Exemple #1
0
def sample_map():
	m = Map(
		(10, 10),
	        display.get_image(
			os.path.join(
				'img',
				'dungeon tileset calciumtrice.png'
			)
		),
		offset=(16*2, 16*2)
	)

	tiles = [
		82,  41,  41,  42,  43,  41,  43,  43,  42, 81,
		44, 124, 122, 121, 123, 124, 128, 123, 127, 36,
		45, 154, 152, 151, 153, 154, 158, 153, 157, 35,
		44, 211, 219, 220, 220, 218, 219, 218, 212, 37,
		44, 216, 271, 273, 271, 271, 272, 278, 226, 37,
		46, 217, 272, 274, 272, 274, 273, 272, 224, 37,
		46, 215, 271, 271, 272, 271, 271, 271, 226, 36,
		45, 216, 271, 271, 274, 273, 277, 274, 225, 35,
		44, 215, 272, 273, 271, 273, 272, 273, 224, 35,
		80,  38,  39,  40,  40,  38,  39,  38,  40, 79,
	]

	m.set_map(tiles)
	return m
Exemple #2
0
 def display(self, screen, padding):
     updates = []
     for row in self.grid:
         for block in row:
             surf, pt = display.get_image(block, padding)
             updates.append(screen.blit(surf, pt))
     return updates
Exemple #3
0
    def __init__(self, id, sprite_map_xml, sprite_map, sprite_name, x, y, scale_factor,
                 collision, z_index, type, input, physics, graphics):
        super(GameObject, self).__init__(display.get_image(sprite_map),
                                         xml_parser.load_sprite_map_info(sprite_map_xml), z_index)
        # Identification
        self.id = id
        self.type = type

        # The name of the sprite (as found on the sprite sheet. Unless it is a multiple framed sprite
        #   then this represents a unquie sub string of all the frames).
        self.sprite_name = sprite_name
        self.sprites_info = self.get_sprite_info(self.sprite_name)

        # Better to scale here than in the main loop
        for sprite in self.sprites_info:
            self.sprites_info[sprite][1].append(int(self.sprites_info[sprite][1][0] / scale_factor))
            self.sprites_info[sprite][1].append(int(self.sprites_info[sprite][1][1] / scale_factor))
        
        # Components
        self.input = input
        self.physics = physics
        self.graphics = graphics

        # Status of GameObject
        self.is_alive     = True
        self.health      = 0
        self.prev_health = 0
        self.hit_time    = 0
        self.collision   = collision
        self.on_land     = False
        self.air_time    = 0
        self.attacking   = False
        self.life_counter = 0
        self.buffer_attack = 0

        # Positions
        self.oldx = x
        self.oldy = y
        self.x    = x
        self.y    = y
        self.dx   = 0
        self.dy   = 0

        # Size
        self.scale_factor = scale_factor
        self.width        = 0
        self.height       = 0
        self.oldwidth     = 0
        self.oldheight    = 0
        
        # Action of Sprite
        self.current_action = self.graphics.get_default_action()
        self.pre_render()

        # Keys that are down and up that affect the game object
        self.keys_down = []
        self.keys_up   = []
Exemple #4
0
	def __init__(self):
		# Call the parent constructor
		super(HeroStatue, self).__init__(
			display.get_image(
				os.path.join(
					'img',
					'dungeon tileset calciumtrice.png'
				)
			)
		)
Exemple #5
0
	def __init__(self):
		# Call the parent constructor
		super(Minotaur, self).__init__(
			display.get_image(
				os.path.join(
					'img',
					'minotaur spritesheet calciumtrice.png'
				)
			)
		)
		self.clock = pygame.time.Clock()
		self.frame = 0.0