.startQTBoundaries(self.x, self.y, self.w, self.h)

        self.collide = True
        self.collectable = True
        self.collected = False
        self.collisionExecuted = False

        # IDLE Graphics
        self.idleSprite = SpriteSheet(pygame.image.load(self.spritePath))
        self.idleState = [
            self.idleSprite.getimage(0, 0, self.spriteBaseSize,
                                     self.spriteBaseSize)
        ]
Example #20
0
    def __init__(self, x, y, w, h, props, game):
        self.x, self.y, self.w, self.h = x, y, w, h
        self.cs = (-8, -12)
        self.co = (4, 12)
        self.spritePath = './Assets/Enemies/spike.png'
        self.props = props
        self.game = game
        self.spriteBaseSize = 16
        self.hurtAmount = 1

        self.sprite = SpriteSheet(pygame.image.load(self.spritePath))
        self.spike = self.sprite.getimage(0, 0, self.spriteBaseSize,
                                          self.spriteBaseSize)
        if props != None:
            if props == 'T':
                self.spike = self.sprite.getimage(16, 0, self.spriteBaseSize,
                                                  self.spriteBaseSize)
            elif props == 'L':
                self.spike = self.sprite.getimage(32, 0, self.spriteBaseSize,
                                                  self.spriteBaseSize)
            elif props == 'R':
                self.spike = self.sprite.getimage(48, 0, self.spriteBaseSize,
                                                  self.spriteBaseSize)
Example #21
0
class Gate(GameObject):
    def __init__(self, x, y, w, h, properties, game):

        self.spritePath = './Assets/Objects/gate.png'
        self.setProperties(properties)

        self.game = game
        self.spriteBaseSize = 16
        self.topoffset = 5
        self.xoffset = 5

        self.x, self.y, self.w, self.h = x, y, 32, 32
        self.startQTBoundaries(self.x, self.y, self.w, self.h)

        self.collide = True
        self.collectable = False
        self.collected = False
        self.collisionExecuted = False

        # IDLE Graphics
        self.idleSprite = SpriteSheet(pygame.image.load(self.spritePath))
        self.idleState = [
            self.idleSprite.getimage(0, 0, self.spriteBaseSize,
                                     self.spriteBaseSize)
        ]

    def draw(self, display, camera):
        display.blit(
            pygame.transform.scale(self.idleState[0], (self.w, self.h)),
            (self.x + camera.x, self.y + camera.y))

    def update(self, keys):
        pass

    def collisionEvent(self):
        if not self.collisionExecuted:
            if self.get('once'):
                self.game.objectsOnce.append([
                    self.game.currentRoom,
                    int(self.x / self.w),
                    int(self.y / self.h)
                ])
            self.collisionExecuted = True
            self.game.audioSystem.playSFX('slime_dead')
    def __init__(self, x, y, w, h):
        self.x, self.y, self.w, self.h = x, y, w, h
        self.delay = 2  # Animation
        self.currDelay = 0

        # Horizontal Movement
        self.speed = 0
        self.maxSpeed = 5
        self.acc = 0.4

        # Vertical Movement
        self.maxG = 100
        self.currG = 0
        self.gAcc = 0.5
        self.isOnGround = False

        self.jumpVel = 0
        self.jumpMax = 13.5

        # Collision Stuff
        self.last_y = y
        self.gs = 0

        # Sprites
        self.state = "IDLE_RIGHT"
        self.pastState = "RUN_RIGHT"

        self.idle_state = 0
        self.idle_length = 11
        player_idle = SpriteSheet(pygame.image.load("./Assets/Player/player_idle.png"))
        self.idle = [player_idle.getimage(32*x, 0, 32, 32) for x in range(self.idle_length)]

        for x in range(len(self.idle)):
            self.idle[x] = pygame.transform.scale(self.idle[x], (64, 64))

