Exemple #1
0
    def __init__(self):
        """
        This initializes the health


        Variables:
            self.status: Holds the custom sprites
            sprite_sheet: The spritesheet to where the custom spries came from
            image: Holds the custom
            self.image: The sprite used to represent
            self.rect: This creates the shape of the sprite
            self.rect.y: The y-position of the sprite
            self.hp: The hp of the boss

        """

        self.status = []

        pygame.sprite.Sprite.__init__(self)

        sprite_sheet = SpriteSheet("Golem.png")

        image = sprite_sheet.get_image(165, 547, 389, 28)
        self.status.append(image)
        self.image = image
        self.rect = self.image.get_rect()

        image = sprite_sheet.get_image(165, 576, 389, 28)
        self.status.append(image)

        image = sprite_sheet.get_image(165, 608, 389, 28)
        self.status.append(image)

        image = sprite_sheet.get_image(165, 642, 389, 28)
        self.status.append(image)

        image = sprite_sheet.get_image(165, 678, 389, 28)
        self.status.append(image)

        image = sprite_sheet.get_image(165, 708, 389, 28)
        self.status.append(image)

        image = sprite_sheet.get_image(165, 742, 389, 28)
        self.status.append(image)

        image = sprite_sheet.get_image(165, 774, 389, 28)
        self.status.append(image)

        image = sprite_sheet.get_image(165, 802, 389, 28)
        self.status.append(image)

        self.hp = 1000

        self.rect.y = -40

        self.rect = self.image.get_rect()
Exemple #2
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    def __init__(self):
        """ Constructor function """
        colorkey = constants.BLACK
        # Call the parent's constructor
        pygame.sprite.Sprite.__init__(self)

        sprite_sheet = SpriteSheet("img/all.png")
        # Load all the right facing images into a list
        image = sprite_sheet.get_image_colorkey(28, 14, 60, 80,colorkey)
        image = pygame.transform.scale(image, (100, 100))
        self.walking_frames_r.append(image)
        image = sprite_sheet.get_image_colorkey(87, 14, 60, 80,colorkey)
        image = pygame.transform.scale(image, (100, 100))
        self.walking_frames_r.append(image)
        image = sprite_sheet.get_image_colorkey(28, 110, 60, 80,colorkey)
        image = pygame.transform.scale(image, (100, 100))
        self.walking_frames_r.append(image)
        # image = sprite_sheet.get_image(0, 93, 66, 90)
        # self.walking_frames_r.append(image)
        # image = sprite_sheet.get_image(66, 93, 66, 90)
        # self.walking_frames_r.append(image)
        # image = sprite_sheet.get_image(132, 93, 72, 90)
        # self.walking_frames_r.append(image)
        # image = sprite_sheet.get_image(0, 186, 70, 90)
        # self.walking_frames_r.append(image)

        # Load all the right facing images, then flip them
        # to face left.
        # image = sprite_sheet.get_image(0, 0, 66, 90)
        # image = pygame.transform.flip(image, True, False)
        # self.walking_frames_l.append(image)
        # image = sprite_sheet.get_image(66, 0, 66, 90)
        # image = pygame.transform.flip(image, True, False)
        # self.walking_frames_l.append(image)
        # image = sprite_sheet.get_image(132, 0, 67, 90)
        # image = pygame.transform.flip(image, True, False)
        # self.walking_frames_l.append(image)
        # image = sprite_sheet.get_image(0, 93, 66, 90)
        # image = pygame.transform.flip(image, True, False)
        # self.walking_frames_l.append(image)
        # image = sprite_sheet.get_image(66, 93, 66, 90)
        # image = pygame.transform.flip(image, True, False)
        # self.walking_frames_l.append(image)
        # image = sprite_sheet.get_image(132, 93, 72, 90)
        # image = pygame.transform.flip(image, True, False)
        # self.walking_frames_l.append(image)
        # image = sprite_sheet.get_image(0, 186, 70, 90)
        # image = pygame.transform.flip(image, True, False)
        # self.walking_frames_l.append(image)
        self.hidden = False
        self.hide_timer = pygame.time.get_ticks()
        # Set the image the player starts with
        self.image = self.walking_frames_r[0]

