def setup(self): self.BoardSprite = arcade.Sprite("image/GUI/Menu.png") self.BoardSprite.center_x = self.WIDTH - 90 self.BoardSprite.center_y = self.HEIGHT - 80 self.BoardSprite._set_height(150) self.BoardSprite._set_width(180) self.panel.append(self.BoardSprite) num_textures = arcade.load_spritesheet('image/numbersheet_style1.png', 30, 45, 10, 10) x = self.BoardSprite.center_x y = self.BoardSprite.center_y - 5 for i in range(3): sprite = arcade.Sprite() for j in range(10): sprite.append_texture(num_textures[j]) sprite.set_texture(0) sprite._set_scale(0.6) sprite._set_center_x(x + 18 * (i - 1)) sprite._set_center_y(y) self.ScoreList.append(sprite) level_textures = arcade.load_spritesheet('image/levelsheet.png', 100, 128, 13, 13) for i in range(4): sprite = arcade.Sprite() for j in range(13): sprite.append_texture(level_textures[j]) sprite._set_scale(0.2) sprite.set_texture(0) self.LevelList.append(sprite) self.LevelList[0]._set_center_x(x) self.LevelList[0]._set_center_y(y - 40) self.LevelList[1]._set_center_x(x + 50) self.LevelList[1]._set_center_y(y) self.LevelList[2]._set_center_x(x) self.LevelList[2]._set_center_y(y + 40) self.LevelList[3]._set_center_x(x - 50) self.LevelList[3]._set_center_y(y) timer_textures = arcade.load_spritesheet('image/timersheet.png', 120, 160, 10, 10) for i in range(4): sprite = arcade.Sprite() for j in range(10): sprite.append_texture(timer_textures[j]) sprite._set_scale(0.25) sprite.set_texture(0) self.TimerList.append(sprite) self.TimerList[0]._set_center_x(self.WIDTH / 2) self.TimerList[0]._set_center_y(300) self.TimerList[1]._set_center_x(340) self.TimerList[1]._set_center_y(self.HEIGHT / 2 + 10) self.TimerList[2]._set_center_x(self.WIDTH / 2) self.TimerList[2]._set_center_y(self.HEIGHT - 280) self.TimerList[3]._set_center_x(self.WIDTH - 340) self.TimerList[3]._set_center_y(self.HEIGHT / 2 + 10)
def setup(self): super().setup() # Load the background image. Do this in the setup so we don't keep reloading it all the time. self.add_textures( "background", [arcade.load_texture("pybgrx_assets/CribbageBoardBackground.png")]) # Sprite lists # THEY WILL BE DRAWN IN THE ORDER THEY'RE ADDED, SO LAST ONE IS FRONT # then some peg sprites! peg_textures = arcade.load_spritesheet("pybgrx_assets/Pegs.png", sprite_width=9, sprite_height=9, columns=8, count=8) self.add_textures("pegs", peg_textures) peg_list = arcade.SpriteList() peg_sprites = [ ] # for keeping track of each player's front and back peg peg_colors = [ 1, 7 ] # hardcoded orange and pink - TODO figure out how to set this at game level peg_positions = [[[182, 141], [121, 141]], [[207, 125], [45, 125]]] for plnum in range( 0, 2 ): # each player's pegs = list of 2 sprites, peg_sprites = list of those lists peg_sprites.append([]) # argh we need a dummy peg to load for this until I figure out how to get None filename constructed # sprites to work, which might be never, bc this is a prototype # two pegs per player for j in range(0, 2): newpeg = Peg("pybgrx_assets/GreenPeg.png", scale=SPRITE_SCALING) newpeg.append_texture(peg_textures[peg_colors[plnum]]) # swh newpeg.set_texture(1) newpeg.left = peg_positions[plnum][j][0] * SCALE_FACTOR newpeg.bottom = peg_positions[plnum][j][1] * SCALE_FACTOR peg_sprites[plnum].append(newpeg) peg_list.append(newpeg) self.add_sprite_list("pegs", peg_list, peg_sprites) # then let's make some stationary card sprites for where I think they might be in the real game # normal list of them to be able to access each and change things - do we need it? card_textures = arcade.load_spritesheet("pybgrx_assets/CardDeck.png", sprite_width=CARD_WIDTH, sprite_height=CARD_HEIGHT, columns=4, count=52) self.add_textures("cards", card_textures)