        self.run_state = 0
        self.run_length = 12
        player_run = SpriteSheet(pygame.image.load("./Assets/Player/player_run.png"))
        self.run = [player_run.getimage(32 * x, 0, 32, 32) for x in range(self.run_length)]

        for x in range(len(self.run)):
            self.run[x] = pygame.transform.scale(self.run[x], (64, 64))

        self.player_jump = pygame.transform.scale(pygame.image.load("./Assets/Player/player_jump.png"), (64, 64))
        self.player_fall = pygame.transform.scale(pygame.image.load("./Assets/Player/player_fall.png"), (64, 64))
Example #23
0
    def __init__(self, x, y, w, h, image):
        self.x, self.y, self.w, self.h, self.image = x, y, 64, 64, image  # These are smaller so we make them 64x64
        self.collide = True
        self.collectable = True
        self.collected = False
        self.topoffset = 18
        self.xoffset = 19

        self.idle_length = 17
        kiwi_idle = SpriteSheet(pygame.image.load("./Assets/Collectables/kiwi.png"))
        self.idle = [kiwi_idle.getimage(32 * x, 0, 32, 32) for x in range(self.idle_length)]
        self.idle_state = 0

        self.delay = 2
        self.currDelay = 0

        self.death_length = 6
        kiwi_death = SpriteSheet(pygame.image.load("./Assets/Collectables/collected.png"))
        self.death = [kiwi_death.getimage(32 * x, 0, 32, 32) for x in range(self.death_length)]
        self.death_state = 0

        self.d_delay = 2
        self.d_currDelay = 0
Example #24
0
    def __init__(self, x, y, w, h, properties, game):

        self.spritePathOpen = './Assets/Objects/door_open.png'
        self.spritePathClosed = './Assets/Objects/door_close.png'
        self.spritePathOpenCoin = './Assets/Objects/door_open_coin.png'
        self.spritePathClosedCoin = './Assets/Objects/door_close_coin.png'
        self.spritePathOpenEnemy = './Assets/Objects/door_open_enemies.png'
        self.spritePathClosedEnemy = './Assets/Objects/door_close_enemies.png'

        self.game = game
        self.spriteBaseSize = 16
        self.topoffset = 18
        self.xoffset = 19
        self.setProperties(properties)

        self.enemyDoor = self.have('enemy')
        self.coinDoor = self.have('coin')

        self.x, self.y, self.w, self.h = x, y, 32, 32
        self.startQTBoundaries(self.x, self.y, self.w, self.h)

        self.collide = True
        self.collectable = True
        self.collected = False
        self.collisionExecuted = False
        self.opened = True

        if self.enemyDoor:
            self.openSprite = SpriteSheet(
                pygame.image.load(self.spritePathOpenEnemy))
            self.closeSprite = SpriteSheet(
                pygame.image.load(self.spritePathClosedEnemy))
        elif self.coinDoor:
            self.openSprite = SpriteSheet(
                pygame.image.load(self.spritePathOpenCoin))
            self.closeSprite = SpriteSheet(
                pygame.image.load(self.spritePathClosedCoin))
        else:
            self.openSprite = SpriteSheet(
                pygame.image.load(self.spritePathOpen))
            self.closeSprite = SpriteSheet(
                pygame.image.load(self.spritePathClosed))

        self.openAnimation = SpriteAnimation(10, 5, False)
        self.openState = [
            self.openSprite.getimage(self.spriteBaseSize * x, 0,
                                     self.spriteBaseSize, self.spriteBaseSize)
            for x in range(self.openAnimation.framesQuantity)
        ]
        self.game.animationSystem.addAnimation(self.openAnimation)
Example #25
0
class Bat(Enemy):
    def __init__(self, x, y, w, h, props, game):
        Enemy.__init__(self, x, y, w, h, props, game)
        self.x, self.y, self.w, self.h = x, y, w, h
        self.setProperties(props)
        self.spritePathPrefix = './Assets/Enemies/'
        self.game = game
        self.spriteBaseSize = 16
        self.hurtAmount = 1
        self.cs = (0, 0)
        self.co = (0, 0)
        self.activationDistance = 250
        self.originalPosition = Vector2(self.x, self.y)
        self.interpolatorCount = 0
        self.hurtCount = 60
        self.maxHurtCount = 60
        self.state = 'IDLE'
        self.drop = None
        self.dropAdded = False

