def __init__(self, x_pos: int, y_pos: int, mouse, *groups): super().__init__(*groups) spritesheet = SpriteSheet('res/sprite/spritesheet.png') self.sprites = [ spritesheet.get_sprite(31, 12, 5, 5), spritesheet.get_sprite(37, 12, 5, 5), spritesheet.get_sprite(43, 12, 5, 5), spritesheet.get_sprite(49, 12, 5, 5), spritesheet.get_sprite(55, 12, 5, 5), spritesheet.get_sprite(61, 12, 5, 5) ] self.sprite_count: int = 0 self.image = spritesheet.get_sprite(31, 12, 5, 5) self.image = pygame.transform.scale(self.image, (15, 15)) self.mouse = mouse self.rect = pygame.Rect(x_pos, y_pos, 5, 5) self.pos_x = x_pos self.pos_y = y_pos self.ang = math.atan2( self.mouse[0] - self.rect.center[0], self.mouse[1] - self.rect.center[1]) - math.pi / 2 self.ang_x = math.cos(self.ang) * 5 self.ang_y = math.sin(self.ang) * 5
def __init__(self, *groups): super().__init__(*groups) sprite_sheet = SpriteSheet('res/sprite/spritesheet.png') self.sprites = { 'HeroRun': [ sprite_sheet.get_sprite(1, 9, 7, 7), sprite_sheet.get_sprite(11, 9, 7, 7), sprite_sheet.get_sprite(21, 9, 7, 7), (28, 28) ], 'HeroGun': [ sprite_sheet.get_sprite(32, 22, 11, 9), sprite_sheet.get_sprite(44, 22, 11, 9), sprite_sheet.get_sprite(56, 22, 11, 9), (44, 36) ] } self.image = sprite_sheet.get_sprite(0, 9, 9, 9) self.image = pygame.transform.scale(self.image, [28, 28]) self.rect = pygame.Rect(32 * 8, 32 * 8, 28, 28) self.sprite_anim = 'HeroRun' self.animations = {'Gun': False, 'GunPerma': False} self.lado_x = [True, True] self.lado_y = [True, True] self.speed: int = 5 self.velocity = 4 self.sprite_count: int = 1 self.rotation = None
def init_background(self): # Background background_ss = SpriteSheet("data/levels/level_1.png") self.background = background_ss.get_image(coords.LEVEL_1, constants.IMG_MULTIPLIER, constants.WHITE) # Title image title_screen_ss = SpriteSheet("data/title_screen.png") self.title = title_screen_ss.get_image(coords.MAIN_TITLE, constants.IMG_MULTIPLIER, constants.WHITE) self.title_rect = self.title.get_rect() self.title_rect.centerx = constants.SCREEN_WIDTH_MID self.title_rect.centery = 200
def __init__(self, pos_x: int, pos_y: int, *groups): super().__init__(*groups) self.lifes = 3 self.image = SpriteSheet('res/sprite/spritesheet.png').get_sprite( 16, 38, 9, 10) self.image = pygame.transform.scale(self.image, (27, 30)) self.rect = pygame.Rect(pos_x, pos_y, 27, 30)
def __init__(self, sound_manager, game_info): pygame.sprite.Sprite.__init__(self) self.sound_manager = sound_manager self.game_info = game_info self.state = c.STATE_STANDING self.power = c.POWER_SMALL self.direction = c.DIR_RIGHT self.world_shift = 0 self.transition_state = None self.transition_timer = 0 self.player_small_frames = {} self.player_frames = {} self.transition_frames = {} self.death_frame = None self.sprite_sheet = SpriteSheet("data/characters.gif") self.load_player_small_frames() self.load_player_adult_frames() self.image = self.get_player_frame(self.state, self.direction) self.rect = self.image.get_rect() self.rect.left = 100 self.x_vel = 0 self.y_vel = 0
def __load_spritesheet(self, object_name: str): ss_obj = self.__assets_file[object_name] ss_filepath = f'assets/{ss_obj["filepath"]}' ss_tile_size = ss_obj['tile_size'] ss_render_tile_size = ss_obj['render_tile_size'] return SpriteSheet(ss_filepath, ss_tile_size, ss_render_tile_size)
