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
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))
def particle_effect(effect_name, position): if effect_name in particle_effects.keys(): render.add_game_sprites(Particle(position, particle_effects[effect_name]))
def animated_effect(effect_name, position): if effect_name in animated_effects.keys(): render.add_game_sprites(Particle(position, animated_effects[effect_name].copy()))
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))
def particle_effect(effect_name, position): if effect_name in particle_effects.keys(): render.add_game_sprites( Particle(position, particle_effects[effect_name]))
def animated_effect(effect_name, position): if effect_name in animated_effects.keys(): render.add_game_sprites( Particle(position, animated_effects[effect_name].copy()))