Exemple #1
0
 def setUpClass(cls):
     pygame.init()
     displaysurf = pygame.display.set_mode((1, 1))
     background = myutil.load_image('images', 'background.png')
     cls.surface_cleaner = myutil.SurfaceCleaner(displaysurf, background)
     cls.gameobject = gameobjects.GameObject((0, 0), (1, 1), 'test')
     cls.test_sprite_sheet = myutil.load_image('images',
                                               'test-sprite-sheet.png')
     cls.test_sprite_sheet = myutil.slice_sprite_sheet(
         cls.test_sprite_sheet, (32, 32))
     sprites = [{
         'key':
         'test',
         'sprites': [
             cls.test_sprite_sheet[0][0], cls.test_sprite_sheet[1][0],
             cls.test_sprite_sheet[2][0]
         ],
         'max_count':
         0
     }]
     cls.gameobject.sprite_manager = components.SpriteManager(
         sprites, 'test')
     cls.gameobject.sprite_manager.get_next_sprite()  #First sprite...
     cls.container = [cls.gameobject]
     cls.surface_cleaner.add([[cls.gameobject]], [cls.container])
Exemple #2
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 def __init__(self, location, size, tag, quantity, equippable, displaysurf,
              sprites, current_sprite_key):
     super().__init__(location, size, tag)
     self.quantity = quantity
     self.equippable = equippable
     self.renderer = components.Renderer(self, displaysurf)
     self.sprite_manager = components.SpriteManager(sprites,
                                                    current_sprite_key)
Exemple #3
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 def __init__(self, location, size, tag, item_locations,
              equipped_item_location, equipped_item, displaysurf, health,
              sprites, current_sprite_key):
     super().__init__(location, size, tag)
     self.inventory_manager = components.InventoryManager(
         self, item_locations, equipped_item_location, equipped_item)
     self.inventory_renderer = components.InventoryRenderer(
         self, displaysurf, health)
     self.sprite_manager = components.SpriteManager(sprites,
                                                    current_sprite_key)
Exemple #4
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 def __init__(self, location, size, tag, direction, displaysurf, sprites,
              current_sprite_key):
     super().__init__(location, size, tag)
     self.direction = direction
     self.collision_handler = components.CollisionHandler(self)
     self.mover = components.Mover(self)
     self.renderer = components.Renderer(self, displaysurf)
     self.shooter = components.Shooter(self)
     self.sprite_manager = components.SpriteManager(sprites,
                                                    current_sprite_key)
     self.surface_cleaner = components.SurfaceCleaner(self)
Exemple #5
0
 def __init__(self,
              location,
              size,
              tag,
              open,
              key_tag,
              displaysurf,
              sprites,
              current_sprite,
              container=None):
     super().__init__(location, size, tag)
     self.open = open
     self.key_tag = key_tag
     self.renderer = components.Renderer(self, displaysurf)
     self.sprite_manager = components.SpriteManager(sprites, current_sprite)
     self.surface_cleaner = components.SurfaceCleaner(self, container)
 def setUp(self):
     sprites = [
         {
             'key': 'test-1',
             'sprites': ['sprite-1', 'sprite-2', 'sprite-3', 'sprite-4'],
             'max_count': 0
         },
         {
             'key': 'test-2',
             'sprites': ['sprite-a', 'sprite-b', 'sprite-c', 'sprite-d'],
             'max_count': 1
         }  ### SOURCE OF YOUR BUGS WERE NOT REALL BUGS MAX COUNT!!!!
     ]
     self.gameobject = gameobjects.GameObject((1, 1), (1, 1),
                                              'test-gameobject')
     self.gameobject.sprite_manager = components.SpriteManager(
         sprites, 'test-1')
 def setUpClass(cls):
     cls.displaysurf = pygame.display.set_mode((1, 1))
     cls.image = myutil.load_image('images', 'background.png')
     cls.gameobject = gameobjects.GameObject((0, 0), (1, 1), 'test')
     test_sprite_sheet = myutil.load_image('images',
                                           'test-sprite-sheet.png')
     test_sprite_sheet = myutil.slice_sprite_sheet(test_sprite_sheet,
                                                   (32, 32))
     sprites = [{
         'key':
         'test',
         'sprites': [
             test_sprite_sheet[0][0], test_sprite_sheet[1][0],
             test_sprite_sheet[2][0]
         ],
         'max_count':
         0
     }]
     cls.gameobject.sprite_manager = components.SpriteManager(
         sprites, 'test')
     cls.container = [cls.gameobject]
     cls.gameobject.surface_cleaner = components.SurfaceCleaner(
         cls.gameobject, cls.container)