def build_die_animation(self): base_name = self._character.name + 'Die' die_animation = SpriteSheet(base_sprite_path=os.path.join( self._character.get_sprite_path(), base_name), frames=6) die_animation.base_file_name = base_name die_animation.key_name = self._character.name.lower() + '_die' die_animation.load_images() self._character.add_sprite_sheet(FightingAnimation.DIE.value, die_animation) pass
def build_static_animation(self): base_name = self._character.name + 'Static' static_animation = SpriteSheet(base_sprite_path=os.path.join( self._character.get_sprite_path(), base_name), frames=8) static_animation.base_file_name = base_name static_animation.key_name = self._character.name.lower() + '_static' static_animation.load_images() self._character.add_sprite_sheet(MovingAnimation.STATIC.value, static_animation) pass
def build_fist_animation(self): base_name = self._character.name + 'Fist' fist_animation = SpriteSheet(base_sprite_path=os.path.join( self._character.get_sprite_path(), base_name), frames=8) fist_animation.base_file_name = base_name fist_animation.key_name = self._character.name.lower() + '_fist' fist_animation.load_images() self._character.add_sprite_sheet(FightingAnimation.FIST.value, fist_animation) pass
def build_jump_animation(self): base_name = self._character.name + 'Jump' jump_animation = SpriteSheet(base_sprite_path=os.path.join( self._character.get_sprite_path(), base_name), frames=8) jump_animation.base_file_name = base_name jump_animation.key_name = self._character.name.lower() + '_jump' jump_animation.load_images() self._character.add_sprite_sheet(MovingAnimation.JUMP.value, jump_animation) pass
def build_walk_animation(self): base_name = self._character.name + 'Walk' walk_animation = SpriteSheet(base_sprite_path=os.path.join( self._character.get_sprite_path(), base_name), frames=8) walk_animation.base_file_name = base_name walk_animation.key_name = self._character.name.lower() + '_walk' walk_animation.load_images() self._character.add_sprite_sheet(MovingAnimation.WALK.value, walk_animation) pass
def build_pro_defense_animation(self): base_name = self._character.name + 'ProDefense' pro_defense_animation = SpriteSheet(base_sprite_path=os.path.join( self._character.get_sprite_path(), base_name), frames=8) pro_defense_animation.base_file_name = base_name pro_defense_animation.key_name = self._character.name.lower( ) + '_pro_defense' pro_defense_animation.load_images() self._character.add_sprite_sheet( ProFightingAnimation.PRO_DEFENSE.value, pro_defense_animation) pass
def build_large_attack_animation(self): base_name = self._character.name + 'LargeAttack' large_attack_animation = SpriteSheet(base_sprite_path=os.path.join( self._character.get_sprite_path(), base_name), frames=8) large_attack_animation.base_file_name = base_name large_attack_animation.key_name = self._character.name.lower( ) + '_largeAttack' large_attack_animation.load_images() self._character.add_sprite_sheet(FightingAnimation.LARGE_ATTACK.value, large_attack_animation) pass