def __init__(self): """ Initializer """ # Call the parent class initializer super().__init__(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE) # Set the working directory (where we expect to find files) to the same # directory this .py file is in. file_path = os.path.dirname(os.path.abspath(__file__)) os.chdir(file_path) # Pre-load the animation frames. We don't do this in the __init__ # of the explosion sprite because it # takes too long and would cause the game to pause. self.explosion_texture_list = [] columns = 16 count = 60 sprite_width = 256 sprite_height = 256 file_name = file_path + "\\resources\images\explosion.png" # Load the explosions from a sprite sheet self.explosion_texture_list = arcade.load_spritesheet(file_name, sprite_width, sprite_height, columns, count) # Load sounds. Sounds from kenney.nl self.hit_sound = arcade.sound.load_sound(":resources:sounds/explosion2.wav") arcade.set_background_color(arcade.color.AMAZON)
def load_spritesheet(cls): cls.texture_list = arcade.load_spritesheet( constants.EXPLOSION_FILENAME, constants.EXPLOSION_SPRITESHEET_WIDTH, constants.EXPLOSION_SPRITESHEET_HEIGHT, constants.EXPLOSION_SPRITESHEET_COLUMNS, constants.EXPLOSION_SPRITESHEET_COUNT)
def __init__(self, tank_list, spritesheet="res/tank_spritesheet_v2.png"): self.texture_list = arcade.load_spritesheet(spritesheet, 120, 120, 3, 3) self.wheel_sprite = arcade.Sprite() self.wheel_sprite.append_texture(self.texture_list[0]) self.wheel_sprite.set_texture(0) self.wheel_sprite.center_x = 0 self.wheel_sprite.center_y = 0 self.wheel_sprite.set_hit_box([[-50, -50], [50, -50], [50, 50], [-50, 50]]) # 120x120 px self.body_sprite = arcade.Sprite() self.body_sprite.append_texture(self.texture_list[1]) self.body_sprite.set_texture(0) self.body_sprite.center_x = 0 self.body_sprite.center_y = 0 self.turret_sprite = arcade.Sprite() self.turret_sprite.append_texture(self.texture_list[2]) self.turret_sprite.set_texture(0) self.turret_sprite.center_x = 0 self.turret_sprite.center_y = 0 tank_list.append(self.wheel_sprite) tank_list.append(self.body_sprite) tank_list.append(self.turret_sprite) self.movement_speed = 50 self.rotation_speed = math.radians(150) self.rotation = math.radians(90) self.health = 100.0 self.ai_fire_rate = 0.5 self.ai_fire_dt = 0
def __init__(self): super().__init__(SCREEN_WIDTH, SCREEN_HEIGHT) self.player_list = None self.coin_list = None self.bullet_list = None self.explosions_list = None self.player_sprite = None self.score = 0 self.set_mouse_visible(False) self.explosion_texture_list = [] columns = 30 count = 60 sprite_width = 280 sprite_height = 280 file_name = "../IMAGES/espa.jpg" # Load the explosions from a sprite sheet self.explosion_texture_list = arcade.load_spritesheet( file_name, sprite_width, sprite_height, columns, count) self.gun_sound = arcade.sound.load_sound( ":resources:sounds/laser2.wav") self.hit_sound = arcade.sound.load_sound( ":resources:sounds/explosion2.wav") arcade.set_background_color(arcade.color.BLUE_SAPPHIRE)
