Exemple #1
0

# clock to maintain speed at 30fps
clock = pygame.time.Clock()


# Defining constants for screen
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600

# Create screen object, takes a tuple, apparently
#canvas = pygame.Surface((SCREEN_WIDTH, SCREEN_HEIGHT))
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))

hero_spritesheet = SpriteSheet('sprites/star-ovr.png')
hero1 = hero_spritesheet.get_sprite(0, 0, 31, 47)

screen.fill((255, 255, 255))
#canvas.blit(hero1, (0, SCREEN_HEIGHT-300))
#screen.blit(canvas, (0, 0))
pygame.display.update()


# Instatiating Player
player = Player()
all_sprites = pygame.sprite.Group()
all_sprites.add(player)


# Variable to keep main loop running
running = True
Exemple #2
0
    def __init__(self):
        """ Constructor function """

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

        # -- Attributes
        # Set speed vector of player
        self.change_x = 0
        self.change_y = 0

        # This holds all the images for the animated walk left/right
        # of our player
        self.walking_frames_l = []
        self.walking_frames_r = []
        self.walking_frames_d = []
        self.walking_frames_u = []

        # What direction is the player facing?
        self.direction = "R"

        # List of sprites we can bump against
        self.level = None

        sprite_sheet = SpriteSheet("sprites/star-ovr.png")
        # Load all the left facing images into a list
        image = sprite_sheet.get_sprite(40, 0, 31, 47)
        self.walking_frames_l.append(image)
        image = sprite_sheet.get_sprite(76, 0, 31, 47)
        self.walking_frames_l.append(image)
        image = sprite_sheet.get_sprite(112, 0, 31, 47)
        self.walking_frames_l.append(image)
        image = sprite_sheet.get_sprite(148, 0, 31, 47)
        self.walking_frames_l.append(image)

        # Load all the right facing images, then flip them
        # to face left.
        image = sprite_sheet.get_sprite(40, 0, 31, 47)
        image = pygame.transform.flip(image, True, False)
        self.walking_frames_r.append(image)
        image = sprite_sheet.get_sprite(76, 0, 31, 47)
        image = pygame.transform.flip(image, True, False)
        self.walking_frames_r.append(image)
        image = sprite_sheet.get_sprite(112, 0, 31, 47)
        image = pygame.transform.flip(image, True, False)
        self.walking_frames_r.append(image)
        image = sprite_sheet.get_sprite(148, 0, 31, 47)
        image = pygame.transform.flip(image, True, False)
        self.walking_frames_r.append(image)

        # Load all the downward facing images into a list
        image = sprite_sheet.get_sprite(40, 56, 31, 47)
        self.walking_frames_d.append(image)
        image = sprite_sheet.get_sprite(76, 56, 31, 47)
        self.walking_frames_d.append(image)
        image = sprite_sheet.get_sprite(112, 56, 31, 47)
        self.walking_frames_d.append(image)
        image = sprite_sheet.get_sprite(148, 56, 31, 47)
        self.walking_frames_d.append(image)


        # Load all the upward images into a list
        image = sprite_sheet.get_sprite(40, 112, 31, 47)
        self.walking_frames_u.append(image)
        image = sprite_sheet.get_sprite(76, 112, 31, 47)
        self.walking_frames_u.append(image)
        image = sprite_sheet.get_sprite(112, 112, 31, 47)
        self.walking_frames_u.append(image)
        image = sprite_sheet.get_sprite(148, 112, 31, 47)
        self.walking_frames_u.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(center=(SCREEN_WIDTH/2, SCREEN_HEIGHT/2))