        # Set a referance to the image rect.
        self.rect = self.image.get_rect()
Exemple #3
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    def __init__(self, sprite_sheet_data):

        pygame.sprite.Sprite.__init__(self)
        sprite_sheet = SpriteSheet('images/Invisible_Block.png')

        self.image = sprite_sheet.get_image(sprite_sheet_data[0],
                                            sprite_sheet_data[1],
                                            sprite_sheet_data[2],
                                            sprite_sheet_data[3])
        self.rect = self.image.get_rect()
Exemple #4
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    def __init__(self, sprite_sheet_data):
        super(Platform, self).__init__()

        sprite_sheet = SpriteSheet("some_tiles.png")
        # grab the image for this platform
        self.image = sprite_sheet.get_image(sprite_sheet_data[0],
                                            sprite_sheet_data[1],
                                            sprite_sheet_data[2],
                                            sprite_sheet_data[3])
        self.rect = self.image.get_rect()
Exemple #5
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    def __init__(self):

        super().__init__()

        self.change_y = 1.5

        sprite_sheet = SpriteSheet("zombiespritesheet.png")
        self.image = sprite_sheet.get_image(0, 192, 62, 60)

        self.rect = self.image.get_rect()
Exemple #6
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    def __init__(self, sprite_sheet_data):
        super().__init__()

        sprite_sheet = SpriteSheet('Pics/Untitled.png')
        # Grab the image for this platform
        self.image = sprite_sheet.get_image(
            sprite_sheet_data[0], sprite_sheet_data[1], sprite_sheet_data[2],
            sprite_sheet_data[3]).convert_alpha()
        self.mask = pygame.mask.from_surface(self.image)
        self.rect = self.image.get_rect()
Exemple #7
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    def __init__(self, player):
        """
        :param player:  The player object

        This initializes the boulder


        Variables:

            self.player: The player object
            self.spawnTime: The amount of time the punch will stay on screen
            self.lava_frames: Holds the custom sprites
            self.disappear: True to allow the punch to disappear
            sprite_sheet: The spritesheet to where the custom spries came from
            image: Holds the custom
            self.image: The sprite used to represent
            self.rect: This creates the shape of the sprite
            self.rect.x: The x-position of the sprite
            self.rect.y: The y-position of the sprite
            self.whichOne: Used during update to determine which frame to use for the animation
            spot: Randomly chooses which spot the pillar will appear
            spotChose: The chosen spot
            self.change_y: Affects the gravity of the boulder


        """

        super().__init__()

        self.player = player

        self.spawnTime = 0
        self.disappear = False

        pygame.sprite.Sprite.__init__(self)

        sprite_sheet = SpriteSheet("Lava.png")

        image = sprite_sheet.get_image(547, 252, 133, 133)
        self.image = image
        self.rect = self.image.get_rect()

        spot = randint(0, 2)

        if spot == 0:
            spotChose = 70
        elif spot == 1:
            spotChose = 410
        elif spot == 2:
            spotChose = 745

        self.rect.x = spotChose
        self.rect.y = -133

        self.change_y = 0
    def __init__(self, loc):

        # Call parent's constructor
        pygame.sprite.Sprite.__init__(self)

        # Enemy PNG
        sprite_sheet = SpriteSheet("e1_gunwalk.png")
        # Load all the right facing images into a list
        image = sprite_sheet.get_image(0, 0, 64, 78)
        self.walking_frames_r.append(image)
        image = sprite_sheet.get_image(64, 0, 64, 78)
        self.walking_frames_r.append(image)
        image = sprite_sheet.get_image(128, 0, 64, 78)
        self.walking_frames_r.append(image)
        image = sprite_sheet.get_image(192, 0, 64, 78)
        self.walking_frames_r.append(image)
        image = sprite_sheet.get_image(256, 0, 64, 78)
        self.walking_frames_r.append(image)
        image = sprite_sheet.get_image(320, 0, 64, 78)
        self.walking_frames_r.append(image)
        image = sprite_sheet.get_image(640, 0, 64, 78)
        self.walking_frames_r.append(image)

