def init_image(self): sprite_sheet = SpriteSheet("data/item_objects.png") if self.x_vel < 0: self.image = sprite_sheet.get_image(coords.BRICK_PIECE_LEFT, c.IMG_MULTIPLIER, c.WHITE) else: self.image = sprite_sheet.get_image(coords.BRICK_PIECE_RIGHT, c.IMG_MULTIPLIER, c.WHITE)
def init_frames(self): sprite_sheet = SpriteSheet("data/tile_set.png") self.coin_box_frames.append(sprite_sheet.get_image(coords.COIN_BOX_1, c.IMG_MULTIPLIER, c.WHITE)) self.coin_box_frames.append(sprite_sheet.get_image(coords.COIN_BOX_2, c.IMG_MULTIPLIER, c.WHITE)) self.coin_box_frames.append(sprite_sheet.get_image(coords.COIN_BOX_3, c.IMG_MULTIPLIER, c.WHITE)) self.empty_frame = sprite_sheet.get_image(coords.COIN_BOX_EMPTY, c.IMG_MULTIPLIER, c.WHITE)
def init_score_dictionary(self): tile_set = SpriteSheet("data/item_objects.png") self.score_dict[0] = tile_set.get_image(coords.SCORE_WHITE_0, c.IMG_MULTIPLIER) self.score_dict[1] = tile_set.get_image(coords.SCORE_WHITE_1, c.IMG_MULTIPLIER) self.score_dict[2] = tile_set.get_image(coords.SCORE_WHITE_2, c.IMG_MULTIPLIER) self.score_dict[4] = tile_set.get_image(coords.SCORE_WHITE_4, c.IMG_MULTIPLIER) self.score_dict[5] = tile_set.get_image(coords.SCORE_WHITE_5, c.IMG_MULTIPLIER) self.score_dict[8] = tile_set.get_image(coords.SCORE_WHITE_8, c.IMG_MULTIPLIER)
def init_frames(self): sprite_sheet = SpriteSheet("data/item_objects.png") self.coin_frames.append(sprite_sheet.get_image(coords.COIN_SPINNING_1, constants.IMG_MULTIPLIER)) self.coin_frames.append(sprite_sheet.get_image(coords.COIN_SPINNING_2, constants.IMG_MULTIPLIER)) self.coin_frames.append(sprite_sheet.get_image(coords.COIN_SPINNING_3, constants.IMG_MULTIPLIER)) self.coin_frames.append(sprite_sheet.get_image(coords.COIN_SPINNING_4, constants.IMG_MULTIPLIER)) for frame in self.coin_frames: frame.set_colorkey(constants.BLACK)
def init_background(self): # Background background_ss = SpriteSheet("data/levels/level_1.png") self.background = background_ss.get_image(coords.LEVEL_1, constants.IMG_MULTIPLIER, constants.WHITE) # Title image title_screen_ss = SpriteSheet("data/title_screen.png") self.title = title_screen_ss.get_image(coords.MAIN_TITLE, constants.IMG_MULTIPLIER, constants.WHITE) self.title_rect = self.title.get_rect() self.title_rect.centerx = constants.SCREEN_WIDTH_MID self.title_rect.centery = 200
def __init__(self, game_info): self.game_info = game_info self.text_helper = TextHelper() self.coin_frame_idx = 0 self.coin_time = 0 # tile_set.png item_objects_ss = SpriteSheet("data/item_objects.png") self.coin_frames = [] self.coin_frames.append(item_objects_ss.get_image(coords.TITLE_COIN_1, constants.IMG_MULTIPLIER)) self.coin_frames.append(item_objects_ss.get_image(coords.TITLE_COIN_2, constants.IMG_MULTIPLIER)) self.coin_frames.append(item_objects_ss.get_image(coords.TITLE_COIN_3, constants.IMG_MULTIPLIER))
def init_frames(self): sprite_sheet = SpriteSheet("data/item_objects.png") self.coin_frames.append( sprite_sheet.get_image(coords.COIN_SPINNING_1, constants.IMG_MULTIPLIER)) self.coin_frames.append( sprite_sheet.get_image(coords.COIN_SPINNING_2, constants.IMG_MULTIPLIER)) self.coin_frames.append( sprite_sheet.get_image(coords.COIN_SPINNING_3, constants.IMG_MULTIPLIER)) self.coin_frames.append( sprite_sheet.get_image(coords.COIN_SPINNING_4, constants.IMG_MULTIPLIER)) for frame in self.coin_frames: frame.set_colorkey(constants.BLACK)