        self.setupSprite()

    def setupSprite(self):
        # IDLE
        self.idleSprite = SpriteSheet(
            pygame.image.load(self.spritePathPrefix + 'bat_idle.png'))
        self.idleAnimation = SpriteAnimation(4, 30, True)
        self.idleState = [
            self.idleSprite.getimage(self.spriteBaseSize * x, 0,
                                     self.spriteBaseSize, self.spriteBaseSize)
            for x in range(self.idleAnimation.framesQuantity)
        ]
        self.game.animationSystem.addAnimation(self.idleAnimation)

        # WALK
        self.walkSprite = SpriteSheet(
            pygame.image.load(self.spritePathPrefix + 'bat_walk.png'))
        self.walkAnimation = SpriteAnimation(4, 10, True)
        self.walkState = [
            self.walkSprite.getimage(self.spriteBaseSize * x, 0,
                                     self.spriteBaseSize, self.spriteBaseSize)
            for x in range(self.walkAnimation.framesQuantity)
        ]
        self.game.animationSystem.addAnimation(self.walkAnimation)

    def draw(self, display, camera):
        if self.velocity.length() != 0.0:
            display.blit(
                pygame.transform.scale(
                    self.walkState[self.walkAnimation.get()],
                    (self.w, self.h)),
                (self.position.x + camera.x, self.position.y + camera.y))
        else:
            display.blit(
                pygame.transform.scale(
                    self.idleState[self.idleAnimation.get()],
                    (self.w, self.h)),
                (self.position.x + camera.x, self.position.y + camera.y))

    def update(self, keys):

        playerPosition = Vector2(self.game.player.x, self.game.player.y)
        enemyPosition = Vector2(self.position.x, self.position.y)

        direction = playerPosition - enemyPosition
        distance = direction.length()
        if distance < self.activationDistance:
            self.acceleration = direction
            self.interpolatorCount = 0
            self.state = 'ATTACK'
        else:
            self.state = 'IDLE'
            self.interpolatorCount += 0.01
            if self.interpolatorCount > 1: self.interpolatorCount = 1
            self.velocity.x = 0
            self.velocity.y = 0
            currentPosition = Vector2(self.x, self.y)
            toHome = currentPosition.lerp(self.originalPosition,
                                          self.interpolatorCount)
            self.position = toHome

        Enemy.update(self, keys)
        self.x = self.position.x
        self.y = self.position.y
        self.hurtCount -= 1
        if self.hurtCount < 0: self.hurtCount = 0

    def hurt(self):
        if self.hurtCount == 0:
            self.state = 'KILL'
            self.game.audioSystem.playSFX('bat_dead')
            self.hurtCount = self.maxHurtCount
            self.game.effectsSystem.generateEffect('BAT_KILL', self.x,
                                                   self.y - 20, 0, 16)
            self.game.enemies.remove(self)
            if self.drop != None and not self.dropAdded:
                self.game.queueSystem.addItem(self.drop)
                self.dropAdded = True
            elif self.drop == None and not self.dropAdded:
                drop = self.game.enemySystem.enemyDefaultDrop(self)
                if drop != None:
                    self.game.queueSystem.addItem(drop)
                self.dropAdded = True
class InventoryItem:
    def __init__(self, name, quantity, image):
        self.name = name
        self.quantity = quantity
        self.spriteSize = 16
        self.imageFile = image
        self.image = SpriteSheet(image)