        # Load all the right facing images, then flip them
        # to face left.
        image = sprite_sheet.get_image(0, 0, 64, 78)
        image = pygame.transform.flip(image, True, False)
        self.walking_frames_l.append(image)
        image = sprite_sheet.get_image(64, 0, 64, 78)
        image = pygame.transform.flip(image, True, False)
        self.walking_frames_l.append(image)
        image = sprite_sheet.get_image(128, 0, 64, 78)
        image = pygame.transform.flip(image, True, False)
        self.walking_frames_l.append(image)
        image = sprite_sheet.get_image(192, 0, 64, 78)
        image = pygame.transform.flip(image, True, False)
        self.walking_frames_l.append(image)
        image = sprite_sheet.get_image(256, 0, 64, 78)
        image = pygame.transform.flip(image, True, False)
        self.walking_frames_l.append(image)
        image = sprite_sheet.get_image(320, 0, 64, 78)
        image = pygame.transform.flip(image, True, False)
        self.walking_frames_l.append(image)
        image = sprite_sheet.get_image(640, 0, 64, 78)
        image = pygame.transform.flip(image, True, False)
        self.walking_frames_l.append(image)

        # Set the image the Enemy starts with
        self.image = self.walking_frames_r[0]

        # Reference the image rect.
        self.rect = self.image.get_rect()
        self.rect.bottomleft = loc
        self.change_x = -5
Exemple #9
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    def __init__(self, sprite_sheet_data):
        super(Platform, self).__init__()

        sprite_sheet = SpriteSheet("game/tiles_spritesheet.png")
        # Imagen de la plataforma
        self.image = sprite_sheet.get_image(sprite_sheet_data[0],
                                            sprite_sheet_data[1],
                                            sprite_sheet_data[2],
                                            sprite_sheet_data[3])

        self.rect = self.image.get_rect()
Exemple #10
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    def update(self):

        if (self.textcounter == 0
                or pygame.time.get_ticks() - self.last_changed > 3000
            ) and self.textcounter < len(self.texts):
            text = self.texts[self.textcounter]
            self.textcounter += 1
            self.last_changed = pygame.time.get_ticks()
            max_char = 1
            lines = text.split("\n")

            for line in lines:
                max_char = max(max_char, len(line))
            font_size = self.image.get_rect().width * 2.5 / max_char
            font_size = round(
                min(font_size,
                    self.image.get_rect().height * 1.0 / (len(lines) + 1)))
            font_size = min(font_size, 60)  # maximum size is 60

            font_color = pygame.color.Color(20, 20, 20, 255)

            self.image = self.speechbubble_image.copy()

            SpriteSheet(SPRITESHEET).get_image(SPRITESHEETDATA[0],
                                               SPRITESHEETDATA[1],
                                               SPRITESHEETDATA[2],
                                               SPRITESHEETDATA[3])

            linecount = 0.5

            self.font = pygame.font.SysFont(
                "Arial", int(font_size))  # laggy - consider preloading

            for line in lines:
                self.textSurf = self.font.render(line, 1, font_color)
                W = self.textSurf.get_width()
                H = self.textSurf.get_height()
                if len(lines) > 1:
                    self.image.blit(self.textSurf, [
                        SPEECHBUBBLEWIDTH / 2 - W / 2, linecount *
                        (((SPEECHBUBBLEHEEIGHT * 0.92) / (len(lines) + 1)))
                    ])
                else:
                    self.image.blit(self.textSurf, [
                        SPEECHBUBBLEWIDTH / 2 - W / 2,
                        (SPEECHBUBBLEHEEIGHT * 0.5) - H / 2
                    ])
                linecount += 1

