def __init__(self, position, bonus_type): self.bonus_type = bonus_type Object2D.__init__(self, Vec2D(BONUS_SIZE, BONUS_SIZE), position) self.force = Vec2D() self.to_kill = False self.fall = True self.timer = BONUS_DURATION
def __init__(self, position): self.can_climb = False self.is_climbing = False self.hook_type = HookType.rope self.max_hooks = 1 self.image = pygame.image.load('assets/gfx/Player.png') self.sheet_size = Vec2D(self.image.get_width(), self.image.get_height()) Object2D.__init__( self, Vec2D(self.image.get_width() / 4, self.image.get_height() / 2), position) self.rect = (0, 0, self.width, self.height) self.force = Vec2D() self.direction = Vec2D() self.frame_left = 0 self.frame_right = 0 self.last_direction = 0 self.last_shooting = 0 self.can_shoot = True self.ladder_span = Vec2D() self.invulnerability_timer = 0 self.invulnerable = False self.invulnerability_rect = pygame.Surface((self.width, self.height), pygame.SRCALPHA, 32) self.invulnerability_rect.fill((255, 0, 255, 192))
def __init__(self, height, position, hook_type): self.hook_type = hook_type self.to_kill = False Object2D.__init__(self, Vec2D(6, height), position) self.expand = True self.timer = HOOK_DURATION
def __init__(self, radius, position, force): Object2D.__init__(self, Vec2D(radius * 2, radius * 2), position) self.radius = radius self.position = position self.force = force self.falling = True if force.y < 0: self.falling = False self.max_height = SCREEN_HEIGHT - 150 - radius*4
def __init__(self, radius, position, force): Object2D.__init__(self, Vec2D(radius * 2, radius * 2), position) self.radius = radius self.position = position self.force = force self.falling = True if force.y < 0: self.falling = False self.max_height = SCREEN_HEIGHT - 150 - radius * 4
def __init__(self, position): self.can_climb = False self.is_climbing = False self.hook_type = HookType.rope self.max_hooks = 1 self.image = pygame.image.load('assets/gfx/Player.png') self.sheet_size = Vec2D(self.image.get_width(), self.image.get_height()) Object2D.__init__(self, Vec2D(self.image.get_width()/4, self.image.get_height()/2), position) self.rect = (0, 0, self.width, self.height) self.force = Vec2D() self.direction = Vec2D() self.frame_left = 0 self.frame_right = 0 self.last_direction = 0 self.last_shooting = 0 self.can_shoot = True self.ladder_span = Vec2D() self.invulnerability_timer = 0 self.invulnerable = False self.invulnerability_rect = pygame.Surface((self.width, self.height), pygame.SRCALPHA, 32) self.invulnerability_rect.fill((255, 0, 255, 192))
def __init__(self, height, position): Object2D.__init__(self, Vec2D(LADDER_WIDTH, height), position)
def __init__(self, size, position): Object2D.__init__(self, size, position)