def __init__(self): """ Initializer """ # Call the parent class initializer super().__init__(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE, fullscreen=False) # Set the working directory (where we expect to find files) to the same # directory this .py file is in. You can leave this out of your own # code, but it is needed to easily run the examples using "python -m" # as mentioned at the top of this program. file_path = os.path.dirname(os.path.abspath(__file__)) os.chdir(file_path) # Variables that will hold sprite lists self.player_list = None self.coin_list = None self.bullet_list = None self.explosions_list = None self.wall_list = None # Set up the player info self.player = None self.score = 0 self.can_move = True self.light_layer = None self.player_light = None self.player_radius = 200 # Pre-load the animation frames. We don't do this in the __init__ # of the explosion sprite because it # takes too long and would cause the game to pause. self.explosion_texture_list = [] columns = 16 count = 60 sprite_width = 256 sprite_height = 256 file_name = ":resources:images/spritesheets/explosion.png" # Load the explosions from a sprite sheet self.explosion_texture_list = arcade.load_spritesheet( file_name, sprite_width, sprite_height, columns, count) # Load sounds. Sounds from kenney.nl self.gun_sound = arcade.sound.load_sound( ":resources:sounds/laser2.wav") self.hit_sound = arcade.sound.load_sound( ":resources:sounds/explosion2.wav") self.a_down = False self.d_down = False self.s_down = False self.w_down = False self.VIEW_LEFT = 0 - (SCREEN_WIDTH / 2) self.VIEW_BOT = 0 - (SCREEN_HEIGHT / 2)
def __init__(self, width, height, track): super().__init__(width, height, title='Slot Car Racer') self.track = track self.car_sprites = arcade.SpriteList() self.track_bounds = self.track.get_track_bounds() self.explosions_list = None self.explosion_texture_list = [] self.cars_crashed = [] columns = 8 count = 51 sprite_width = 256 sprite_height = 256 file_name = 'visualization/images/spritesheet.png' # Load the explosions from a sprite sheet self.explosion_texture_list = arcade.load_spritesheet( file_name, sprite_width, sprite_height, columns, count) arcade.set_background_color(arcade.color.WHITE) self.round_timer = {} # Car to current round time self.round_times = {} # Car to list of round times self.best_times = {} # Record times for each car self.global_time = 0 # The total time since game start self.previous_rails = {} # Previous rail for car
def __init__(self): super().__init__() # Loads the spritesheet for the character textures = arcade.load_spritesheet( 'Pokemon_project_sprites/trainer_sprites.png', 15, 19, 3, 12) self.textures = textures self.set_texture(0)
def __start__(self): random.seed() # load the sounds self.snds['music'] = arcade.Sound('resources/music.wav', True) self.snds['victory'] = arcade.Sound('resources/victory.wav') self.snds['select'] = arcade.Sound('resources/select.wav') self.snds['no-select'] = arcade.Sound('resources/no-select.wav') self.snds['confirm'] = arcade.Sound('resources/confirm.wav') self.snds['wall-hit'] = arcade.Sound('resources/wall_hit.wav') self.snds['paddle-hit'] = arcade.Sound('resources/paddle_hit.wav') self.snds['pause'] = arcade.Sound('resources/pause.wav') self.snds['score'] = arcade.Sound('resources/score.wav') self.snds['brick-hit-1'] = arcade.Sound('resources/brick-hit-1.wav') self.snds['brick-hit-2'] = arcade.Sound('resources/brick-hit-2.wav') self.snds['high_score'] = arcade.Sound('resources/high_score.wav') self.snds['recover'] = arcade.Sound('resources/recover.wav') self.window = arcade.Window(const.SCREEN_WIDTH, const.SCREEN_HEIGHT - 10, const.SCREEN_TITLE) arcade.set_viewport(0, const.SCREEN_WIDTH, 5, const.SCREEN_HEIGHT - 5) self.snds['music'].play(const.VOLUME) # load the textures self.textures['bricks'] = arcade.load_spritesheet( const.BRICK_TEXTURES, const.BRICK_WIDTH, const.BRICK_HEIGHT, const.BRICK_COL, const.BRICK_COUNT) self.textures['balls'] = arcade.load_textures(const.BALL_TEXTURES, const.BALL_LOCATIOINS) self.textures['paddles'] = arcade.load_textures( const.PADDLE_TEXTURES, const.PADDLE_LOCATIONS) self.textures['arrows'] = arcade.load_textures(const.ARROW_TEXTURES, const.ARROW_LOCATIONS) # create the game controller interface self.gc = game_controller(game_device.setup()) self.sprites = arcade.SpriteList()
