def __init__(self, screen):
     sprite_sheet = SpriteSheet("Images/enemies.png")
     self.under_piranha = []
     imagePop = pygame.transform.scale(
         sprite_sheet.get_image(390, 60, 19, 25), (32, 32))
     self.under_piranha.append(imagePop)
     imagePop = pygame.transform.scale(
         sprite_sheet.get_image(420, 60, 19, 25), (32, 32))
     self.under_piranha.append(imagePop)
     super().__init__(screen=screen, pop_list=self.under_piranha)
Exemple #2
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    def addSpriteSheet(self, spriteName, filename, realSpriteSize, scaledSpriteSize, rowCount, columeCount):
        """Create a spritesheet and add it to the list of loaded images

        Real Sprite Size: The actual size of the image on disk
        Scaled Sprite Size: The size we want to scale the sprite to for the game"""
        spriteSheet = SpriteSheet(filename)
        self.loadedImages.update({spriteName: spriteSheet.load_grid((0, 0, realSpriteSize.x, realSpriteSize.y),
                                                                    columeCount, rowCount,
                                                                    Vector2(scaledSpriteSize.x, scaledSpriteSize.y),
                                                                    (255, 0, 255))})
Exemple #3
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 def __init__(self, screen):
     sprite_sheet = SpriteSheet("images/enemies.png")
     self.goombas = []
     self.goombas_died = []
     image = pygame.transform.scale(sprite_sheet.get_image(0, 4, 16, 16), (32, 32))
     self.goombas.append(image)
     image = pygame.transform.scale(sprite_sheet.get_image(30, 4, 16, 16), (32, 32))
     self.goombas.append(image)
     # next image for squished goomba
     """image = pygame.transform.scale(sprite_sheet.get_image(60, 5, 16, 16), (30, 30))
     self.goombas.append(image)"""
     super().__init__(screen=screen, walk_list=self.goombas)
Exemple #4
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 def __init__(self, screen):
     sprite_sheet = SpriteSheet("Images/enemies.png")
     self.koopas_left = []
     self.koopas_right = []
     self.koopas_shell = []
     imageRight = pygame.transform.scale(sprite_sheet.get_image(210, 0, 19, 25), (32, 32))
     self.koopas_right.append(imageRight)
     imageRight = pygame.transform.scale(sprite_sheet.get_image(240, 0, 19, 25), (32, 32))
     self.koopas_right.append(imageRight)
     imageLeft = pygame.transform.scale(sprite_sheet.get_image(179, 0, 19, 25), (32, 32))
     self.koopas_left.append(imageLeft)
     imageLeft = pygame.transform.scale(sprite_sheet.get_image(149, 0, 19, 25), (32, 32))
     self.koopas_left.append(imageLeft)
     imageShell = pygame.transform.scale(sprite_sheet.get_image(360, 0, 19, 25), (32, 32))
     self.koopas_shell.append(imageShell)
     imageShell = pygame.transform.scale(sprite_sheet.get_image(360, 0, 19, 25), (32, 32))
     self.koopas_shell.append(imageShell)
     super().__init__(screen=screen, walk_list_left=self.koopas_left, walk_list_right=self.koopas_right, shell_list=self.koopas_shell)
Exemple #5
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    def __init__(self, screen):
        # list to hold all walking animations for right and left
        self.walk_right = []
        self.walk_left = []
        self.break_brick = False
        self.invincible = False

        # load right-facing images
        sprite_sheet = SpriteSheet("images/mario.png")
        image = pygame.transform.scale(sprite_sheet.get_image(210, 0, 15, 16), (32, 32))
        self.walk_right.append(image)
        image = pygame.transform.scale(sprite_sheet.get_image(240, 0, 15, 16), (32, 32))
        self.walk_right.append(image)
        image = pygame.transform.scale(sprite_sheet.get_image(270, 0, 15, 16), (32, 32))
        self.walk_right.append(image)
        image = pygame.transform.scale(sprite_sheet.get_image(300, 0, 15, 16), (32, 32))
        self.walk_right.append(image)
        image = pygame.transform.scale(sprite_sheet.get_image(360, 0, 15, 16), (32, 32))
        self.walk_right.append(image)

        # load left-facing images
        image = pygame.transform.flip(pygame.transform.scale(sprite_sheet.get_image(210, 0, 15, 17), (32, 32)),
                                      True, False)
        self.walk_left.append(image)
        image = pygame.transform.flip(pygame.transform.scale(sprite_sheet.get_image(240, 0, 15, 17), (32, 32)),
                                      True, False)
        self.walk_left.append(image)
        image = pygame.transform.flip(pygame.transform.scale(sprite_sheet.get_image(270, 0, 15, 17), (32, 32)),
                                      True, False)
        self.walk_left.append(image)
        image = pygame.transform.flip(pygame.transform.scale(sprite_sheet.get_image(300, 0, 15, 17), (32, 32)),
                                      True, False)
        self.walk_left.append(image)
        image = pygame.transform.flip(pygame.transform.scale(sprite_sheet.get_image(360, 0, 15, 17), (32, 32)),
                                      True, False)
        self.walk_left.append(image)

        super().__init__(screen=screen, walk_right=self.walk_right, walk_left=self.walk_left,
                         break_brick=self.break_brick, invincible=self.invincible)
Exemple #6
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    def __init__(self, screen):
        self.walk_right = []
        self.walk_left = []

        # ability flags
        self.break_brick = True
        self.invincible = False

        # load right-facing images
        sprite_sheet = SpriteSheet("images/mario.png")
        image = pygame.transform.scale(sprite_sheet.get_image(210, 52, 16, 32), (32, 64))
        self.walk_right.append(image)
        image = pygame.transform.scale(sprite_sheet.get_image(240, 52, 16, 32), (32, 64))
        self.walk_right.append(image)
        image = pygame.transform.scale(sprite_sheet.get_image(270, 52, 16, 32), (32, 64))
        self.walk_right.append(image)
        image = pygame.transform.scale(sprite_sheet.get_image(300, 52, 16, 32), (32, 64))
        self.walk_right.append(image)
        image = pygame.transform.scale(sprite_sheet.get_image(360, 52, 16, 32), (32, 64))
        self.walk_right.append(image)

        # load left-facing images
        image = pygame.transform.flip(pygame.transform.scale(sprite_sheet.get_image(210, 52, 16, 32), (32, 64)),
                                      True, False)
        self.walk_left.append(image)
        image = pygame.transform.flip(pygame.transform.scale(sprite_sheet.get_image(240, 52, 16, 32), (32, 64)),
                                      True, False)
        self.walk_left.append(image)
        image = pygame.transform.flip(pygame.transform.scale(sprite_sheet.get_image(270, 52, 16, 32), (32, 64)),
                                      True, False)
        self.walk_left.append(image)
        image = pygame.transform.flip(pygame.transform.scale(sprite_sheet.get_image(300, 52, 16, 32), (32, 64)),
                                      True, False)
        self.walk_left.append(image)
        image = pygame.transform.flip(pygame.transform.scale(sprite_sheet.get_image(360, 52, 16, 32), (32, 64)),
                                      True, False)
        self.walk_left.append(image)

        super().__init__(screen=screen, walk_right=self.walk_right, walk_left=self.walk_left,
                         break_brick=self.break_brick, invincible=self.invincible)