Esempio n. 1
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    def __init__(self):
        pygame.init()

        self.screen = pygame.display.set_mode((640, 480))
        pygame.display.set_caption("AnimatedSprite preview")

        self.clock = pygame.time.Clock()

        self.sprite = AnimatedSprite(self.clock,
                                     'data/sprites/player/player_debug.png')

        self.background = pygame.image.load('data/scenes/debug.png').convert()
Esempio n. 2
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    def __init__(self):
        pygame.init()

        self.screen = pygame.display.set_mode((640, 480))
        pygame.display.set_caption("AnimatedSprite preview")

        self.clock = pygame.time.Clock()

        self.sprite = AnimatedSprite(self.clock, "data/sprites/player/player_debug.png")

        self.background = pygame.image.load("data/scenes/debug.png").convert()
Esempio n. 3
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    def __init__(self):
        pygame.init()

        self.screen = pygame.display.set_mode((640, 480))
        pygame.display.set_caption("Gems Pygame RPG")

        self.clock = pygame.time.Clock()

        sprite = AnimatedSprite(self.clock, 'data/sprites/player/player.png')
        self.player = Player('test', sprite)

        self.scene = Scene('wedding')
        self.scene.add_player(self.player)
Esempio n. 4
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class Game:
    def __init__(self):
        pygame.init()

        self.screen = pygame.display.set_mode((640, 480))
        pygame.display.set_caption("AnimatedSprite preview")

        self.clock = pygame.time.Clock()

        self.sprite = AnimatedSprite(self.clock,
                                     'data/sprites/player/player_debug.png')

        self.background = pygame.image.load('data/scenes/debug.png').convert()

    def MainLoop(self):
        keepGoing = True
        direction = ''
        while keepGoing:
            self.clock.tick(30)  #limit fps

            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    keepGoing = False
                # may want to look at pygame.key.set_repeat
                if event.type == pygame.KEYDOWN:
                    keyName = pygame.key.name(event.key)
                    self.sprite.speed = 10
                    if keyName == 'up':
                        self.sprite.direction = self.sprite.set_animation('up')
                    elif keyName == 'down':
                        self.sprite.direction = self.sprite.set_animation(
                            'down')
                    elif keyName == 'left':
                        self.sprite.direction = self.sprite.set_animation(
                            'left')
                    elif keyName == 'right':
                        self.sprite.direction = self.sprite.set_animation(
                            'right')
                    elif keyName == 'q':
                        self.sprite.direction = self.sprite.set_animation(
                            'spin')

                elif event.type == pygame.KEYUP:
                    if pygame.key.name(event.key) in ('up', 'down', 'left',
                                                      'right', 'q'):
                        self.sprite.speed = 0

            font = pygame.font.Font(None, 36)
            info = "Animation: %s Frame: %s" % (self.sprite.animation,
                                                self.sprite.frame)
            text = font.render(info, 1, (255, 255, 255))

            self.screen.blit(self.background, (0, 0))
            self.screen.blit(text, (0, 0))
            self.screen.blit(self.sprite.get_frame(), (320, 240))
            pygame.display.flip()
Esempio n. 5
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class Game:
    def __init__(self):
        pygame.init()

        self.screen = pygame.display.set_mode((640, 480))
        pygame.display.set_caption("AnimatedSprite preview")

        self.clock = pygame.time.Clock()

        self.sprite = AnimatedSprite(self.clock, "data/sprites/player/player_debug.png")

        self.background = pygame.image.load("data/scenes/debug.png").convert()

    def MainLoop(self):
        keepGoing = True
        direction = ""
        while keepGoing:
            self.clock.tick(30)  # limit fps

            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    keepGoing = False
                # may want to look at pygame.key.set_repeat
                if event.type == pygame.KEYDOWN:
                    keyName = pygame.key.name(event.key)
                    self.sprite.speed = 10
                    if keyName == "up":
                        self.sprite.direction = self.sprite.set_animation("up")
                    elif keyName == "down":
                        self.sprite.direction = self.sprite.set_animation("down")
                    elif keyName == "left":
                        self.sprite.direction = self.sprite.set_animation("left")
                    elif keyName == "right":
                        self.sprite.direction = self.sprite.set_animation("right")
                    elif keyName == "q":
                        self.sprite.direction = self.sprite.set_animation("spin")

                elif event.type == pygame.KEYUP:
                    if pygame.key.name(event.key) in ("up", "down", "left", "right", "q"):
                        self.sprite.speed = 0

            font = pygame.font.Font(None, 36)
            info = "Animation: %s Frame: %s" % (self.sprite.animation, self.sprite.frame)
            text = font.render(info, 1, (255, 255, 255))

            self.screen.blit(self.background, (0, 0))
            self.screen.blit(text, (0, 0))
            self.screen.blit(self.sprite.get_frame(), (320, 240))
            pygame.display.flip()