def __init__(self, x, y, shot, level):
     super().__init__()
     self.image = mirror_img(
         pygame.transform.scale(
             pygame.image.load(
                 "files\characters\enemies\Boss\Walk (1).png"), (60, 100)))
     self.imagel = mirror_img(
         pygame.transform.scale(
             pygame.image.load(
                 "files\characters\enemies\Boss\Walk (1).png"), (60, 100)))
     self.imager = pygame.transform.scale(
         pygame.image.load("files\characters\enemies\Boss\Walk (1).png"),
         (60, 100))
     self.rect = self.image.get_rect()
     self.blood = 1500
     self.rect.x = x
     self.rect.y = y
     self.shot = shot
     self.level = level
 def __init__(self, x, y, lista):
     super().__init__()
     self.image = mirror_img(
         pygame.transform.scale(
             pygame.image.load("files\characters\enemies\enemy2\idle.png"),
             (40, 80)))
     self.rect = self.image.get_rect()
     self.blood = 100
     self.rect.x = x
     self.rect.y = y
     self.list = lista
 def __init__(self, direccion, x, y):
     super().__init__()
     self.dir = direccion
     self.image = pygame.transform.scale(
         pygame.image.load("files\characters\player\Kunai.png"), (80, 20))
     self.image_r = pygame.transform.scale(
         pygame.image.load("files\characters\player\Kunai.png"), (80, 20))
     self.image_l = mirror_img(self.image)
     self.rect = self.image.get_rect()
     self.rect.x = x
     self.rect.y = y
    def __init__(self):
        """ Función Constructor  """

        #  -- Llama al constructor padre
        super().__init__()

        # Crea una imagen del bloque y lo rellena con color rojo.
        # También podríamos usar una imagen guardada en disco

        for i in range(0, 10):
            self.run_right.append(
                load_img("files/characters/player/Run__00" + str(i) + ".png",
                         self.weight, self.height))
            self.run_left.append(
                mirror_img(
                    load_img(
                        "files/characters/player/Run__00" + str(i) + ".png",
                        self.weight, self.height)))
            self.die_sheet.append(
                mirror_img(
                    load_img(
                        "files/characters/player/Dead__00" + str(i) + ".png",
                        self.weight, self.height)))

        self.idle_right.append(
            load_img("files/characters/player/Idle__000.png", self.weight,
                     self.height))
        self.idle_left.append(
            mirror_img(
                load_img("files/characters/player/Idle__000.png", self.weight,
                         self.height)))

        self.image = self.run_left[0]
        self.blood = 100
        self.kunais = 20
        # Establecemos una referencia hacia la imagen rectangular
        self.rect = self.image.get_rect()
    def __init__(self, x, y, time_mov=0):
        super().__init__()
        for i in range(1, 11):
            self.run_right.append(
                pygame.transform.scale(
                    pygame.image.load("files\characters\enemies\enemy1\Run" +
                                      str(i) + ".png"), (40, 80)))
            self.run_left.append(
                mirror_img(
                    pygame.transform.scale(
                        pygame.image.load(
                            "files\characters\enemies\enemy1\Run" + str(i) +
                            ".png"), (40, 80))))

        self.image = self.run_right[0]
        self.rect = self.image.get_rect()
        self.blood = 100
        self.rect.x = x
        self.rect.y = y
        self.time_mov = time_mov