def __init__(self): super().__init__() """La biblioteca "os" permite localizar archivos lo que permmite importar imagenes mas facilmente""" file_path = os.path.dirname(os.path.abspath(__file__)) os.chdir(file_path) self.frame_count = 0 self.nave_list = arcade.SpriteList() self.enemy_list = arcade.SpriteList() self.bullet_list = arcade.SpriteList() self.nave_sprite = arcade.SpriteList() self.explosions_list = arcade.SpriteList() self.enemybullet_list = arcade.SpriteList() self.background1 = arcade.load_texture("." + os.path.sep + ".." + os.path.sep + "Fondos JPG" + os.path.sep + "FondoMarino.jpg") self.background2 = arcade.load_texture("." + os.path.sep + ".." + os.path.sep + "Fondos JPG" + os.path.sep + "FondoMarino2.jpg") self.background3 = arcade.load_texture("." + os.path.sep + ".." + os.path.sep + "Fondos JPG" + os.path.sep + "FondoMarino3.jpg") self.background4 = arcade.load_texture("." + os.path.sep + ".." + os.path.sep + "Fondos JPG" + os.path.sep + "NaveCayendose.jpg") self.background5 = arcade.load_texture("." + os.path.sep + ".." + os.path.sep + "Fondos JPG" + os.path.sep + "NaveCayendose2.jpg") self.background6 = arcade.load_texture("." + os.path.sep + ".." + os.path.sep + "Fondos JPG" + os.path.sep + "NaveCayendose3.jpg") self.background7 = arcade.load_texture("." + os.path.sep + ".." + os.path.sep + "Fondos JPG" + os.path.sep + "FondoGalaxia.jpg") self.background8 = arcade.load_texture("." + os.path.sep + ".." + os.path.sep + "Fondos JPG" + os.path.sep + "FondoGalaxia2.jpg") self.background9 = arcade.load_texture("." + os.path.sep + ".." + os.path.sep + "Fondos JPG" + os.path.sep + "FondoGalaxia3.jpg") self.background10 = arcade.load_texture("." + os.path.sep + ".." + os.path.sep + "Fondos JPG" + os.path.sep + "JefePezLinternaFondo.jpg") self.score = 0 self.Vidas = 3 self.nivel = 1 # PAra testear ciertos niveles tan solo hay que cambiar esta variable self.time_taken = 0 self.lista_elite = [] self.lista_mosquito = [] self.lista_persecutora = [] self.lista_bala = [] self.lista_lintera = [] self.lista_barrera = [] self.lista_jefeFinal = [] self.lista3 = [] self.nivel_1() self.nave_sprite = nave("." + os.path.sep + ".." + os.path.sep + "Sprites" + os.path.sep + "NewNave.png", SPRITE_SCALING_NAVE) self.nave_sprite.center_x = 750 self.nave_sprite.center_y = 125 self.nave_list.append(self.nave_sprite) self.left_pressed = False self.right_pressed = False self.up_pressed = False self.down_pressed = False """Tamaño de la explosion cuando derribas una nave""" self.explosion_texture_list = [] columns = 16 count = 60 sprite_width = 256 sprite_height = 256 explosion = ":resources:images/spritesheets/explosion.png" self.explosion_texture_list = arcade.load_spritesheet(explosion, sprite_width, sprite_height, columns, count) self.gun_sound = arcade.load_sound("." + os.path.sep + ".." + os.path.sep + "Fondos JPG" + os.path.sep +"hurt5.wav") self.hit_sound = arcade.load_sound("." + os.path.sep + ".." + os.path.sep + "Fondos JPG" + os.path.sep +"hit5.wav") arcade.set_background_color(arcade.color.BLACK)