def __init__(self, game_info): GameState.__init__(self, GameState.STATE_LOAD, GameState.STATE_GAME) self.game_info = game_info self.text_helper = TextHelper() self.load_screen_time = -1 # Mario frame sprite_sheet = SpriteSheet("data/characters.gif") self.mario_frame = sprite_sheet.get_image(coords.MARIO_SMALL_STANDING_RIGHT, c.IMG_MULTIPLIER)
def __init__(self, game_info): GameState.__init__(self, GameState.STATE_LOAD, GameState.STATE_GAME) self.game_info = game_info self.text_helper = TextHelper() self.load_screen_time = -1 # Mario frame sprite_sheet = SpriteSheet("data/characters.gif") self.mario_frame = sprite_sheet.get_image( coords.MARIO_SMALL_STANDING_RIGHT, c.IMG_MULTIPLIER)
def __init__(self, x, y): Powerup.__init__(self, x, y) sprite_sheet = SpriteSheet("data/item_objects.png") self.x_vel = 2 self.display_frame = sprite_sheet.get_image(coords.MUSHROOM_POWERUP, c.IMG_MULTIPLIER, c.BLACK) self.refresh_image(self.display_frame) self.time = 0 self.y_cap = self.rect.y - self.rect.height
def __init__(self): GameState.__init__(self, GameState.STATE_MENU, GameState.STATE_LOAD) self.player_num = 1 self.background = None self.title = None self.title_rect = None self.init_background() self.text_helper = TextHelper() item_objects_ss = SpriteSheet("data/item_objects.png") self.selector_frame = item_objects_ss.get_image(coords.TITLE_SELECTOR, constants.IMG_MULTIPLIER)
def __init__(self): GameState.__init__(self, GameState.STATE_MENU, GameState.STATE_LOAD) self.player_num = 1 self.background = None self.title = None self.title_rect = None self.init_background() self.text_helper = TextHelper() item_objects_ss = SpriteSheet("data/item_objects.png") self.selector_frame = item_objects_ss.get_image( coords.TITLE_SELECTOR, constants.IMG_MULTIPLIER)
def init_frames(self): sprite_sheet = SpriteSheet("data/characters.gif") self.goomba_frames.append(sprite_sheet.get_image(coords.GOOMBA_LEFT, c.IMG_MULTIPLIER, c.BLUE)) self.goomba_frames.append(sprite_sheet.get_image(coords.GOOMBA_RIGHT, c.IMG_MULTIPLIER, c.BLUE)) self.dead_frame = sprite_sheet.get_image(coords.GOOMBA_DEAD, c.IMG_MULTIPLIER, c.BLUE)
def init_frames(self): sprite_sheet = SpriteSheet("data/tile_set.png") self.display_frame = sprite_sheet.get_image(coords.BRICK, c.IMG_MULTIPLIER, c.WHITE)
def init_frames(self): sprite_sheet = SpriteSheet("data/characters.gif") self.koopa_frames.append(sprite_sheet.get_image(coords.KOOPA_GREEN_LEFT_1, c.IMG_MULTIPLIER, c.BLUE)) self.koopa_frames.append(sprite_sheet.get_image(coords.KOOPA_GREEN_LEFT_2, c.IMG_MULTIPLIER, c.BLUE))
