def __init__(self, game_over, *args, **kwargs): gui.Container.__init__(self, *args, **kwargs) self.add(game_over, 0, 0) if game_over.survived == WON: self.splash = imagecache.load_image("images/gameover_win.png", ["darken_center"]) elif game_over.survived == LOST: self.splash = imagecache.load_image("images/gameover_lose.png", ["darken_center"]) else: self.splash = imagecache.load_image("images/splash.png", ["darken_center"])
def __init__(self, tile_pos, gameboard): # load images self._image_left = imagecache.load_image(self.IMAGE_FILE) self._image_right = imagecache.load_image(self.IMAGE_FILE, ("right_facing", )) # Create the animal somewhere far off screen Sprite.__init__(self, self._image_left, (-1000, -1000)) self.image_left = self._image_left.copy() self.image_right = self._image_right.copy() if hasattr(tile_pos, 'to_tile_tuple'): self.pos = tile_pos else: self.pos = Position(tile_pos[0], tile_pos[1], 0) self.equipment = [] self.accoutrements = [] self.abode = None self.facing = 'left' self.gameboard = gameboard
def __init__(self, image_name, tv, cost=None): self._font = pygame.font.SysFont('Vera', 20, bold=True) image = imagecache.load_image(image_name, ["sprite_cursor"]) if cost is not None: image = self._apply_text(image, str(cost)) # Create the sprite somewhere far off screen Sprite.__init__(self, image, (-1000, -1000)) self._tv = tv
def _set_images(self): self.images = { 'fixed': { 'day': imagecache.load_image(self.IMAGE), 'night': imagecache.load_image(self.IMAGE, ('night', )), 'selected': imagecache.load_image(self.SELECTED_IMAGE), } } if self.BREAKABLE: self.images['broken'] = { 'day': imagecache.load_image(self.IMAGE_BROKEN), 'night': imagecache.load_image(self.IMAGE_BROKEN, ('night', )), 'selected': imagecache.load_image(self.SELECTED_IMAGE_BROKEN), }
def images(self, eq_image_attr): eq_image_file = getattr(self, eq_image_attr, None) if not eq_image_file: return None eq_image_left = imagecache.load_image(eq_image_file) eq_image_right = imagecache.load_image(eq_image_file, ("right_facing", )) if eq_image_attr == "ANIMAL_IMAGE_FILE": # a bit hacky; eventually the chicken should have a stack of images and layering should take care of everything if self.UNDER_LIMB: wing_left = imagecache.load_image("sprites/wing.png") wing_right = imagecache.load_image("sprites/wing.png", ("right_facing", )) eq_image_left.blit(wing_left, (0, 0)) eq_image_right.blit(wing_right, (0, 0)) if self.UNDER_EYE: eye_left = imagecache.load_image("sprites/eye.png") eye_right = imagecache.load_image("sprites/eye.png", ("right_facing", )) eq_image_left.blit(eye_left, (0, 0)) eq_image_right.blit(eye_right, (0, 0)) return eq_image_left, eq_image_right, self.DRAW_LAYER
class ChickenDeath(Animation): BLOOD_SPLAT = imagecache.load_image('sprites/fox_death.png') FEATHER_SPLAT = imagecache.load_image('sprites/chkn_death.png') SEQUENCE = [BLOOD_SPLAT, FEATHER_SPLAT, FEATHER_SPLAT]
class FoxDeath(Animation): BLOOD_SPLAT = imagecache.load_image('sprites/fox_death.png') SEQUENCE = [BLOOD_SPLAT, BLOOD_SPLAT]
class FenceExplosion(Animation): FLASH_1 = imagecache.load_image('sprites/boom1.png') FLASH_2 = imagecache.load_image('sprites/boom2.png') FLASH_3 = imagecache.load_image('sprites/boom3.png') FLASH_4 = imagecache.load_image('sprites/boom4.png') SEQUENCE = [FLASH_1, FLASH_2, FLASH_3, FLASH_4]
class MuzzleFlash(WeaponAnimation): FLASH_LEFT = imagecache.load_image('sprites/muzzle_flash.png') FLASH_RIGHT = imagecache.load_image('sprites/muzzle_flash.png', ("right_facing", )) SEQUENCE_LEFT = [FLASH_LEFT, FLASH_LEFT] SEQUENCE_RIGHT = [FLASH_RIGHT, FLASH_RIGHT]
def paint(self, s): pygame.display.set_caption(constants.NAME) splash = imagecache.load_image("images/splash.png") pygame.display.get_surface().blit(splash, (0, 0)) gui.Container.paint(self, s)
def __init__(self, tile_no, tile_name, image_name): self.tile_no = tile_no self.tile_name = tile_name self.day_image = imagecache.load_image(image_name) self.night_image = imagecache.load_image(image_name, ("night", )) vid.Tile.__init__(self, self.day_image)
def paint(self, s): pygame.display.set_caption('Instructions') splash = imagecache.load_image("images/splash.png", ["lighten_most"]) pygame.display.get_surface().blit(splash, (0, 0)) gui.Container.paint(self, s)
"""Constant definitions for the icons we use""" from pgu.gui import Image import imagecache KILLED_FOX = Image(imagecache.load_image('icons/killed_fox.png')) CHKN_ICON = Image(imagecache.load_image('icons/chkn.png')) EGG_ICON = Image(imagecache.load_image('icons/egg.png')) WOOD_ICON = Image(imagecache.load_image('icons/wood.png')) GROATS_ICON = Image(imagecache.load_image('icons/groats.png')) EMPTY_NEST_ICON = Image(imagecache.load_image('sprites/nest.png')) DAY_ICON = Image(imagecache.load_image('icons/sun.png')) def animal_icon(animal): return Image(animal.image_left) import eegg if eegg.is_eggday(): EGG_ICON = Image(imagecache.load_image('icons/easter_egg.png'))