def __init__(self, location, screensize): game.sprite.Sprite.__init__(self) Boss_1.screen_width = screensize[0] Boss_1.screen_height = screensize[1] self.frame = 0 self.frameCalls = 0 if Boss_1.image is None: # make all of the appropriate transformations of the image based # on direction of travel sprites = SP.loadSheet( "images/sprites/boss_1.png", 52, 26, [2, 1]) Boss_1.right = sprites[0] Boss_1.left = SP.rotateSprites(Boss_1.right, 180) Boss_1.up = SP.rotateSprites(Boss_1.right, 90) Boss_1.down = SP.rotateSprites(Boss_1.right, -90) Boss_1.upright = SP.rotateSprites(Boss_1.right, 45) Boss_1.upleft = SP.rotateSprites(Boss_1.right, 135) Boss_1.downright = SP.rotateSprites(Boss_1.right, -45) Boss_1.downleft = SP.rotateSprites(Boss_1.right, -135) self.waiting = False self.direction = "right" self.set_direction(self.direction) self.set_image() #set the speed & get the rectangle self.rect = self.image.get_rect() #make sure it is in the appropriate location self.rect.topleft = location #get the width & height of screen self.width = screensize[0] self.height = screensize[1] self.x = location[0] self.y = location[1] self.current_move = 0 self.old_pos_x = location[0] self.old_pos_y = location[1] #This variable keeps track of the number of cycles #the enemy has waited before restarting #If 0, enemy continues as normal #Enemy will stay stopped until stop_time == max_stop_time self.waited_time = 0 self.moved_time = 0 self.speed = 7 self.active_distance = 15 #Initial strength for car self.strength = 0 #Set as 500 to give him a little more strength self.health = 500 #Original transport variables self.is_transporting = False self.transport_time = 0 self.transport_location = None
def set_rotations(self): Player.left = SS.rotateSprites(Player.right, 180) Player.up = SS.rotateSprites(Player.right, 90) Player.down = SS.rotateSprites(Player.right, -90) Player.upright = SS.rotateSprites(Player.right, 45) Player.upleft = SS.rotateSprites(Player.right, 135) Player.downright = SS.rotateSprites(Player.right, -45) Player.downleft = SS.rotateSprites(Player.right, -135) self.set_direction(self.direction) self.frame = 0
def __init__(self, location, screensize, speed, direction, move_array): game.sprite.Sprite.__init__(self) Enemy.screen_width = screensize[0] Enemy.screen_height = screensize[1] self.frame = 0 self.frameCalls = 0 if Enemy.image is None: # make all of the appropriate transformations of the image based # on direction of travel sprites = SP.loadSheet( "images/sprites/enemyfullhealthlights.png", 52, 26, [3, 1]) Enemy.right = sprites[0] Enemy.left = SP.rotateSprites(Enemy.right, 180) Enemy.up = SP.rotateSprites(Enemy.right, 90) Enemy.down = SP.rotateSprites(Enemy.right, -90) Enemy.upright = SP.rotateSprites(Enemy.right, 45) Enemy.upleft = SP.rotateSprites(Enemy.right, 135) Enemy.downright = SP.rotateSprites(Enemy.right, -45) Enemy.downleft = SP.rotateSprites(Enemy.right, -135) self.direction = direction self.set_direction(direction) self.set_image() #set the speed & get the rectangle self.speed = speed self.rect = self.image.get_rect() #make sure it is in the appropriate location self.rect.topleft = location #get the width & height of screen self.width = screensize[0] self.height = screensize[1] self.x = location[0] self.y = location[1] self.movements = move_array self.current_move = 0 self.old_pos_x = location[0] self.old_pos_y = location[1] #This variable keeps track of the number of cycles #the enemy has waited before restarting #If 0, enemy continues as normal #Enemy will stay stopped until stop_time == max_stop_time self.stop_time = 0