    def getDrawable(self):
        if self.name == 'no_item':
            return self.image.getimage(0, 0, self.spriteSize, self.spriteSize)
        if self.name == 'health_kit':
            return self.image.getimage(16, 0, self.spriteSize, self.spriteSize)
        if self.name == 'red_key':
            return self.image.getimage(32, 0, self.spriteSize, self.spriteSize)
        if self.name == 'blue_key':
            return self.image.getimage(48, 0, self.spriteSize, self.spriteSize)
        if self.name == 'green_key':
            return self.image.getimage(64, 0, self.spriteSize, self.spriteSize)
        if self.name == 'pistol':
            return self.image.getimage(80, 0, self.spriteSize, self.spriteSize)

    def isDisplayQuantity(self):
        if self.name == 'no_item':
            return False
        if self.name == 'health_kit':
            return True
        if self.name == 'red_key':
            return False
        if self.name == 'blue_key':
            return False
        if self.name == 'green_key':
            return False
        if self.name == 'pistol':
            return False

    def isRemoveOnUse(self):
        if self.name == 'no_item':
            return False
        if self.name == 'health_kit':
            return True
        if self.name == 'red_key':
            return False
        if self.name == 'blue_key':
            return False
        if self.name == 'green_key':
            return False
        if self.name == 'pistol':
            return False

    def canUse(self, game):
        if self.name == 'health_kit' and game.player.health < game.player.maxHealth:
            return True
        if self.name == 'pistol':
            return True
        return False

    def useItem(self, game):
        if self.name != 'no_item':
            if self.name == 'health_kit':
                game.playerSystem.useHealthKit(game)
            if self.name == 'pistol':
                game.playerSystem.usePistol(game)
 def __init__(self, name, quantity, image):
     self.name = name
     self.quantity = quantity
     self.spriteSize = 16
     self.imageFile = image
     self.image = SpriteSheet(image)
Example #28
0
class GeneralSwitch(GameObject):
    def __init__(self, x, y, w, h, properties, game):
        self.spritePath = './Assets/Objects/general_switch.png'

        self.game = game
        self.spriteBaseSize = 16
        self.topoffset = 5
        self.xoffset = 5
        self.setProperties(properties)

        if self.have('skin'):
            if int(self.get('skin')) == 2:
                self.spritePath = './Assets/Objects/general_switch_2.png'
            if int(self.get('skin')) == 3:
                self.spritePath = './Assets/Objects/general_switch_3.png'

        self.x, self.y, self.w, self.h = x, y, 32, 32
        self.startQTBoundaries(self.x, self.y, self.w, self.h)
        self.sprite = SpriteSheet(pygame.image.load(self.spritePath))
        self.off = self.sprite.getimage(0, 0, self.spriteBaseSize,
                                        self.spriteBaseSize)
        self.on_green = self.sprite.getimage(32, 0, self.spriteBaseSize,
                                             self.spriteBaseSize)
        self.on_blue = self.sprite.getimage(16, 0, self.spriteBaseSize,
                                            self.spriteBaseSize)
        self.on_red = self.sprite.getimage(48, 0, self.spriteBaseSize,
                                           self.spriteBaseSize)
        self.hasUpdated = False

        self.color = None
        if self.have('color'):
            self.color = self.get('color')

        self.enabled = True
        if self.have('enabled'):
            self.enabled = bool(self.get('enabled'))

        self.collide = True
        self.collectable = True
        self.isActivated = False
        self.activationDelay = 20
        self.activationDelayMax = 20
        self.inContactWithPlayer = False

    def draw(self, display, camera):
        if self.isActivated:
            if self.color != None and self.color == 'blue':
                display.blit(
                    pygame.transform.scale(self.on_blue, (self.w, self.h)),
                    (self.x + camera.x, self.y + camera.y))
            elif self.color != None and self.color == 'red':
                display.blit(
                    pygame.transform.scale(self.on_red, (self.w, self.h)),
                    (self.x + camera.x, self.y + camera.y))
            else:
                display.blit(
                    pygame.transform.scale(self.on_green, (self.w, self.h)),
                    (self.x + camera.x, self.y + camera.y))