        elif self.textcounter >= len(self.texts) and pygame.time.get_ticks(
        ) - self.last_changed > 3000:
            # remove self after done
            self.character.is_talking = False
            self.remove(self.level.speechbubble_list)
Exemple #11
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def create_blocks(filename: str):
    background_blocks = pygame.sprite.Group()
    collision_blocks = pygame.sprite.Group()
    spritesheet = SpriteSheet("tiles_spritesheet.png")
    scale_block_size = 55
    spritesheet_block_size = 70  # 72 x 72
    file_path = get_path_name("maps", filename)
    with open(file_path, 'r') as f:
        lines = f.readlines()
        row = 0
        for line in lines:
            line = line.strip()
            col = 0
            for char in line:
                x = col * scale_block_size
                y = row * scale_block_size
                color = constants.WHITE
                can_collide = True
                image = None
                if char == ".":
                    color = constants.BLACK
                    can_collide = False
                elif char == "a":
                    color = constants.RED
                    image = constants.ALARM_BLOCK
                    can_collide = False
                elif char == "g":
                    color = constants.GREEN
                    image = constants.GRASS_BLOCK
                elif char == "1":
                    color = constants.GREEN
                    image = constants.RGRASS_BLOCK
                elif char == "2":
                    color = constants.GREEN
                    image = constants.LGRASS_BLOCK
                elif char == "b":
                    color = constants.BLUE
                    image = constants.BKEY_BLOCK
                elif char == "e":
                    color = constants.YELLOW
                    image = constants.EXIT_BLOCK

                if image is not None:
                    image = get_block_sprite(image, spritesheet_block_size,
                                             scale_block_size, spritesheet)
                block = Block(x, y, scale_block_size, scale_block_size, color,
                              image, can_collide)
                if can_collide:
                    collision_blocks.add(block)
                else:
                    background_blocks.add(block)
                col += 1
            row += 1
    return background_blocks, collision_blocks
Exemple #12
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    def __init__(self, pos):
        pygame.sprite.Sprite.__init__(self)

        sprite_sheet = SpriteSheet("Netflix.png")
        self.image = pygame.transform.scale(
            sprite_sheet.get_image(0, 0, icon_size, icon_size), (int(
                (icon_size / 2) / Mad_Resize), int(
                    (icon_size / 2) / Mad_Resize)))
        self.image.set_colorkey(black)
        self.rect = self.image.get_rect()
        self.rect.center = pos
Exemple #13
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    def __init__(self, sprite_sheet_data):
        pygame.sprite.Sprite.__init__(self)

        sprite_sheet = SpriteSheet("images/tiles_spritesheet.png")

        self.image = sprite_sheet.get_image(sprite_sheet_data[0],
                                            sprite_sheet_data[1],
                                            sprite_sheet_data[2],
                                            sprite_sheet_data[3])

        self.rect = self.image.get_rect()
Exemple #14
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	def __init__(self, sprite_sheet_data):
		pygame.sprite.Sprite.__init__(self)
		
		sprite_sheet = SpriteSheet(sprite_sheet_data[0])
		# Grab the image for this platform
		self.image = sprite_sheet.get_image(sprite_sheet_data[1],
											sprite_sheet_data[2],
											sprite_sheet_data[3],
											sprite_sheet_data[4])

		self.rect = self.image.get_rect()
Exemple #15
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    def __init__(self):
        super().__init__()
        self.player = None
        self.direction = None
        self.status = constants.ENEMY_INIT
        self.change_status_time = 0

        # Grab the images for the snake
        sprite_sheet0 = SpriteSheet("Assets/Snake.png")
        sprite_sheet1 = SpriteSheet("Assets/Egg.png")
        self.snake_images = [sprite_sheet0.get_image(0, 0, 58, 58), # Medium Left
        				sprite_sheet0.get_image(58, 0, 116, 58), # Left
                        sprite_sheet0.get_image(0, 58, 58, 116), # Medium Right
                        sprite_sheet0.get_image(58, 58, 116, 116)] #Right
        self.egg_images = [sprite_sheet1.get_image(0, 0, 58, 58), # Medium Left
                        sprite_sheet1.get_image(58, 0, 116, 58)] # Left
        
        self.image = self.snake_images[0]

        self.rect = self.image.get_rect()
Exemple #16
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    def __init__(self, health):
        """ Constructor function """