def create_texture_list(asset, columns, count, sprite_width, sprite_height): texture_list = arcade.load_spritesheet( file_name=asset, sprite_width=sprite_width, # Sprite width of each frame sprite_height=sprite_height, # Sprite height of each frame columns=columns, # Number of columns in spritesheet count=count # Total number of frames in spritesheet ) return texture_list
def __init__(self, solid: bool, center_x: int, center_y: int, scale: float, vertical: bool = False): if solid: super().__init__('sprites/wall_00.png', scale=scale) self.textures = arcade.load_spritesheet('sprites/wall_spritesheet.png', 64, 16, 2, 15) else: super().__init__('sprites/log_00.png', scale=scale) self.textures = arcade.load_spritesheet('sprites/log_spritesheet.png', 64, 16, 2, 16) if vertical: self.angle = random.choice([90, 270]) else: self.angle = 0 self.center_x = center_x self.center_y = center_y self.breakable = not solid self.animate = False self.current_texture = 0 self.animation_speed = 0.25
def __init__(self, sheet_name): super().__init__() self.textures = arcade.load_spritesheet(sheet_name, sprite_width=SPRITE_SIZE, sprite_height=SPRITE_SIZE, columns=3, count=12) self.cur_texture_index = 0 self.texture = self.textures[self.cur_texture_index] self.inventory = []
def __load_2d(spritesheet, sp_width, sp_height, columns, count, margin=0): images = arcade.load_spritesheet(C.RESOURCES + spritesheet, sp_width, sp_height, columns, count, margin) x_axis = [] for x in range(count // columns): rows = [] x_axis.append(rows) for y in range(x * columns, x * columns + columns): rows.append(images[y]) return x_axis
def _loadWarpEffectTextures(self) -> TextureList: nColumns: int = 4 tileCount: int = 4 spriteWidth: int = 32 spriteHeight: int = 32 bareFileName: str = f'WarpEffectSpriteSheet.png' fqFileName: str = LocateResources.getResourcesPath(resourcePackageName=LocateResources.IMAGE_RESOURCES_PACKAGE_NAME, bareFileName=bareFileName) textureList: TextureList = cast(TextureList, load_spritesheet(fqFileName, spriteWidth, spriteHeight, nColumns, tileCount)) return textureList
def __init__(self, start_pos_x: int, start_pos_y: int, direction: tuple): super().__init__('sprites/sawblade_0.png') self.center_x = start_pos_x self.center_y = start_pos_y self.current_texture = 0 self.textures = arcade.load_spritesheet('sprites/sawblade_spritesheet.png', 16, 16, 3, 8) self.change_x = direction[0] self.change_y = direction[1] self.animation_speed = 0.25
def setup(self): self.player_list = arcade.SpriteList() self.enemy_list = arcade.SpriteList() self.bullet_list = arcade.SpriteList() self.player_bullet_list = arcade.SpriteList() self.explosions_list = arcade.SpriteList() self.ship_life_list = arcade.SpriteList() #Load the backgrounds and sounds self.background = arcade.load_texture("stars.jpg") #When a bullet is fired self.gun_sound = arcade.load_sound(":resources:sounds/hurt5.wav") #When a bullet hits a player or enemy self.hit_sound = arcade.sound.load_sound( ":resources:sounds/explosion2.wav") #When shield is deployed self.shield_sound = arcade.sound.load_sound( ":resources:sounds/upgrade5.wav") #When game is over self.gameOver_sound = arcade.sound.load_sound( ":resources:sounds/gameover1.wav") # Add player ship self.player = PlayerSprite( ":resources:images/space_shooter/playerShip3_orange.png", 0.5) self.player.center_x = SCREEN_WIDTH / 2 self.player.center_y = 20 self.player_list.append(self.player) #Add enemies self.spawnEnemies() #Add the little icons at the