def __init__(self, screen, x=None, y=None, set="brown", itemclass="key", max_activations=1, trigger=TRIGGER_FLIP): Gameobject.__init__(self, screen, True, False, x, y) self.animations["default"] = Animation(set, itemclass) try: self.animations["broken"] = Animation(set, itemclass + "_broken") except: self.animations["broken"] = self.animations["default"] self.image = self.animations[ self.current_animation].update_and_get_image() self.rect = self.image.get_rect() self.itemclass = itemclass self.activated_times = 0 self.max_activations = max_activations self.trigger = TRIGGER_NONE if self.itemclass == "key": self.pickable = True if self.itemclass == "lever": self.trigger = trigger return
def __init__(self, screen, tilex, tiley, set = "brown", tileclass = "wall"): Gameobject.__init__(self, screen, True) self.animations["default"] = Animation(set, tileclass) self.image = self.animations[self.current_animation].update_and_get_image() self.rect = self.image.get_rect() self.tilex = tilex self.tiley = tiley self.x = (tilex - (FULL_TILES_HOR - TILES_HOR) + 0.5) * TILE_DIM self.y = (tiley - (FULL_TILES_VER - TILES_VER) + 0.5) * TILE_DIM return
def __init__(self, screen, x = None, y = None, dx = None, dy = None, damage = 5, set = "energy"): Gameobject.__init__(self, screen, False, False, x, y, -1) self.animations["default"] = Animation(set, "flying") self.animations["dying"] = Animation(set, "dying") self.image = self.animations[self.current_animation].update_and_get_image() self.rect = self.image.get_rect() self.dx = dx self.dy = dy self.saveddx = None self.damage = damage self.itemclass = "projectile" return
def __init__(self, screen, x = None, y = None, attached = RIGHT): Gameobject.__init__(self, screen, True, False, x, y, 30, True) self.animations["default"] = Animation("spider", "standing") self.animations["walking"] = Animation("spider", "walking") self.image = self.animations[self.current_animation].update_and_get_image() self.rect = self.image.get_rect() self.life = 10 self.itemclass = "spider" self.attached = attached self.move_target = STAY self.fire_delay = 0 return
def __init__(self, screen, x=None, y=None, attached=RIGHT): Gameobject.__init__(self, screen, True, False, x, y, 30, True) self.animations["default"] = Animation("spider", "standing") self.animations["walking"] = Animation("spider", "walking") self.image = self.animations[ self.current_animation].update_and_get_image() self.rect = self.image.get_rect() self.life = 10 self.itemclass = "spider" self.attached = attached self.move_target = STAY self.fire_delay = 0 return
def __init__(self, screen, x = None, y = None): Gameobject.__init__(self, screen, False, True, x, y, PLAYER_LIFE) #Changing some of the values from gameobject: self.animations["default"] = Animation("guy", "standing") self.animations["walking"] = Animation("guy", "walking") self.animations["arrow"] = Animation("guy", "arrow") self.animations["dying"] = Animation("guy", "dying") self.animations["shouting"] = Animation("guy", "shouting") self.animations["jumping"] = Animation("guy", "standing") self.image = self.animations[self.current_animation].update_and_get_image() self.rect = self.image.get_rect() self.itemclass = "player" #Variables spesific to this class: self.inventory = [] self.on_ground = False self.umbrella_on = False return
def __init__(self, screen, x=None, y=None, dx=None, dy=None, damage=5, set="energy"): Gameobject.__init__(self, screen, False, False, x, y, -1) self.animations["default"] = Animation(set, "flying") self.animations["dying"] = Animation(set, "dying") self.image = self.animations[ self.current_animation].update_and_get_image() self.rect = self.image.get_rect() self.dx = dx self.dy = dy self.saveddx = None self.damage = damage self.itemclass = "projectile" return
def __init__(self, screen, x = None, y = None, set = "brown", itemclass = "key", max_activations = 1, trigger = TRIGGER_FLIP): Gameobject.__init__(self, screen, True, False, x, y) self.animations["default"] = Animation(set, itemclass) try: self.animations["broken"] = Animation(set, itemclass + "_broken") except: self.animations["broken"] = self.animations["default"] self.image = self.animations[self.current_animation].update_and_get_image() self.rect = self.image.get_rect() self.itemclass = itemclass self.activated_times = 0 self.max_activations = max_activations self.trigger = TRIGGER_NONE if self.itemclass == "key": self.pickable = True if self.itemclass == "lever": self.trigger = trigger return