def init_frames(self): sprite_sheet = SpriteSheet("data/tile_set.png") self.coin_box_frames.append(sprite_sheet.get_image(coords.COIN_BOX_1, c.IMG_MULTIPLIER, c.WHITE)) self.coin_box_frames.append(sprite_sheet.get_image(coords.COIN_BOX_2, c.IMG_MULTIPLIER, c.WHITE)) self.coin_box_frames.append(sprite_sheet.get_image(coords.COIN_BOX_3, c.IMG_MULTIPLIER, c.WHITE)) self.empty_frame = sprite_sheet.get_image(coords.COIN_BOX_EMPTY, c.IMG_MULTIPLIER, c.WHITE)
def init_image(self): sprite_sheet = SpriteSheet("data/item_objects.png") if self.x_vel < 0: self.image = sprite_sheet.get_image(coords.BRICK_PIECE_LEFT, c.IMG_MULTIPLIER, c.WHITE) else: self.image = sprite_sheet.get_image(coords.BRICK_PIECE_RIGHT, c.IMG_MULTIPLIER, c.WHITE)
def __init__(self, game_info): GameState.__init__(self, GameState.STATE_LOAD, GameState.STATE_GAME) self.game_info = game_info self.text_helper = TextHelper() self.load_screen_time = -1 # Mario frame sprite_sheet = SpriteSheet("data/characters.gif") self.mario_frame = sprite_sheet.get_image( coords.MARIO_SMALL_STANDING_RIGHT, c.IMG_MULTIPLIER)
def __init__(self): self.sprite = SpriteSheet(res.laser_light1) self.sprite.init(4, 4) self.sprite.origin = self.sprite.frame_dim/2 self.explosion_sprite = SpriteSheet(res.explosion_missile1) self.explosion_sprite.init(9, 9, 0.05) self.explosion_sprite.origin = self.explosion_sprite.frame_dim/2 self.damage = 1 self.phase = 0 # 0 = Weapon to offscreen, 1 = offscreen to target, 2 = detonation self.target_room = None self.start_position = sf.Vector2(0, 0) self.to_offscreen_position = sf.Vector2(0, 0) self.from_offscreen_position = sf.Vector2(0, 0) self.target_position = sf.Vector2(0, 0) self.fire_time = 0 self.hit_time = 0 self.hit = True # Hit or miss? self.hit_shields = False # Hit shields or ship? self.active = False self.is_mine = False # Does this projectile belong to me? (Client only, used for lock_window stuff)
def __init__(self): GameState.__init__(self, GameState.STATE_MENU, GameState.STATE_LOAD) self.player_num = 1 self.background = None self.title = None self.title_rect = None self.init_background() self.text_helper = TextHelper() item_objects_ss = SpriteSheet("data/item_objects.png") self.selector_frame = item_objects_ss.get_image( coords.TITLE_SELECTOR, constants.IMG_MULTIPLIER)
def __init__(self, x, y): Powerup.__init__(self, x, y) sprite_sheet = SpriteSheet("data/item_objects.png") self.x_vel = 2 self.display_frame = sprite_sheet.get_image(coords.MUSHROOM_POWERUP, c.IMG_MULTIPLIER, c.BLACK) self.refresh_image(self.display_frame) self.time = 0 self.y_cap = self.rect.y - self.rect.height
def __init__(self, pos_x: int, pos_y: int, *groups): super().__init__(*groups) self.type: str = 'Gun' self.perma_item: str = 'GunPerma' spritesheet = SpriteSheet('res/sprite/spritesheet.png') self.sprites = [ spritesheet.get_sprite(0, 0, 11, 7), spritesheet.get_sprite(12, 0, 11, 7), spritesheet.get_sprite(24, 0, 11, 7), spritesheet.get_sprite(36, 0, 11, 7) ] self.sprite_count: int = 0 self.image = spritesheet.get_sprite(0, 0, 11, 7) self.image = pygame.transform.scale(self.image, [22, 14]) self.rect = pygame.Rect(pos_x, pos_y, 35, 28)