bottom left corner represeting lives cur_pos = 0 for i in range(self.lives): life = arcade.Sprite( ":resources:images/space_shooter/playerLife1_orange.png", 0.7) life.center_x = cur_pos + life.width life.center_y = life.height cur_pos += life.width self.ship_life_list.append(life) # Load the explosions from a sprite sheet columns = 16 count = 60 sprite_width = 256 sprite_height = 256 file_name = ":resources:images/spritesheets/explosion.png" self.explosion_texture_list = arcade.load_spritesheet( file_name, sprite_width, sprite_height, columns, count) #Play song self.play_song()
def _loadTorpedoExplosionTextures(self) -> TextureList: nColumns: int = 3 tileCount: int = 9 spriteWidth: int = 32 spriteHeight: int = 32 bareFileName: str = f'SuperCommanderTorpedoExplosionSpriteSheet.png' fqFileName: str = LocateResources.getResourcesPath(resourcePackageName=LocateResources.IMAGE_RESOURCES_PACKAGE_NAME, bareFileName=bareFileName) textureList: TextureList = cast(TextureList, load_spritesheet(fqFileName, spriteWidth, spriteHeight, nColumns, tileCount)) return textureList
def __init__(self, width, height, title): """ Initializer """ super().__init__(width, height, title) # Sprite lists # We use an all-wall list to check for collisions. self.all_wall_list = None # Drawing non-moving walls separate from moving walls improves performance. self.static_wall_list = None self.moving_wall_list = None self.floor_list = None self.explosions_list = None self.explosion_texture_list = [] columns = 16 count = 60 sprite_width = 256 sprite_height = 256 file_name = ":resources:images/spritesheets/explosion.png" # Load the explosions from a sprite sheet self.explosion_texture_list = arcade.load_spritesheet( file_name, sprite_width, sprite_height, columns, count) self.hit_sound = arcade.sound.load_sound( ":resources:sounds/explosion2.wav") self.player_list = None # Set up the player self.player_sprite = None self.physics_engine = None self.view_left = 0 self.view_bottom = 0 self.end_of_map = 0 self.game_over = False # Start 'state' will be showing the first page of instructions. self.current_state = INSTRUCTIONS_PAGE_0 self.instructions = [] texture = arcade.load_texture("game_over_PNG57.png") self.instructions.append(texture) texture = arcade.load_texture("275-2755358_play-again-button-png-clip-art.png") self.instructions.append(texture)
def explosion(self): # Pre-load the animation frames. We don't do this in the __init__ # of the explosion sprite because it # takes too long and would cause the game to pause. self.explosion_texture_list = [] columns = 16 count = 60 sprite_width = 256 sprite_height = 256 file_name = ":resources:images/spritesheets/explosion.png" # Load the explosions from a sprite sheet self.explosion_texture_list = arcade.load_spritesheet( file_name, sprite_width, sprite_height, columns, count)
def attack(self): # Pre-load the animation frames. We don't do this in the __init__ # of the explosion sprite because it # takes too long and would cause the game to pause. self.attack_texture_list = [] columns = 5 count = 25 sprite_width = 200 sprite_height = 200 file_name = "planning/assets/sprites/sword_attack.png" # Load the explosions from a sprite sheet self.attack_texture_list = arcade.load_spritesheet( file_name, sprite_width, sprite_height, columns, count)