        else:
            display.blit(pygame.transform.scale(self.off, (self.w, self.h)),
                         (self.x + camera.x, self.y + camera.y))

    def update(self, keys):
        self.activationDelay -= 1
        if self.activationDelay < 0: self.activationDelay = 0

        if self.enabled:
            if self.inContactWithPlayer and self.activationDelay == 0 and keys[
                    pygame.K_e]:
                if not self.isActivated:
                    self.isActivated = True
                    self.activationDelay = self.activationDelayMax
                    self.activationEvent()
                else:
                    self.isActivated = False
                    self.activationDelay = self.activationDelayMax
                    self.deactivationEvent()

        self.inContactWithPlayer = False

    def collisionEvent(self):
        self.inContactWithPlayer = True

    def activationEvent(self):
        self.hasUpdated = True

    def deactivationEvent(self):
        self.hasUpdated = True
Example #29
0
    def __init__(self, x, y, w, h):
        self.x, self.y, self.w, self.h = x, y, w, h
        self.delay = 10  # Animation
        self.currDelay = 0
        self.scale = (32,32)
        self.ecs = (-20,-12)
        self.eco = (10,0)
        self.game = None

        # Itens and Status
        self.keys = 0
        self.coins = 0
        self.health = 2
        self.maxHealth = 4
        self.lives = 3
        self.hurtTimer = 0
        self.hurtMaxTimer = 180

        # Horizontal Movement
        self.speed = 0
        self.maxSpeed = 5
        self.acc = 0.4

        # Vertical Movement
        self.maxG = 20
        self.maxGWater = 14
        self.currG = 0
        self.gAcc = 0.5
        self.gAccWater = 0.3
        self.accY = 0.0
        self.vineSpeed = 3
        self.isOnGround = False
        self.isOnVine = False
        self.isOnPlatform = False
        self.currentPlatform = None
        self.flipFlop = False

        self.jumpVel = 0
        self.jumpMax = 11

        # Player Skils
        self.canDoubleJump = False
        self.hasDoubleJumped = False
        self.isOnWater = False
        
        # Player Weapon
        self.usingWeapon = False
        self.hasDoneUsingWeapon = False
        
        # Collision Stuff
        self.last_y = y
        self.gs = 0

        # Sprites
        self.state = "IDLE_RIGHT"
        self.pastState = "RUN_RIGHT"
        self.orientation = "RIGHT"

        self.idle_state = 0
        self.idle_length = 6
        self.player_idle = SpriteSheet(pygame.image.load("./Assets/Player/player_idle.png"))
        self.idle = [self.player_idle.getimage(32*x, 0, 32, 32) for x in range(self.idle_length)]

        for x in range(len(self.idle)):
            self.idle[x] = pygame.transform.scale(self.idle[x], self.scale)

        self.run_state = 0
        self.run_length = 6
        self.player_run = SpriteSheet(pygame.image.load("./Assets/Player/player_run.png"))
        self.run = [self.player_run.getimage(32 * x, 0, 32, 32) for x in range(self.run_length)]

        for x in range(len(self.run)):
            self.run[x] = pygame.transform.scale(self.run[x], self.scale)

        self.player_jump = pygame.transform.scale(pygame.image.load("./Assets/Player/player_jump.png"), self.scale)
        self.player_fall = pygame.transform.scale(pygame.image.load("./Assets/Player/player_fall.png"), self.scale)
Example #30
0
class Player:

    def __init__(self, x, y, w, h):
        self.x, self.y, self.w, self.h = x, y, w, h
        self.delay = 10  # Animation
        self.currDelay = 0
        self.scale = (32,32)
        self.ecs = (-20,-12)
        self.eco = (10,0)
        self.game = None

