Esempio n. 1
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 def __init__(self, collection, screen, x, y):
     super(Item, self).__init__("./img/font.png", 8, screen)
     self.ItemPos = vec2D(x, y)
     self.itemVel = vec2D(0, 0)
     self.screen = screen
     self.coin_animation = copy(collection.get('coin-item').animation)
     self.sound_played = False
Esempio n. 2
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 def die(self, camera):
     if self.timer == 0:
         self.textPos = vec2D(self.rect.x + 3, self.rect.y - 32)
     if self.timer < self.timeAfterDeath:
         self.textPos.y += -0.5
         self.textPos = vec2D(self.rect.x + 3, self.rect.y - 32)
         self.dashboard.drawText("100", self.textPos.x + camera.x,
                                 self.textPos.y, 8)
         self.vel.y -= 0.5
         self.rect.y += self.vel.y
         self.screen.blit(
             self.spriteCollection.get("koopa-hiding").image,
             (self.rect.x + camera.x, self.rect.y - 32),
         )
     else:
         self.vel.y += 0.3
         self.rect.y += self.vel.y
         self.textPos.y += -0.5
         self.dashboard.drawText("100", self.textPos.x + camera.x,
                                 self.textPos.y, 8)
         self.screen.blit(
             self.spriteCollection.get("koopa-hiding").image,
             (self.rect.x + camera.x, self.rect.y - 32),
         )
         if self.timer > 500:
             # delete entity
             self.alive = None
     self.timer += 6
Esempio n. 3
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 def getPosIndex(self, float=False):
     if (float):
         x = self.rect.x / 32.0
         y = self.rect.y / 32.0
     else:
         x = int(self.rect.x / 32)
         y = int(self.rect.y / 32)
     return vec2D(x, y)
Esempio n. 4
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 def __init__(self, x, y, gravity):
     self.vel = vec2D()
     self.rect = pygame.Rect(x * 32, y * 32, 32, 32)
     self.gravity = gravity
     self.traits = None
     self.alive = True
     self.timeAfterDeath = 5
     self.timer = 0
     self.type = ""
Esempio n. 5
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 def __init__(self, x, y, gravity, size=32):
     self.vel = vec2D()
     self.rect = pygame.Rect(x * 32, y * 32, size, size)
     self.gravity = gravity
     self.traits = None
     self.alive = True
     self.timeAfterDeath = 5
     self.timer = 0
     self.type = ""
     self.onGround = False
     self.obeygravity = True
     self.size = size
     self.stunned = False
Esempio n. 6
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 def update(self, camera):
     if (self.alive):
         self.applyGravity()
         self.screen.blit(self.animation.image,
                          (self.rect.x + camera.x, self.rect.y))
         self.animation.update()
         self.leftrightTrait.update()
     else:
         if (self.timer == 0):
             self.textPos = vec2D(self.rect.x + 3, self.rect.y)
         if (self.timer < self.timeAfterDeath):
             self.textPos.y += -0.5
             self.dashboard.drawText("100", self.textPos.x + camera.x,
                                     self.textPos.y, 8)
             self.screen.blit(
                 self.spriteCollection.get("goomba-flat").image,
                 (self.rect.x + camera.x, self.rect.y))
         else:
             self.alive = None
         self.timer += 0.1
Esempio n. 7
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 def setPointsTextStartPosition(self, x, y):
     self.textPos = vec2D(x, y)
Esempio n. 8
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 def getPosIndexAsFloat(self):
     return vec2D(self.rect.x / 32.0, self.rect.y / 32.0)
Esempio n. 9
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 def getPosIndex(self):
     return vec2D(int(self.rect.x / 32), int(self.rect.y / 32))
Esempio n. 10
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 def __init__(self, pos, entity):
     self.pos = vec2D(pos.x, pos.y)
     self.entity = entity
     self.x = self.pos.x * 32
     self.y = self.pos.y * 32
Esempio n. 11
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 def __init__(self,pos,entity):
     self.pos = vec2D(pos.x,pos.y)
     self.entity = entity
Esempio n. 12
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 def getPosIndexAsFloat(self):
     return vec2D((self.rect.x / float(self.size)),
                  (self.rect.y / float(self.size)))
Esempio n. 13
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 def getPosIndex(self):
     return vec2D(int(self.rect.x / self.size),
                  int(self.rect.y / self.size))
Esempio n. 14
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 def __init__(self):
     self.rect = None
     self.EC = EntityCollider(self)
     self.vel = vec2D()