        # Call the parent's constructor
        pygame.sprite.Sprite.__init__(self)

        sprite_sheet = SpriteSheet("img/p1_walk.png")
        # Load all the right facing images into a list
        image = sprite_sheet.get_image(0, 0, 66, 90)
        self.walking_frames_r.append(image)
        image = sprite_sheet.get_image(66, 0, 66, 90)
        self.walking_frames_r.append(image)
        image = sprite_sheet.get_image(132, 0, 67, 90)
        self.walking_frames_r.append(image)
        image = sprite_sheet.get_image(0, 93, 66, 90)
        self.walking_frames_r.append(image)
        image = sprite_sheet.get_image(66, 93, 66, 90)
        self.walking_frames_r.append(image)
        image = sprite_sheet.get_image(132, 93, 72, 90)
        self.walking_frames_r.append(image)
        image = sprite_sheet.get_image(0, 186, 70, 90)
        self.walking_frames_r.append(image)

        # Load all the right facing images, then flip them
        # to face left.
        image = sprite_sheet.get_image(0, 0, 66, 90)
        image = pygame.transform.flip(image, True, False)
        self.walking_frames_l.append(image)
        image = sprite_sheet.get_image(66, 0, 66, 90)
        image = pygame.transform.flip(image, True, False)
        self.walking_frames_l.append(image)
        image = sprite_sheet.get_image(132, 0, 67, 90)
        image = pygame.transform.flip(image, True, False)
        self.walking_frames_l.append(image)
        image = sprite_sheet.get_image(0, 93, 66, 90)
        image = pygame.transform.flip(image, True, False)
        self.walking_frames_l.append(image)
        image = sprite_sheet.get_image(66, 93, 66, 90)
        image = pygame.transform.flip(image, True, False)
        self.walking_frames_l.append(image)
        image = sprite_sheet.get_image(132, 93, 72, 90)
        image = pygame.transform.flip(image, True, False)
        self.walking_frames_l.append(image)
        image = sprite_sheet.get_image(0, 186, 70, 90)
        image = pygame.transform.flip(image, True, False)
        self.walking_frames_l.append(image)

        # Set the image the player starts with
        self.image = self.walking_frames_r[0]

        # Set a referance to the image rect.
        self.rect = self.image.get_rect()
        self.health = health
        self.attack = Bluefireball
Exemple #17
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    def __init__(self, index):
        super().__init__()

        # Grab the images for the door
        sprite_sheet = SpriteSheet("Assets/Wall.png")
        self.images = [
            sprite_sheet.get_image(0, 0, 58, 58),  # Shadow wall
            sprite_sheet.get_image(58, 0, 58, 58)
        ]  # Normal wall
        self.image = self.images[index]
        self.rect = self.image.get_rect()
Exemple #18
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    def __init__(self, player, screen):
        super().__init__()
        self.screen = screen
        img_life = SpriteSheet("life.png")
        self.image = img_life.get_image(42, 54, 119, 102, const.BLACK, 4, 4)

        self.rect = self.image.get_rect()
        self.rect.x = const.SCREEN_WIDTH / 4 + 10
        self.rect.y = 10
        self.ile = 0
        self.font_name = pygame.font.match_font(const.FONT_NAME)
Exemple #19
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 def add_animation(self, name, sprite_sheet_data_list, sprite_sheet_name="characters_spritesheet.png"):
     self.animations[name] = []
     sprite_sheet = SpriteSheet(sprite_sheet_name)
     for sprite_sheet_data in sprite_sheet_data_list:
         image = sprite_sheet.get_image(sprite_sheet_data[0],
                                         sprite_sheet_data[1],
                                         sprite_sheet_data[2],
                                         sprite_sheet_data[3],
                                         constants.BLACK,
                                         120)
         self.animations[name].append(image)
Exemple #20
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    def __init__(self):
        super().__init__()