        # Itens and Status
        self.keys = 0
        self.coins = 0
        self.health = 2
        self.maxHealth = 4
        self.lives = 3
        self.hurtTimer = 0
        self.hurtMaxTimer = 180

        # Horizontal Movement
        self.speed = 0
        self.maxSpeed = 5
        self.acc = 0.4

        # Vertical Movement
        self.maxG = 20
        self.maxGWater = 14
        self.currG = 0
        self.gAcc = 0.5
        self.gAccWater = 0.3
        self.accY = 0.0
        self.vineSpeed = 3
        self.isOnGround = False
        self.isOnVine = False
        self.isOnPlatform = False
        self.currentPlatform = None
        self.flipFlop = False

        self.jumpVel = 0
        self.jumpMax = 11

        # Player Skils
        self.canDoubleJump = False
        self.hasDoubleJumped = False
        self.isOnWater = False
        
        # Player Weapon
        self.usingWeapon = False
        self.hasDoneUsingWeapon = False
        
        # Collision Stuff
        self.last_y = y
        self.gs = 0

        # Sprites
        self.state = "IDLE_RIGHT"
        self.pastState = "RUN_RIGHT"
        self.orientation = "RIGHT"

        self.idle_state = 0
        self.idle_length = 6
        self.player_idle = SpriteSheet(pygame.image.load("./Assets/Player/player_idle.png"))
        self.idle = [self.player_idle.getimage(32*x, 0, 32, 32) for x in range(self.idle_length)]

        for x in range(len(self.idle)):
            self.idle[x] = pygame.transform.scale(self.idle[x], self.scale)

        self.run_state = 0
        self.run_length = 6
        self.player_run = SpriteSheet(pygame.image.load("./Assets/Player/player_run.png"))
        self.run = [self.player_run.getimage(32 * x, 0, 32, 32) for x in range(self.run_length)]

        for x in range(len(self.run)):
            self.run[x] = pygame.transform.scale(self.run[x], self.scale)

        self.player_jump = pygame.transform.scale(pygame.image.load("./Assets/Player/player_jump.png"), self.scale)
        self.player_fall = pygame.transform.scale(pygame.image.load("./Assets/Player/player_fall.png"), self.scale)

    def draw(self, display,camera):

        if self.hurtTimer != 0:
            if self.hurtTimer % 5 == 0: self.flipFlop = not self.flipFlop

        if self.hurtTimer == 0 or (self.hurtTimer > 0 and self.flipFlop):
            if not self.isOnGround and self.jumpVel > self.currG:
                if self.pastState == "RUN_RIGHT":
                    display.blit(self.player_jump, (self.x+camera.x, self.y+camera.y))
                else:
                    display.blit(pygame.transform.flip(self.player_jump, 1, 0), (self.x+camera.x, self.y+camera.y))
            elif not self.isOnGround:
                if self.pastState == "RUN_RIGHT":
                    display.blit(self.player_fall, (self.x+camera.x, self.y+camera.y))
                else:
                    display.blit(pygame.transform.flip(self.player_fall, 1, 0), (self.x+camera.x, self.y+camera.y))
            elif self.state == "IDLE_RIGHT":
                display.blit(self.idle[self.idle_state % self.idle_length], (self.x+camera.x, self.y+camera.y))
                if self.currDelay == self.delay:
                    self.idle_state += 1
                    self.currDelay = 0
                else:
                    self.currDelay += 1
            elif self.state == "IDLE_LEFT":
                display.blit(pygame.transform.flip(self.idle[self.idle_state % self.idle_length], 1, 0), (self.x+camera.x, self.y+camera.y))
                if self.currDelay == self.delay:
                    self.idle_state += 1
                    self.currDelay = 0
                else:
                    self.currDelay += 1
            elif self.state == "RUN_RIGHT":
                display.blit(self.run[self.run_state % self.run_length], (self.x+camera.x, self.y+camera.y))
                if self.currDelay == self.delay:
                    self.run_state += 1
                    self.currDelay = 0
                else:
                    self.currDelay += 1
            elif self.state == "RUN_LEFT":
                display.blit(pygame.transform.flip(self.run[self.run_state % self.run_length], 1, 0), (self.x+camera.x, self.y+camera.y))
                if self.currDelay == self.delay:
                    self.run_state += 1
                    self.currDelay = 0
                else:
                    self.currDelay += 1

