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()
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()
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()
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()
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()
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()
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
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()
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)
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
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
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()
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()
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()
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
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()
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)
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)
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()
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()
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()
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))
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)
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()
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()
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()
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()
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()
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()