def __init__(self, win_size): pygame.sprite.Sprite.__init__(self) # set separate images for moving left/right # populate a circular linked list with image objects # they can be cycled-through as the octopus moves to animate it self.leftImages = imageList.CircularLinkedList() self.leftImages.append(pygame.image.load("images/octopus_l.png")) self.leftImages.append(pygame.image.load("images/octopus_l2.png")) self.leftImages.set_current( ) # sets a 'current image' marker on the last image in the list self.rightImages = imageList.CircularLinkedList() self.rightImages.append(pygame.image.load("images/octopus_r.png")) self.rightImages.append(pygame.image.load("images/octopus_r2.png")) self.rightImages.set_current() # self.jump_image = pygame.image.load("images/octopus_jump.png") self.image = self.rightImages.current.data # image that is displayed self.rect = self.image.get_rect() # rect used for collision detection self.floor = win_size[1] - self.rect[3] # set starting position self.x = int(win_size[0] * .15) # octopus starts on the left side of the screen self.y = 15 # octopus starts at the top of the screen # set rect coordinates to match image position self.rect[0] = self.x self.rect[1] = self.y # set starting speed (stationary) self.speed = [15, 10] self.jump_speed = -10
def __init__(self,win_size): pygame.sprite.Sprite.__init__(self) # set separate images for moving left/right self.leftImages = imageList.CircularLinkedList() self.leftImages.append(pygame.image.load("images/hero_l.png")) self.leftImages.set_current() self.rightImages = imageList.CircularLinkedList() self.rightImages.append(pygame.image.load("images/hero_r.png")) self.rightImages.set_current() # self.jumpImage = pygame.image.load("images/herojump.png") self.image = self.rightImages.current.data self.rect = self.image.get_rect() # rect used for collision detection self.floor = win_size[1]-self.rect[3]-2 # set starting position self.x = int(win_size[0]/2) self.y = self.floor self.rect[0] = self.x self.rect[1] = self.y # set starting speed (stationary) self.speed = [0,0] self.jump_speed = -21 self.jump = False
def __init__(self,win_size): pygame.sprite.Sprite.__init__(self) # use list to store starting positions and images # use random to choose list index of starting position and corresponding image # arms will appear semi-randomly on the screen i = random.randint(0,3) # populate a circular linked list with image objects # they can be cycled-through as the arm moves to animate it right_images = imageList.CircularLinkedList() # right_images.append(pygame.image.load("images/arm_r.png")) # right_images.append(pygame.image.load("images/arm_r2.png")) right_images.append(pygame.image.load("images/arm_r.png")) right_images.append(pygame.image.load("images/arm_r3.png")) left_images = imageList.CircularLinkedList() # left_images.append(pygame.image.load("images/arm_l.png")) # left_images.append(pygame.image.load("images/arm_l2.png")) left_images.append(pygame.image.load("images/arm_l.png")) left_images.append(pygame.image.load("images/arm_l3.png")) images = (left_images,right_images) self.images = images[i%2] self.images.set_current() self.rect = self.images.current.data.get_rect() # for falling arms # starts = ((0,-self.rect[3]),(win_size[0]-self.rect[2],-self.rect[3])) # for pushing arms starts = ((-self.rect[2],int(win_size[1]*.25)),(win_size[0],int(win_size[1]*.25)), (-self.rect[2],int(win_size[1]*.75)),(win_size[0],int(win_size[1]*.75))) speeds = ([2,0],[-2,0]) self.x = starts[i][0] self.y = starts[i][1] self.rect[0] = self.x self.rect[1] = self.y self.speed = speeds[i%2] #(0,2)
def __init__(self, win, octopus): pygame.sprite.Sprite.__init__(self) self.images = imageList.CircularLinkedList() for i in range(4): dirname = "images/you_died/" img = dirname + "dead-" + str(i) + ".png" self.images.append(pygame.image.load(img)) self.images.set_current() self.image = self.images.current.data # image that is displayed self.x = int(win.get_size()[0] / 2 - self.image.get_rect()[2] / 2) #octopus.x self.y = int(win.get_size()[1] / 2 - self.image.get_rect()[3] / 2) #octopus.y self.playedSound = False