        # Collision Stuff
        self.last_y = self.y
        if self.gs != 0:
            self.isOnGround = True
            self.hasDoubleJumped = False
        else:
            self.isOnGround = False
        self.gs = 0

    def update(self, keys):

        # Horizontal Movement
        stall = self.x
        if keys[pygame.K_d] and keys[pygame.K_a]:
            self.speed = 0
        else:
            if keys[pygame.K_d]:
                if self.speed <= self.maxSpeed:
                    self.speed += self.acc
                self.x += self.speed
                self.state = "RUN_RIGHT"
                self.pastState = "RUN_RIGHT"
                self.orientation = "RIGHT"
            elif keys[pygame.K_a]:
                if self.speed <= self.maxSpeed:
                    self.speed += self.acc
                self.x -= self.speed
                self.state = "RUN_LEFT"
                self.pastState = "RUN_LEFT"
                self.orientation = "LEFT"
            else:
                if self.pastState == "RUN_RIGHT" or self.pastState == "JUMP_RIGHT":
                    self.state = "IDLE_RIGHT"
                elif self.pastState == "RUN_LEFT" or self.pastState == "JUMP_LEFT":
                    self.state = "IDLE_LEFT"
        if stall == self.x:
            self.speed = 0

        if not self.isOnVine:
            # Jumping
            if self.isOnGround and (keys[pygame.K_SPACE] or keys[pygame.K_w]):
                self.jumpVel = self.jumpMax
                self.isOnGround = False
            if self.isOnGround:
                self.jumpVel = 0
            if not self.isOnGround and self.jumpVel > self.currG:
                self.state = "JUMP"
            self.y -= self.jumpVel

            if self.canDoubleJump and not self.hasDoubleJumped and self.accY < 0 and (keys[pygame.K_SPACE] or keys[pygame.K_w]):
                self.currG = 0
                self.hasDoubleJumped = True

        else:
            # Vine Movement
            if keys[pygame.K_w]:
                self.y -= self.vineSpeed
            elif keys[pygame.K_s]:
                self.y += self.vineSpeed

        # Gravity, only apply if
        # player is not on vine
        if not self.isOnVine:
            if not self.isOnGround:
                if self.isOnWater:
                    if self.currG <= self.maxGWater:
                        self.currG += self.gAccWater
                    self.y += self.currG
                else:
                    if self.currG <= self.maxG:
                        self.currG += self.gAcc
                    self.y += self.currG         
            else:
                self.currG = 0
        
        # Reset Back isOnVine
        self.isOnVine = False
        # Reset is on Water
        self.isOnWater = False
      

        self.accY = self.last_y-self.y
        
        self.hurtTimer -= 1
        if self.hurtTimer <= 0 : self.hurtTimer = 0
        
    def hurt(self, enemy,game):
        if self.hurtTimer == 0:
            self.health -= enemy.hurtAmount
            self.game.audioSystem.playSFX('player_hurt')
            if self.health == 0 and self.lives > 0:
                self.health = self.maxHealth
                self.lives -= 1
                game.saveSystem.loadCheckpoint(game)

            if self.lives == 0 and self.health == 0:
                game.saveSystem.loadGame(game)

            self.hurtTimer = self.hurtMaxTimer
        if self.health < 0 : self.health = 0

    def enemyContact(self, enemy, game):
        if self.accY < 0:
            enemy.hurt()
        else:
            if hasattr(enemy,'state') and enemy.state != 'KILL':
                self.hurt(enemy,game)
            elif isinstance(enemy, Spike):
                self.hurt(enemy,game)