Example #1
0
    def __init__(self, position):
        Sprite.__init__(self, position)

        # add this sprite to the render and
        # examine lists
        render.add_game_sprites(self)
        examine.add_game_object(self)

        # velocity in x and y directions
        # position is saved in self.rect
        self.velocity = Vector(0, 0)

        # whether or not the sprite is touching
        # the ground and is able to jump
        self.grounded = False
Example #2
0
def moving_particle_effect(effect_name, position, func):
    if effect_name in particle_effects.keys():
        render.add_game_sprites(MovingParticle(position, particle_effects[effect_name], func))
Example #3
0
def particle_effect(effect_name, position):
    if effect_name in particle_effects.keys():
        render.add_game_sprites(Particle(position, particle_effects[effect_name]))
Example #4
0
def animated_effect(effect_name, position):
    if effect_name in animated_effects.keys():
        render.add_game_sprites(Particle(position, animated_effects[effect_name].copy()))
Example #5
0
def moving_particle_effect(effect_name, position, func):
    if effect_name in particle_effects.keys():
        render.add_game_sprites(
            MovingParticle(position, particle_effects[effect_name], func))
Example #6
0
def particle_effect(effect_name, position):
    if effect_name in particle_effects.keys():
        render.add_game_sprites(
            Particle(position, particle_effects[effect_name]))
Example #7
0
def animated_effect(effect_name, position):
    if effect_name in animated_effects.keys():
        render.add_game_sprites(
            Particle(position, animated_effects[effect_name].copy()))