Exemple #1
0
    def _load_characters(self):
        # Just load the knight for now
        knight_north = load_sprite_asset("knight/look_north")
        knight_west = load_sprite_asset("knight/look_west")
        knight_walk_west  = load_sprite_animation("knight", "walk_west", 8, 0.15)
        knight_walk_north = load_sprite_animation("knight", "walk_north", 8, 0.15)
        #knight_walk_west = knight_walk_north = pyglet.image.load_animation("assets/knight/walk_west.gif")
#        knight_walk_west.anchor_x = knight_walk_west.width / 2

        knight_x, knight_y = self.map.get_coordinates(5, 5)
        knight_faces = faces_from_images(north=knight_north, west=knight_west)
        knight_walks = [knight_walk_north, knight_walk_west,
                        knight_walk_north, knight_walk_west]
        knight = MovingSprite(knight_x, knight_y, knight_faces, knight_walks)
        knight.scale=1
        knight.is_player=True
        knight.zindex=10

        knight_x, knight_y = self.map.get_coordinates(5, 0)
        knight2 = MovingSprite(knight_x, knight_y, knight_faces, knight_walks)
        knight2.scale=1
        knight2.is_player=True
        knight2.zindex=10
        knight2.look(2)

        return [knight, knight2]
Exemple #2
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    def basicSpriteFactory(self , layername,tileid,x,y,img=None):
        if img is None: img = self.sheet[tileid]

        if layername == "joueur":
            return self.basicPlayerFactory(tileid,x,y,img)

        elif layername in ["ramassable","cache","personnage"]:
            return MovingSprite(layername,tileid,x,y,[img])
        else:
            return MySprite(layername,tileid,x,y,[img])
Exemple #3
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 def basicSpriteFactory(self, layername, tileid, x, y, img=None):
     if img is None: img = self.sheet[tileid]
     if layername == "joueur":
         imglist = [self.sheet[i, j] for i, j in ((10, 0), (8, 0), (9, 0), (11, 0))]
         p = Player(layername, tileid, x, y, imglist)
         if tileid[0] in [10, 8, 9, 11]:
             p.translate_sprite(0, 0, 90 * [10, 8, 9, 11].index(tileid[0]))
         return p
     elif layername == "personnage":
         return MovingSprite(layername, tileid, x, y, [img])
     else:
         return SpriteBuilder.basicSpriteFactory(self, layername, tileid, x, y, img)
Exemple #4
0
 def __init__(self,*args,**kwargs):
     MovingSprite.__init__(self,*args,**kwargs)
     self.inventory = pygame.sprite.Group()
 def __init__(self, *args, **kwargs):
     MovingSprite.__init__(self, *args, **kwargs)
     self.inventory = pygame.sprite.Group()
Exemple #6
0
    def _load_characters(self):
        # Just load the knight for now
        knight_north = load_sprite_asset("knight/look_north")
        knight_west = load_sprite_asset("knight/look_west")
        knight_walk_west = load_sprite_animation("knight", "walk_west", 8,
                                                 0.15)
        knight_walk_north = load_sprite_animation("knight", "walk_north", 8,
                                                  0.15)
        #knight_walk_west = knight_walk_north = pyglet.image.load_animation("assets/knight/walk_west.gif")
        #        knight_walk_west.anchor_x = knight_walk_west.width / 2

        knight_x, knight_y = self.map.get_coordinates(5, 5)
        knight_faces = faces_from_images(north=knight_north, west=knight_west)
        knight_walks = [
            knight_walk_north, knight_walk_west, knight_walk_north,
            knight_walk_west
        ]
        knight = MovingSprite(knight_x, knight_y, knight_faces, knight_walks)
        knight.scale = 1
        knight.is_player = True
        knight.zindex = 10

        knight_x, knight_y = self.map.get_coordinates(5, 0)
        knight2 = MovingSprite(knight_x, knight_y, knight_faces, knight_walks)
        knight2.scale = 1
        knight2.is_player = True
        knight2.zindex = 10
        knight2.look(2)

        return [knight, knight2]