def __init__(self): super().__init__() """La biblioteca "os" permite localizar archivos lo que permmite importar imagenes mas facilmente""" file_path = os.path.dirname(os.path.abspath(__file__)) os.chdir(file_path) self.frame_count = 0 self.nave_list = arcade.SpriteList() self.enemy_list = arcade.SpriteList() self.bullet_list = arcade.SpriteList() self.nave_sprite = arcade.SpriteList() self.explosions_list = arcade.SpriteList() self.enemybullet_list = arcade.SpriteList() self.background1 = arcade.load_texture( "C:/Users/Revij/PycharmProjects/Ejemplo/Fondos/FondoMarino.jpg") self.background2 = arcade.load_texture( "C:/Users/Revij/PycharmProjects/Ejemplo/Fondos/FondoEstelar.jpg") self.score = 0 self.Vidas = 3 self.nivel = 1 self.time_taken = 0 self.liston = [] self.listado = [] self.nivel_1() self.nave_sprite = nave("Sprites/nave.png", SPRITE_SCALING_NAVE) self.nave_sprite.center_x = 600 self.nave_sprite.center_y = 75 self.nave_list.append(self.nave_sprite) self.left_pressed = False self.right_pressed = False self.up_pressed = False self.down_pressed = False """Tamaño de la explosion cuando derribas una nave""" self.explosion_texture_list = [] columns = 16 count = 60 sprite_width = 256 sprite_height = 256 explosion = ":resources:images/spritesheets/explosion.png" self.explosion_texture_list = arcade.load_spritesheet( explosion, sprite_width, sprite_height, columns, count) self.gun_sound = arcade.load_sound(":resources:sounds/hurt5.wav") self.hit_sound = arcade.load_sound(":resources:sounds/hit5.wav") arcade.set_background_color(arcade.color.BLACK)
def _loadFirePhaserTextures(self) -> TextureList: nColumns: int = 3 tileCount: int = 17 spriteWidth: int = 231 spriteHeight: int = 134 bareFileName: str = f'PhaserSpriteSheet.png' fqFileName: str = LocateResources.getResourcesPath( resourcePackageName=LocateResources.IMAGE_RESOURCES_PACKAGE_NAME, bareFileName=bareFileName) textureList: TextureList = cast( TextureList, load_spritesheet(fqFileName, spriteWidth, spriteHeight, nColumns, tileCount)) return textureList
def __init__(self): super().__init__() # background image will be stored in here self.background = None # initiate the frame count here self.frame_count = 0 # variables that will hold sprite lists self.player_list = None self.bullet_list = None self.enemy_list = None self.explosions_list = None # set up the player info self.player_sprite = None self.score = 0 # track the state of which key is pressed self.left_pressed = False self.right_pressed = False self.up_pressed = False self.down_pressed = False # preload the animation frames self.explosion_texture_list = [] columns = 16 count = 60 sprite_width = 256 sprite_height = 256 file_name = ":resources:images/spritesheets/explosion.png" # load explosions from a sprite sheet self.explosion_texture_list = arcade.load_spritesheet( file_name, sprite_width, sprite_height, columns, count) #add gun sounds here """ self.gun_sound = arcade.load_sound( "some resource" ) self.hit_sound = arcade.load_sound( "some resource" ) """ # sets the background color arcade.set_background_color(arcade.color.AMAZON)
def __init__(self): """ Declares variables for the GameView class Args: self (Gameview): an instance of Gameview Contributors: Reed Hunsaker Adrianna Lund Isabel Aranguren Jordan McIntyre Juliano Nascimiento """ super().__init__() self._score = Score() self.texture = arcade.load_texture(constants.BACKGROUND) self.game_ending = False self.name = "" # physics engines self.physics_engine = None self.physics_engine2 = None self.physics_engine3 = None self.physics_engine4 = None # sprite lists self.bullet_list = None self.explosions_list = None self.explosion_texture_list = [] # sounds self.powerup_sound = arcade.load_sound(constants.POWERUPS_SOUND) self.powerdown_sound = arcade.load_sound(constants.POWERDOWN_SOUND) self.tank_explode = arcade.load_sound(constants.EXPLOSION_SOUND) # explosion details self.columns = 16 self.count = 8 self.sprite_width = 256 self.sprite_height = 256 self.file_name = ":resources:images/spritesheets/explosion.png" self.explosion_texture_list = arcade.load_spritesheet( self.file_name, self.sprite_width, self.sprite_height, self.columns, self.count)