        # Grab the images for the door
        sprite_sheet = SpriteSheet("Assets/Door.png")
        self.images = [
            sprite_sheet.get_image(0, 0, 174, 58),  # Closed door
            sprite_sheet.get_image(0, 58, 174, 116)
        ]  # Opened door
        self.image = self.images[0]
        self.rect = self.image.get_rect()
Exemple #21
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    def __init__(self, sprite_sheet_data):
        """ Platformer Construction. Assumes constructed with user passing in
        an array of 5 numbers like what's defined at the top of this code."""
        super(Platform, self).__init__()

        sprite_sheet = SpriteSheet("resources\graphics\Tileset.png")
        #Grab the image for this platform
        self.image = sprite_sheet.get_image(sprite_sheet_data[0],
                                            sprite_sheet_data[1],
                                            sprite_sheet_data[2],
                                            sprite_sheet_data[3])
        self.rect = self.image.get_rect()
Exemple #22
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    def __init__(self):
        # Call the parent class (Sprite) constructor
        super().__init__()

        sprite_sheet = SpriteSheet("coin.png")
        self.image = sprite_sheet.get_image(20, 100, 200, 150)
        self.image = pygame.transform.scale(self.image, (50, 50))

        self.chance_coin = 0
        self.change_x = 2

        self.rect = self.image.get_rect()
Exemple #23
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    def defineAnimations(self):
        spritesheet = SpriteSheet("TheKid.png")

        # Define idle animation
        self.idle = []
        img = spritesheet.get_image(0, 0, Player.WIDTH // 2,
                                    Player.HEIGHT // 2)
        self.idle.append(pygame.transform.scale2x(img))
        img = spritesheet.get_image(27, 0, Player.WIDTH // 2,
                                    Player.HEIGHT // 2)
        self.idle.append(pygame.transform.scale2x(img))
        img = spritesheet.get_image(55, 0, Player.WIDTH // 2,
                                    Player.HEIGHT // 2)
        self.idle.append(pygame.transform.scale2x(img))
        img = spritesheet.get_image(82, 0, Player.WIDTH // 2,
                                    Player.HEIGHT // 2)
        self.idle.append(pygame.transform.scale2x(img))

        # Define walking animation
        self.walking = []
        img = spritesheet.get_image(1, 25, Player.WIDTH // 2,
                                    Player.HEIGHT // 2)
        self.walking.append(pygame.transform.scale2x(img))
        img = spritesheet.get_image(31, 25, Player.WIDTH // 2,
                                    Player.HEIGHT // 2)
        self.walking.append(pygame.transform.scale2x(img))
        img = spritesheet.get_image(59, 25, Player.WIDTH // 2,
                                    Player.HEIGHT // 2)
        self.walking.append(pygame.transform.scale2x(img))
        img = spritesheet.get_image(87, 25, Player.WIDTH // 2,
                                    Player.HEIGHT // 2)
        self.walking.append(pygame.transform.scale2x(img))
        img = spritesheet.get_image(118, 25, Player.WIDTH // 2,
                                    Player.HEIGHT // 2)
        self.walking.append(pygame.transform.scale2x(img))

        # Define jumping animation
        self.jumping = []
        img = spritesheet.get_image(0, 69, Player.WIDTH // 2,
                                    Player.HEIGHT // 2)
        self.jumping.append(pygame.transform.scale2x(img))
        img = spritesheet.get_image(24, 69, Player.WIDTH // 2,
                                    Player.HEIGHT // 2)
        self.jumping.append(pygame.transform.scale2x(img))

        # Define falling animation
        self.falling = []
        img = spritesheet.get_image(4, 101, Player.WIDTH // 2,
                                    Player.HEIGHT // 2)
        self.falling.append(pygame.transform.scale2x(img))
        img = spritesheet.get_image(33, 101, Player.WIDTH // 2,
                                    Player.HEIGHT // 2)
        self.falling.append(pygame.transform.scale2x(img))
Exemple #24
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 def __init__(self, file, screen, rows, cols):
     self.file = file
     self.screen = screen
     self.rows = rows
     self.cols = cols
     self.timer = pygame.time.Clock()
     self.animation_frames = []
     self.image = pygame.image.load(file).convert_alpha()
     self.width, self.height = self.image.get_size()
     self.sprite_width = self.width // cols
     self.sprite_height = self.height // rows
     self.sprite_file = SpriteSheet(self.file)
Exemple #25
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    def __init__(self):
        """ Constructor function """