def init_score_dictionary(self): tile_set = SpriteSheet("data/item_objects.png") self.score_dict[0] = tile_set.get_image(coords.SCORE_WHITE_0, c.IMG_MULTIPLIER) self.score_dict[1] = tile_set.get_image(coords.SCORE_WHITE_1, c.IMG_MULTIPLIER) self.score_dict[2] = tile_set.get_image(coords.SCORE_WHITE_2, c.IMG_MULTIPLIER) self.score_dict[4] = tile_set.get_image(coords.SCORE_WHITE_4, c.IMG_MULTIPLIER) self.score_dict[5] = tile_set.get_image(coords.SCORE_WHITE_5, c.IMG_MULTIPLIER) self.score_dict[8] = tile_set.get_image(coords.SCORE_WHITE_8, c.IMG_MULTIPLIER)
def init_frames(self): sprite_sheet = SpriteSheet("data/item_objects.png") self.coin_frames.append( sprite_sheet.get_image(coords.COIN_SPINNING_1, constants.IMG_MULTIPLIER)) self.coin_frames.append( sprite_sheet.get_image(coords.COIN_SPINNING_2, constants.IMG_MULTIPLIER)) self.coin_frames.append( sprite_sheet.get_image(coords.COIN_SPINNING_3, constants.IMG_MULTIPLIER)) self.coin_frames.append( sprite_sheet.get_image(coords.COIN_SPINNING_4, constants.IMG_MULTIPLIER)) for frame in self.coin_frames: frame.set_colorkey(constants.BLACK)
def __init__(self, id): self.id = id self.sprite = SpriteSheet(res.weapon) self.sprite.init(12, 12, 0.06) self.sprite.set_frame_loop(5, 5, False) self.slot = None # WeaponSlot this weapon is in self.position = sf.Vector2(0, 0) self.firing = False # Whether or not it's firing this turn self.powered = False # Is the weapon powered or unpowered self.was_powered = False # Was the weapon powered last turn? (Used for weapon slide out/in animation) self.target = None # Target room self.charge = 0 self.required_charge = 1 self.required_power = 1 # Power consumption self.projectile_type = None self.num_shots = 2 self.projectiles = [Projectile(), Projectile()]
def __init__(self, pos, type, frames, frames_per_row, input): super().__init__(pos, input) self.sprite = SpriteSheet(res.textures[type]) self.sprite.init(frames, frames_per_row) self.sprite.position = pos self.local_bounds = self.sprite.local_bounds
def init_frames(self): sprite_sheet = SpriteSheet("data/characters.gif") self.shell_frame = sprite_sheet.get_image(coords.SHELL_GREEN, c.IMG_MULTIPLIER, c.BLUE)
def __init__(self): image = SpriteSheet('res/sprite/spritesheet.png') self.tiles = {'Block': image.get_sprite(78, 0, 18, 18), 'Floor': image.get_sprite(77, 66, 18, 18)}
def __init__(self): self.tiles = WorldMapSprite() map = SpriteSheet('res/sprite/spritesheet.png').get_sprite(105, 9, 47, 47) self.map_array_block_wall= pygame.PixelArray(map).extract((255,255,255)) self.map_array_items = pygame.PixelArray(map).extract((255, 0, 0)) self.map_array_enemys = pygame.PixelArray(map).extract((0, 255, 0))
def init_frames(self): sprite_sheet = SpriteSheet("data/tile_set.png") self.display_frame = sprite_sheet.get_image(coords.BRICK, c.IMG_MULTIPLIER, c.WHITE)
def init_frames(self): sprite_sheet = SpriteSheet("data/characters.gif") self.goomba_frames.append(sprite_sheet.get_image(coords.GOOMBA_LEFT, c.IMG_MULTIPLIER, c.BLUE)) self.goomba_frames.append(sprite_sheet.get_image(coords.GOOMBA_RIGHT, c.IMG_MULTIPLIER, c.BLUE)) self.dead_frame = sprite_sheet.get_image(coords.GOOMBA_DEAD, c.IMG_MULTIPLIER, c.BLUE)