class Player(pygame.sprite.Sprite): def __init__(self, sound_manager, game_info): pygame.sprite.Sprite.__init__(self) self.sound_manager = sound_manager self.game_info = game_info self.state = c.STATE_STANDING self.power = c.POWER_SMALL self.direction = c.DIR_RIGHT self.world_shift = 0 self.transition_state = None self.transition_timer = 0 self.player_small_frames = {} self.player_frames = {} self.transition_frames = {} self.death_frame = None self.sprite_sheet = SpriteSheet("data/characters.gif") self.load_player_small_frames() self.load_player_adult_frames() self.image = self.get_player_frame(self.state, self.direction) self.rect = self.image.get_rect() self.rect.left = 100 self.x_vel = 0 self.y_vel = 0 def load_player_small_frames(self): dir_keys = [c.DIR_LEFT, c.DIR_RIGHT] self.player_small_frames[c.STATE_STANDING] = dict((key, []) for key in dir_keys) self.player_small_frames[c.STATE_WALKING] = dict((key, []) for key in dir_keys) self.player_small_frames[c.STATE_JUMPING] = dict((key, []) for key in dir_keys) self.transition_frames = dict((key, []) for key in dir_keys) # Standing frames small_standing_left = self.sprite_sheet.get_image(coords.MARIO_SMALL_STANDING_LEFT, c.IMG_MULTIPLIER) small_standing_right = self.sprite_sheet.get_image(coords.MARIO_SMALL_STANDING_RIGHT, c.IMG_MULTIPLIER) self.player_small_frames[c.STATE_STANDING][c.DIR_LEFT].append(small_standing_left) self.player_small_frames[c.STATE_STANDING][c.DIR_RIGHT].append(small_standing_right) # Jumping frames small_jumping_left = self.sprite_sheet.get_image(coords.MARIO_SMALL_JUMPING_LEFT, c.IMG_MULTIPLIER) small_jumping_right = self.sprite_sheet.get_image(coords.MARIO_SMALL_JUMPING_RIGHT, c.IMG_MULTIPLIER) self.player_small_frames[c.STATE_JUMPING][c.DIR_LEFT].append(small_jumping_left) self.player_small_frames[c.STATE_JUMPING][c.DIR_RIGHT].append(small_jumping_right) # Transition frames self.transition_frames[c.DIR_LEFT] = self.sprite_sheet.get_image(coords.MARIO_TRANSITION_MID_LEFT, c.IMG_MULTIPLIER) self.transition_frames[c.DIR_RIGHT] = self.sprite_sheet.get_image(coords.MARIO_TRANSITION_MID_RIGHT, c.IMG_MULTIPLIER) # Death frame self.death_frame = self.sprite_sheet.get_image(coords.MARIO_DEAD, c.IMG_MULTIPLIER) # Walking frames right_1 = self.sprite_sheet.get_image(coords.MARIO_SMALL_WALKING_RIGHT_1, c.IMG_MULTIPLIER) right_2 = self.sprite_sheet.get_image(coords.MARIO_SMALL_WALKING_RIGHT_2, c.IMG_MULTIPLIER) right_3 = self.sprite_sheet.get_image(coords.MARIO_SMALL_WALKING_RIGHT_3, c.IMG_MULTIPLIER) self.player_small_frames[c.STATE_WALKING][c.DIR_RIGHT].append(right_1) self.player_small_frames[c.STATE_WALKING][c.DIR_RIGHT].append(right_2) self.player_small_frames[c.STATE_WALKING][c.DIR_RIGHT].append(right_3) left_1 = self.sprite_sheet.get_image(coords.MARIO_SMALL_WALKING_LEFT_1, c.IMG_MULTIPLIER) left_2 = self.sprite_sheet.get_image(coords.MARIO_SMALL_WALKING_LEFT_2, c.IMG_MULTIPLIER) left_3 = self.sprite_sheet.get_image(coords.MARIO_SMALL_WALKING_LEFT_3, c.IMG_MULTIPLIER) self.player_small_frames[c.STATE_WALKING][c.DIR_LEFT].append(left_1) self.player_small_frames[c.STATE_WALKING][c.DIR_LEFT].append(left_2) self.player_small_frames[c.STATE_WALKING][c.DIR_LEFT].append(left_3) def load_player_adult_frames(self): dir_keys = [c.DIR_LEFT, c.DIR_RIGHT] self.player_frames[c.STATE_STANDING] = dict((key, []) for key in dir_keys) self.player_frames[c.STATE_WALKING] = dict((key, []) for key in dir_keys) self.player_frames[c.STATE_JUMPING] = dict((key, []) for key in dir_keys) self.player_frames[c.STATE_CROUCHING] = dict((key, []) for