Exemple #1
0
class Enemy(pygame.sprite.Sprite):
    def __init__(self, x, y, speed):
        pygame.sprite.Sprite.__init__(self)
        # (x, y) represents bottom center
        self.x = x
        self.y = y
        self.time = 0
        self.speed = speed
        self.interval = z_walk.animSpeed / abs(self.speed)
        self.dead = False
        self.deadShot = False
        self.size = 25
        self.animSprite = AnimatedSprite(ZOMBIE_SPRITE_SHEET,
                                         [z_walk, z_hit, z_die], 'walk')
        self.animSprite.loadImages()
        self.rect = pygame.rect.Rect(
            (self.x - self.size / 2, self.y - self.size, self.size, self.size))
        self.image = pygame.Surface((self.size, self.size))
        self.hp = 100

    def updateHit(self):
        iw = self.image.get_width()
        ih = self.image.get_height()
        self.rect = pygame.rect.Rect((self.x - iw / 2, self.y - ih, iw, ih))

    def update(self):
        self.updateHit()
        self.image = self.animSprite.getImage(
            True if self.speed < 0 else False)
        if not self.dead and self.time % self.interval == 0:
            self.x += self.speed * self.interval
        self.time += 1 * abs(self.speed)

    def hItYoUrSeLf(self):
        if not self.dead:
            self.animSprite.clearStack()
            self.animSprite.addAnimation('hit')
            self.hp -= 25
            if self.hp <= 0:
                self.die()

    def die(self):
        self.animSprite.addAnimation('die')
        self.dead = True

    def draw(self, surf):
        surf.blit(self.image, (self.x - self.image.get_width() / 2,
                               self.y - self.image.get_height()))

    def collidePoint(self, x, y):
        return self.rect.collidepoint(x, y)
Exemple #2
0
             sys.exit()
         print(mouse)
     elif event.type == KEYDOWN:
         kp = True
         keyid = event.key
         keys[keyid] = True
         print("pressed %d" % keyid)
     elif event.type == KEYUP:
         keyid = -1
         keys[event.key] = False
 if not GAMEOVER:
     bullx = 0
     bully = 0
     if keys[K_RIGHT]:
         if kp:
             kirb.clearStack()
         kirb_right = True
         kirb_x += walk_speed
         bullx = 1
         kirb.whenDone('walk')
     if keys[K_LEFT]:
         if kp:
             kirb.clearStack()
         kirb_right = False
         kirb_x -= walk_speed
         bullx = -1
         kirb.whenDone('walk')
     if keys[K_UP]:
         kirb_y -= walk_speed
         bully = -1
         if kp: