def __init__(self,x,y): cMonster.cMonster.__init__(self,x,y) self.image = pygame.image.load("sprites/flie_col.png").convert_alpha() self.rect = self.image.get_rect().move(x,y) self.mask = pygame.mask.from_surface(self.image); anim_images = BF.load_and_slice_sprite(32,32,'flie_anim.png'); col_anim_images = BF.load_and_slice_sprite(32,32,'flie_anim_death.png'); self.anim = cAnimSprite(anim_images,30) self.col_anim = cAnimSprite(col_anim_images,10) self.anim.rect = self.rect self.col_anim.rect = self.rect #Status sets self.col_anim.draw = False self.delete_on_colision = True # mx=0 my=0 while mx==0 and my==0: mx = random.randint(-1,1) my = random.randint(-1,1) self.movx = mx self.movy = my
def __init__(self,x,y,rot): cMonster.cMonster.__init__(self,x,y,rot) self.image = pygame.image.load("sprites/bouncer.png").convert_alpha() self.rect = self.image.get_rect().move(x,y) self.mask = pygame.mask.from_surface(self.image); anim_images = BF.load_and_slice_sprite(32,32,'bouncer_nanim.png'); col_anim_images = BF.load_and_slice_sprite(32,32,'bouncer_anim.png'); self.anim = cAnimSprite(anim_images,5) self.col_anim = cAnimSprite(col_anim_images,20) self.anim.rect = self.rect self.col_anim.rect = self.rect #Status sets self.col_anim.draw = False
def create_sprite(self,x=-5000,y=-5000,spritetype=0): """ Get a random imageset for a spritetype create a Animation Sprite and return it """ rand = random.randint(0,len(self.all_sprites[spritetype])-1) tsprite = cAnimSprite(self.all_sprites[spritetype][rand],self.sprite_fps[spritetype]) tsprite.move(x,y) #out of view tsprite.draw = True return tsprite
def __init__(self,x,y): cMonster.cMonster.__init__(self,x,y,0) #Get the base circle because i self.image = pygame.image.load("sprites/circle_col.png").convert_alpha() self.baseImage = pygame.image.load("sprites/circle_col.png").convert_alpha() self.rect = self.image.get_rect().move(x,y) self.mask = pygame.mask.from_surface(self.image); anim_images = BF.load_and_slice_sprite(32,32,'recover_lives_anim.png'); col_anim_images = BF.load_and_slice_sprite(32,32,'recover_lives_anim.png'); self.anim = cAnimSprite(anim_images,10) self.col_anim = cAnimSprite(col_anim_images,20) self.anim.rect = self.rect self.col_anim.rect = self.rect #Status sets self.col_anim.draw = False #Only Usable once self.delete_on_colision = True
def __init__(self,file): parser = SafeConfigParser() parser.read(file) self.name = parser.get('options','name') self.startx = int(parser.get('options','startx')) self.starty = int(parser.get('options','starty')) self.imgcol = pygame.image.load(parser.get('options','collision')).convert_alpha(); self.image = pygame.image.load(parser.get('options','background')).convert_alpha(); self.bg = pygame.image.load(parser.get('options','background2')).convert_alpha(); self.mask = pygame.mask.from_surface(self.imgcol); self.rect = self.image.get_rect(); self.stick = parser.get('options','stick') self.uuid = parser.get('options','uuid') #Load the Goal sprite gx = int(parser.get('options','endx')) gy = int(parser.get('options','endy')) goal_images = BF.load_and_slice_sprite(100,100,'goal.png'); self.goal_sprite= cAnimSprite(goal_images,5) self.goal_sprite.move(gx + 50,gy + 50) #need the +50 not sure why [TODO] #ITEMS LOADING bouncers = self.retrieve_bouncer_list(file) recovers = self.retrieve_recover_list(file) self.items = [] self.items += bouncers self.items += recovers #MONSTERS LOADING bashers = self.retrieve_basher_list(file) #flies = self.retrieve_flies_list(parser) flies = [] self.monsters = [] self.monsters += bashers self.monsters += flies # # Record Storage between status # Read the records once and temprary store them here # By default empty, only load records when finishing level # self.records = [] self.player_record_index = -1 #Specific status settings try: self.start_lives = parser.get('options','start_lives') except: self.start_lives = 3 #cannot include cStatus pass
def __init__(self,x,y,ex,ey,speed): cMonster.cMonster.__init__(self,x,y) self.image = pygame.image.load("sprites/basher_col.png").convert_alpha() self.baseImage = pygame.image.load("sprites/basher_col.png").convert_alpha() self.rect = self.image.get_rect().move(x,y) self.mask = pygame.mask.from_surface(self.image); anim_images = BF.load_and_slice_sprite(64,64,'basher_nanim.png'); col_anim_images = BF.load_and_slice_sprite(64,64,'basher_colanim.png'); self.anim = cAnimSprite(anim_images,5) self.col_anim = cAnimSprite(col_anim_images,5) self.anim.rect = self.rect self.col_anim.rect = self.rect #Status sets self.col_anim.draw = False # self.movx = 1 self.movy = 1 self.startx = x self.starty = y self.endx = ex self.endy = ey self.going_to_end = True self.endxbigger = (self.endx > self.startx) self.endybigger = (self.endy > self.starty) self.speed = speed self.toendx , self.toendy = self.to_end_movement() # # Testing movement with interpolation # self.mov_points = [] self.curr_point = 0 self.interpolate_points_in_line(self.startx,self.starty,self.endx,self.endy)
FONT = pygame.font.Font("ttf/Tusj.ttf", 25) TIMERFONT = pygame.font.Font("ttf/NATWR.ttf", 55) ####################################### # # BASIC SPRITE LOADING # ####################################### #sprite factory SPRITE_FAC = cAnimSpriteFactory.cAnimSpriteFactory() #Goal Text imgset = BF.load_and_slice_sprite(300,150,'goal_text.png'); gtext_sprite = cAnimSprite(imgset) gtext_sprite.move(800,250) #timer bg imgset = BF.load_and_slice_sprite(250,123,'timer_bg.png'); bg_timer_image = imgset[0] #New Record Text imgset = BF.load_and_slice_sprite(230,100,'newrecord.png'); newrecord_sprite = cAnimSprite(imgset,1) newrecord_sprite.move(450,150) #Lives sprite imgsetlives = BF.load_and_slice_sprite(192,64,'livemeter.png');