        # Call the parent constructor
        super().__init__()

        sprite_sheet = SpriteSheet("p1_walk.png")
        # Load all the right facing images into a list
        image = sprite_sheet.get_image(0, 0, 66, 90)
        self.walking_frames_r.append(image)
        image = sprite_sheet.get_image(66, 0, 66, 90)
        self.walking_frames_r.append(image)
        image = sprite_sheet.get_image(132, 0, 67, 90)
        self.walking_frames_r.append(image)
        image = sprite_sheet.get_image(0, 93, 66, 90)
        self.walking_frames_r.append(image)
        image = sprite_sheet.get_image(66, 93, 66, 90)
        self.walking_frames_r.append(image)
        image = sprite_sheet.get_image(132, 93, 72, 90)
        self.walking_frames_r.append(image)
        image = sprite_sheet.get_image(0, 186, 70, 90)
        self.walking_frames_r.append(image)

        #load all the right facing images and flip them to face left

        image = sprite_sheet.get_image(0, 0, 66, 90)
        image = pygame.transform.flip(image, True, False)
        self.walking_frames_l.append(image)
        image = sprite_sheet.get_image(66, 0, 66, 90)
        image = pygame.transform.flip(image, True, False)
        self.walking_frames_l.append(image)
        image = sprite_sheet.get_image(132, 0, 67, 90)
        image = pygame.transform.flip(image, True, False)
        self.walking_frames_l.append(image)
        image = sprite_sheet.get_image(0, 93, 66, 90)
        image = pygame.transform.flip(image, True, False)
        self.walking_frames_l.append(image)
        image = sprite_sheet.get_image(66, 93, 66, 90)
        image = pygame.transform.flip(image, True, False)
        self.walking_frames_l.append(image)
        image = sprite_sheet.get_image(132, 93, 72, 90)
        image = pygame.transform.flip(image, True, False)
        self.walking_frames_l.append(image)
        image = sprite_sheet.get_image(0, 186, 70, 90)
        image = pygame.transform.flip(image, True, False)
        self.walking_frames_l.append(image)

        #set the image the player starts with
        self.image = self.walking_frames_r[0]

        #set a reference to the image rect
        self.rect = self.image.get_rect()
Exemple #26
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    def __init__(self):
        """ Constructor function """

        # Call the parent's constructor
        pygame.sprite.Sprite.__init__(self)

        sprite_sheet = SpriteSheet("p1_walk.png")
        # Load all the right facing images into a list
        image = sprite_sheet.get_image(75, 4, 90, 81)
        self.walking_frames_r.append(image)
        
        # Load all the right facing images into a list
        image = sprite_sheet.get_image(4, 4, 70, 81)
        self.walking_frames_r.append(image)
        
        # Load all the right facing images into a list
        image = sprite_sheet.get_image(175, 4, 48, 81)
        self.walking_frames_r.append(image)
        
        # Load all the right facing images into a list
        image = sprite_sheet.get_image(225, 4, 90, 81)
        self.walking_frames_r.append(image)
        
        # Load all the right facing images, then flip them
        # to face left.d
        #image = sprite_sheet.get_image(230, 95, 285, 170)
        #image = pygame.transform.flip(image, True, False)
        #self.walking_frames_l.append(image)
        
        # Load all the right facing images into a list
        image = sprite_sheet.get_image(75, 4, 90, 81)
        image = pygame.transform.flip(image, True, False)
        self.walking_frames_l.append(image)
        
        # Load all the right facing images into a list
        image = sprite_sheet.get_image(4, 4, 70, 81)
        image = pygame.transform.flip(image, True, False)
        self.walking_frames_l.append(image)
        
        # Load all the right facing images into a list
        image = sprite_sheet.get_image(175, 4, 48, 81)
        image = pygame.transform.flip(image, True, False)
        self.walking_frames_l.append(image)
        
        # Load all the right facing images into a list
        image = sprite_sheet.get_image(225, 4, 90, 81)
        image = pygame.transform.flip(image, True, False)
        self.walking_frames_l.append(image)