key in dir_keys) # Standing frames big_standing_left = self.sprite_sheet.get_image(coords.MARIO_BIG_STANDING_LEFT, c.IMG_MULTIPLIER) big_standing_right = self.sprite_sheet.get_image(coords.MARIO_BIG_STANDING_RIGHT, c.IMG_MULTIPLIER) self.player_frames[c.STATE_STANDING][c.DIR_LEFT].append(big_standing_left) self.player_frames[c.STATE_STANDING][c.DIR_RIGHT].append(big_standing_right) # Jumping frames big_jumping_left = self.sprite_sheet.get_image(coords.MARIO_BIG_JUMPING_LEFT, c.IMG_MULTIPLIER) big_jumping_right = self.sprite_sheet.get_image(coords.MARIO_BIG_JUMPING_RIGHT, c.IMG_MULTIPLIER) self.player_frames[c.STATE_JUMPING][c.DIR_LEFT].append(big_jumping_left) self.player_frames[c.STATE_JUMPING][c.DIR_RIGHT].append(big_jumping_right) # Crouching frames big_crouching_left = self.sprite_sheet.get_image(coords.MARIO_BIG_CROUCHING_LEFT, c.IMG_MULTIPLIER) big_crouching_right = self.sprite_sheet.get_image(coords.MARIO_BIG_CROUCHING_RIGHT, c.IMG_MULTIPLIER) self.player_frames[c.STATE_CROUCHING][c.DIR_LEFT].append(big_crouching_left) self.player_frames[c.STATE_CROUCHING][c.DIR_RIGHT].append(big_crouching_right) # Walking frames right_1 = self.sprite_sheet.get_image(coords.MARIO_BIG_WALKING_RIGHT_1, c.IMG_MULTIPLIER) right_2 = self.sprite_sheet.get_image(coords.MARIO_BIG_WALKING_RIGHT_2, c.IMG_MULTIPLIER) right_3 = self.sprite_sheet.get_image(coords.MARIO_BIG_WALKING_RIGHT_3, c.IMG_MULTIPLIER) self.player_frames[c.STATE_WALKING][c.DIR_RIGHT].append(right_1) self.player_frames[c.STATE_WALKING][c.DIR_RIGHT].append(right_2) self.player_frames[c.STATE_WALKING][c.DIR_RIGHT].append(right_3) left_1 = self.sprite_sheet.get_image(coords.MARIO_BIG_WALKING_LEFT_1, c.IMG_MULTIPLIER) left_2 = self.sprite_sheet.get_image(coords.MARIO_BIG_WALKING_LEFT_2, c.IMG_MULTIPLIER) left_3 = self.sprite_sheet.get_image(coords.MARIO_BIG_WALKING_LEFT_3, c.IMG_MULTIPLIER) self.player_frames[c.STATE_WALKING][c.DIR_LEFT].append(left_1) self.player_frames[c.STATE_WALKING][c.DIR_LEFT].append(left_2) self.player_frames[c.STATE_WALKING][c.DIR_LEFT].append(left_3) def get_player_frame(self, state, direction, position=0): if self.power == c.POWER_SMALL: frame_idx = position % len(self.player_small_frames[state][direction]) return self.player_small_frames[state][direction][frame_idx] else: frame_idx = position % len(self.player_frames[state][direction]) return self.player_frames[state][direction][frame_idx] def shift(self, shift): self.world_shift += shift def refresh_rect(self): bottom = self.rect.bottom left = self.rect.left self.rect = self.image.get_rect() self.rect.bottom = bottom self.rect.x = left def update(self, level, current_time): if self.transition_state: if self.transition_state == c.TRANSITION_SMALL_TO_BIG: self.small_to_big(current_time) elif self.transition_state == c.TRANSITION_BIG_TO_SMALL: self.big_to_small(current_time) elif self.transition_state == c.TRANSITION_DEATH_SEQUENCE: self.death_sequence(current_time) self.calc_gravity() self.rect.y += self.y_vel self.refresh_rect() return self.calc_gravity() self.rect.x += self.x_vel # TODO group all these collision groups together ground_collisions_x = pygame.sprite.spritecollide(self, level.ground_group, False) for platform in ground_collisions_x: if self.x_vel > 0: self.rect.right = platform.rect.left elif self.x_vel < 0: self.rect.left = platform.rect.right coin_box_collisions_x = pygame.sprite.spritecollide(self, level.coin_box_group, False) for coin_box in coin_box_collisions_x: if self.x_vel > 0: self.rect.right = coin_box.rect.left elif self.x_vel < 0: self.rect.left = coin_box.rect.right brick_box_collisions_x = pygame.sprite.spritecollide(self, level.brick_box_group, False) for brick_box in brick_box_collisions_x: if self.x_vel > 0: self.rect.right = brick_box.rect.left elif self.x_vel < 0: self.rect.left = brick_box.rect.right self.rect.y += self.y_vel ground_collisions_y = pygame.sprite.spritecollideany(self, level.ground_group) if ground_collisions_y: self.rect.bottom = ground_collisions_y.rect.top self.y_vel = 0 coin_box_collisions_y = pygame.sprite.spritecollideany(self, level.coin_box_group) if coin_box_collisions_y: if self.y_vel < 0: self.rect.top = coin_box_collisions_y.rect.bottom points, coins = coin_box_collisions_y.activate() self.game_info.points += points self.game_info.coins += coins else: self.rect.bottom = coin_box_collisions_y.rect.top self.y_vel = 0 brick_box_collisions_y = pygame.sprite.spritecollideany(self, level.brick_box_group) if brick_box_collisions_y: if self.y_vel < 0: self.rect.top = brick_box_collisions_y.rect.bottom if self.power == c.POWER_SMALL: brick_box_collisions_y.activate() else: brick_box_collisions_y.kill() box_rect = brick_box_collisions_y.rect self.sound_manager.play_sound(c.SOUND_BRICK_SMASH) brick_piece_nw = BrickPiece(box_rect.left + 5, box_rect.top + 5, -2, -5) brick_piece_sw = BrickPiece(box_rect.left + 5, box_rect.bottom - 20, -2, -3) brick_piece_ne = BrickPiece(box_rect.right - 5, box_rect.top + 5, 2, -5) brick_piece_se = BrickPiece(box_rect.right - 5, box_rect.bottom - 20, 2, -3) level.brick_piece_group.add(brick_piece_nw) level.brick_piece_group.add(brick_piece_sw) level.brick_piece_group.add(brick_piece_ne) level.brick_piece_group.add(brick_piece_se) brick_box_collisions_y.update(current_time) else: self.rect.bottom = brick_box_collisions_y.rect.top self.y_vel = 0 if self.state == c.STATE_CROUCHING: self.image = self.get_player_frame(self.state, self.direction) self.refresh_rect() elif self.y_vel != 0: self.image = self.get_player_frame(c.STATE_JUMPING, self.direction) elif self.x_vel == 0: self.image = self.get_player_frame(c.STATE_STANDING, self.direction) self.refresh_rect() else: self.image = self.get_player_frame(c.STATE_WALKING, self.direction, (self.rect.x + self.world_shift) // 30) def start_death_sequence(self): self.sound_manager.play_music(c.MUSIC_DEATH) self.state = c.STATE_TRANSITION self.transition_state = c.TRANSITION_DEATH_SEQUENCE self.y_vel = -15 def calc_gravity(self): if self.y_vel == 0: self.y_vel = 1 else: self.y_vel += .45 def death_sequence(self, current_time): time_delta = current_time - self.transition_timer self.image = self.death_frame if self.transition_timer == 0: self.transition_timer = current_time elif time_delta > 3000: self.state = c.STATE_DEAD else: self.transition_timer += 1 def small_to_big(self, current_time): time_delta = current_time - self.transition_timer if self.transition_timer == 0: self.transition_timer = current_time self.image = self.transition_frames[self.direction] elif 100 <= time_delta < 200: self.image = self.get_player_frame(c.STATE_STANDING, self.direction) elif 200 <= time_delta < 300: self.image = self.transition_frames[self.direction] elif 300 <= time_delta < 400: self.image = self.get_player_frame(c.STATE_STANDING, self.direction) elif 400 <= time_delta < 500: self.image = self.transition_frames[self.direction] elif 500 <= time_delta < 600: self.image = self.get_player_frame(c.STATE_STANDING, self.direction) elif 600 <= time_delta: self.power = c.POWER_LARGE self.state = c.STATE_STANDING self.transition_state = None self.image = self.get_player_frame(c.STATE_STANDING, self.direction) self.transition_timer += 1 def big_to_small(self, current_time): time_delta = current_time - self.transition_timer if self.transition_timer == 0: self.transition_timer = current_time self.image = self.transition_frames[self.direction] elif 100 <= time_delta < 200: self.image = self.get_player_frame(c.STATE_STANDING, self.direction) elif 200 <= time_delta < 300: self.image = self.transition_frames[self.direction] elif 300 <= time_delta < 400: self.image = self.get_player_frame(c.STATE_STANDING, self.direction) elif 400 <= time_delta < 500: self.image = self.transition_frames[self.direction] elif 500 <= time_delta < 600: self.image = self.get_player_frame(c.STATE_STANDING, self.direction) elif 600 <= time_delta: self.power = c.POWER_SMALL self.state = c.STATE_STANDING self.transition_state = None self.image = self.get_player_frame(c.STATE_STANDING, self.direction) self.transition_timer += 1 def powerup(self, powerup): if self.state == c.STATE_TRANSITION: return self.state = c.STATE_TRANSITION self.transition_state = None if powerup == c.POWERUP_MUSHROOM: self.transition_state = c.TRANSITION_SMALL_TO_BIG self.sound_manager.play_sound(c.SOUND_POWERUP) self.transition_timer = 0 def transition(self, target_power): if self.state == c.STATE_TRANSITION: return self.sound_manager.play_sound(c.SOUND_POWERUP) self.state = c.STATE_TRANSITION self.transition_state = None if self.power == c.POWER_SMALL and target_power == c.POWER_LARGE: self.transition_state = c.TRANSITION_SMALL_TO_BIG elif self.power == c.POWER_LARGE and target_power == c.POWER_SMALL: self.transition_state = c.TRANSITION_BIG_TO_SMALL self.transition_timer = 0 def go_right(self): self.x_vel = 5 self.direction = c.DIR_RIGHT self.state = c.STATE_WALKING def go_left(self): self.x_vel = -5 self.direction = c.DIR_LEFT self.state = c.STATE_WALKING def jump(self): if self.y_vel == 0: self.y_vel += -13 self.sound_manager.play_sound(c.SOUND_SMALL_JUMP) self.state = c.STATE_JUMPING def crouch(self): if self.power != c.POWER_SMALL and self.y_vel == 0 and self.x_vel == 0: self.state = c.STATE_CROUCHING def stop(self): self.x_vel = 0 self.state = c.STATE_STANDING
def init_frames(self): sprite_sheet = SpriteSheet("data/characters.gif") self.shell_frame = sprite_sheet.get_image(coords.SHELL_GREEN, c.IMG_MULTIPLIER, c.BLUE)