def __init__(self): """ Initializer """ # Call the parent class initializer super().__init__() file_path = os.path.dirname(os.path.abspath(__file__)) os.chdir(file_path) # Variables that will hold sprite lists self.frame_count = 0 self.player_list = None self.enemy_list = None self.island_list = None self.background_map = None self.bullet_list = None self.bullet_player_list = None self.logo = None # Set up the player info self.player_sprite = None self.score = 0 # Don't show the mouse cursor self.window.set_mouse_visible(False) arcade.set_background_color(arcade.color.AQUA) # of the explosion sprite because it # takes too long and would cause the game to pause. self.explosion_texture_list = [] columns = 16 count = 60 sprite_width = 256 sprite_height = 256 file_name = ":resources:images/spritesheets/explosion.png" # Load the explosions from a sprite sheet self.explosion_texture_list = arcade.load_spritesheet(file_name, sprite_width, sprite_height, columns, count) # Used to keep track of our scrolling self.view_bottom = 0 self.view_left = 0
def get_tile_set(img, tile_size): """ 読み込んだタイルセットイメージからtile_sizeに従って一つずつ画像オブジェクトに変換する null_tileがTrueならタイルセットイメージの空白部分を取り除くようにがんばる(?) """ tile_img = arcade.load_texture(img) # print(f"タイルセットの画像サイズ, {tile_img.width} x {tile_img.height}") tile_column = tile_img.width // tile_size # print("列のタイル数", tile_column) tile_count = (tile_img.height // tile_size) * tile_column # print("暫定タイルの数", tile_count) textures = arcade.load_spritesheet(img, tile_size, tile_size, tile_column, tile_count) # 空白タイルを取り除く textures = [i for i in textures if i.image.getbbox()] # print("タイル総数:", len(textures), type(textures[0]), textures[0].width) return textures
def __init__(self, width, height, title): super().__init__(width, height, title) arcade.set_background_color(arcade.color.AMAZON) self.texture = arcade.load_texture(":resources:images/space_shooter/playerShip1_orange.png") assert self.texture.width == 99 assert self.texture.height == 75 self.circle_texture = arcade.make_circle_texture(10, arcade.color.RED) self.soft_circle_texture = arcade.make_soft_circle_texture(10, arcade.color.RED, 255, 0) self.soft_square_texture = arcade.make_soft_square_texture(10, arcade.color.RED, 255, 0) columns = 16 count = 60 sprite_width = 256 sprite_height = 256 file_name = ":resources:images/spritesheets/explosion.png" # Load the explosions from a sprite sheet self.explosion_texture_list = arcade.load_spritesheet(file_name, sprite_width, sprite_height, columns, count)
def _loadPhotonTorpedoExplosions(self) -> TextureList: """ Cache the torpedo explosion textures Returns: The texture list """ nColumns: int = 8 tileCount: int = 21 spriteWidth: int = 128 spriteHeight: int = 128 bareFileName: str = f'PhotonTorpedoExplosionSpriteSheet.png' fqFileName: str = LocateResources.getResourcesPath( resourcePackageName=LocateResources.IMAGE_RESOURCES_PACKAGE_NAME, bareFileName=bareFileName) explosions: TextureList = cast( TextureList, load_spritesheet(fqFileName, spriteWidth, spriteHeight, nColumns, tileCount)) return explosions