        # Set the image the player starts with
        self.image = self.walking_frames_r[0]
        self.rect = self.image.get_rect()
Exemple #27
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    def __init__(self):
        """ Constructor function """

        # Call the parent's constructor
        pygame.sprite.Sprite.__init__(self)

        sprite_sheet = SpriteSheet("skeevy2.png")
        # Load all the right facing images into a list
        image = sprite_sheet.get_image(0, 0, 23, 32)
        self.walking_frames_r.append(image)
        image = sprite_sheet.get_image(84, 0, 26, 27)
        self.walking_frames_r.append(image)
        image = sprite_sheet.get_image(127, 0, 25, 27)
        self.walking_frames_r.append(image)
        image = sprite_sheet.get_image(169, 0, 26, 28)
        self.walking_frames_r.append(image)
        image = sprite_sheet.get_image(126, 43, 27, 26)
        self.walking_frames_r.append(image)
        image = sprite_sheet.get_image(125, 86, 29, 25)
        self.walking_frames_r.append(image)
        image = sprite_sheet.get_image(210, 166, 29, 34)
        self.walking_frames_r.append(image)

        # Load all the right facing images, then flip them
        # to face left.
        image = sprite_sheet.get_image(0, 0, 23, 32)
        image = pygame.transform.flip(image, True, False)
        self.walking_frames_l.append(image)
        image = sprite_sheet.get_image(84, 0, 26, 27)
        image = pygame.transform.flip(image, True, False)
        self.walking_frames_l.append(image)
        image = sprite_sheet.get_image(127, 0, 25, 27)
        image = pygame.transform.flip(image, True, False)
        self.walking_frames_l.append(image)
        image = sprite_sheet.get_image(169, 0, 26, 28)
        image = pygame.transform.flip(image, True, False)
        self.walking_frames_l.append(image)
        image = sprite_sheet.get_image(126, 43, 27, 26)
        image = pygame.transform.flip(image, True, False)
        self.walking_frames_l.append(image)
        image = sprite_sheet.get_image(125, 86, 29, 25)
        image = pygame.transform.flip(image, True, False)
        self.walking_frames_l.append(image)
        image = sprite_sheet.get_image(210, 166, 29, 34)
        image = pygame.transform.flip(image, True, False)
        self.walking_frames_l.append(image)

        # Set the image the player starts with
        self.image = self.walking_frames_r[0]

        # Set a referance to the image rect.
        self.rect = self.image.get_rect()
Exemple #28
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    def __init__(self):
        """ Constructor, create the image of the block. """
        pygame.sprite.Sprite.__init__(self)
        sprite_sheet = SpriteSheet("Shuriken.png")

        self.image = sprite_sheet.get_image(146, 121, 11, 11)
        self.bullet_frames.append(self.image)
        self.image = sprite_sheet.get_image(165, 121, 11, 11)
        self.bullet_frames.append(self.image)
        self.image = sprite_sheet.get_image(188, 121, 10, 11)
        self.bullet_frames.append(self.image)

        self.rect = self.image.get_rect()
Exemple #29
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    def __init__(self, sprite_sheet_data):
        """ Construtor da Plataforma
            O usuário passa um array de 4 números como indicado no topo do código """
        super().__init__()

        sprite_sheet = SpriteSheet("images/castle.png")
        # Pega a imagem para esta plataforma
        self.image = sprite_sheet.get_image(sprite_sheet_data[0],
                                            sprite_sheet_data[1],
                                            sprite_sheet_data[2],
                                            sprite_sheet_data[3])

        self.rect = self.image.get_rect()
Exemple #30
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    def __init__(self):
        super().__init__()

        # Grab the images for the door
        sprite_sheet = SpriteSheet("Assets/Water.png")
        self.images = [
            sprite_sheet.get_image(0, 0, 58, 58),
            sprite_sheet.get_image(58, 0, 58, 58),
            sprite_sheet.get_image(116, 0, 58, 58),
            sprite_sheet.get_image(174, 0, 58, 58)
        ]
        self.image = self.images[0]
        self.rect = self.image.get_rect()