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
keys = [False for i in range(1000)]

z_walk = SpriteConfig(
    pygame.Rect(6, 90, K_WIDTH - 1, 68),  # capture rect of all
    12,  # number
    'walk',  # name
    40,  # max width per tile
    3,  # border
    0.0,  # look buffer
    8,  # frames / animation_frame
    0,  # skipping buffer - how many pixels to skip after green line
)
z_die = SpriteConfig(pygame.Rect(9, 395, 420, 70), 8, 'die', 48, 3, 0.0, 4, 0)
z_hit = SpriteConfig(pygame.Rect(9, 395, 420, 70), 2, 'hit', 48, 3, 0.0, 10, 0)
ex_zomb = AnimatedSprite(ZOMBIE_SPRITE_SHEET, [z_walk, z_hit, z_die], 'walk')
ex_zomb.loadImages()
kirb = AnimatedSprite(
    KIRBY_SPRITE_SHEET,
    [idle, walk, attack, flip, spin, land, ascend, spin_attack, shoot], "idle")
SCREEN.blit(KIRBY_SPRITE_SHEET, (0, 0))
kirb.loadImages(SCREEN)
enemies = []
bullets = []


def generateZombie():
    x = 0
    y = random.randint(0, HEIGHT - UI_SIZE * 2) + UI_SIZE
    dir = 1 + DIFFICULTY
    if bool(random.randint(0, 1)):
        x = WIDTH + 50