class SparkleWhite(MomentaryEffect):
    sheet = spritesheet.Spritesheet(8,
                                    4,
                                    filename=image_folder + "sparkle.png")
    all_frames = sheet.get_frames()
    frames = all_frames[4:8] + all_frames[12:16] + \
        all_frames[20:24] + all_frames[28:32]
class SparkleYellow(MomentaryEffect):
    sheet = spritesheet.Spritesheet(8,
                                    4,
                                    filename=image_folder + "sparkle.png")
    all_frames = sheet.get_frames()
    frames = all_frames[0:4] + all_frames[8:12] + \
        all_frames[16:20] + all_frames[24:28]
Esempio n. 3
0
class PurplePeopleEater(Monster):
    sheet = spritesheet.Spritesheet(
        4, 1, filename=image_folder+"PurplePeopleEater-02.png")
    frames = sheet.get_frames()

    radius = 20
    speed = 1.3
Esempio n. 4
0
class GreenZombie(Monster):
    sheet = spritesheet.Spritesheet(
        3, 1, filename=image_folder+"Zombie.png")
    frames = sheet.get_frames()

    radius = 12
    speed = 0.5
class GemDiamond(Gemstone):
    sheet = spritesheet.Spritesheet(7,
                                    6,
                                    filename=image_folder +
                                    "diamondspinning.png")
    image_list = sheet.get_frames(end_frame=38)
    sound = soundeffects.pickup_4
class FireballRed(DirectedSprite):
    sheet = spritesheet.Spritesheet(3,
                                    2,
                                    filename=image_folder + "fireball-red.png")
    image_list = sheet.get_frames()
    sheet.create_angled_image_lists(image_list, 32)
    radius = 16
Esempio n. 7
0
class BlueGhost(Monster):
    sheet = spritesheet.Spritesheet(
        28, 1, filename=image_folder+"sGhost_strip28.png")
    frames = sheet.get_frames()

    radius = 10
    speed = 1.8
    frame_change_trigger = 3
class Grue(Monster):
    sheet = spritesheet.Spritesheet(
        2, 2, filename=image_folder+"GrueBloodyGrinHorns.png")
    frames = sheet.get_frames()

    radius = 16
    speed = 1.0

    start_health = 40
Esempio n. 9
0
 def __init__(self, sokoban):
     self.window = sokoban.window
     self.set_window = sokoban.set_window
     self.clock = pygame.time.Clock()
     self.sprites = spritesheet.Spritesheet("sprites.png")
     self.tiles = dict(zip(("#", "-", "_", ".", "$"),
                              self.sprites.load_strip((0, 0, 32, 32), 5)))
     self.player_frames = [self.sprites.load_strip((0, i*32, 32, 32),
                            3, colorkey=(255, 0, 0)) for i in range(1, 5)]
     self.player_direction = 0
     self.player_frame = 1
Esempio n. 10
0
 def __init__(self, filename, rect, count, colorkey=None, loop=False, frames=1):
     """construct a SpriteStripAnim
     
     filename, rect, count, and colorkey are the same arguments used
     by spritesheet.load_strip.
     
     loop is a boolean that, when True, causes the next() method to
     loop. If False, the terminal case raises StopIteration.
     
     frames is the number of ticks to return the same image before
     the iterator advances to the next image.
     """
     self.filename = filename
     ss = spritesheet.Spritesheet(filename)
     self.images = ss.load_strip(rect, count, colorkey)
     self.i = 0
     self.loop = loop
     self.frames = frames
     self.f = frames
Esempio n. 11
0
 def __init__(self):
     self.enemy_choices = EnemyChoice()
     self.sc_width = SCREEN_WIDTH
     self.sc_height = SCREEN_HEIGHT
     self.all_cards = cards.load_cards(
         os.path.join(ASSETS_PATH, CARD_PATH, 'cards.json'))
     self.class_cards = self.all_cards['fighter']
     self.neutral_cards = self.all_cards['neutral']
     ec = cards.load_cards(
         os.path.join(ASSETS_PATH, CARD_PATH, 'enemy_cards.json'))['enemy']
     self.enemy_cards = {e.name: e for e in ec}
     self.coin = pygame.image.load(os.path.join(ICON_PATH,
                                                "metal-disc.png"))
     laser_beams = spritesheet.Spritesheet(
         os.path.join(ASSETS_PATH, 'Misc', 'beams.png'))
     self.laser_img = laser_beams.image_at((210, 310, 50, 90))
     self.laser_img = pygame.transform.rotate(self.laser_img, 90)
     self.laser_rect = self.laser_img.get_rect()
     self.shield_effect = pygame.transform.scale(
         pygame.image.load(
             os.path.join(ASSETS_PATH, 'Misc', 'spr_shield.png')), (80, 80))
Esempio n. 12
0
    def __init__(self, game):
        super(Rocket, self).__init__()

        self.game = game

        # we need to rotate this baseimage
        baseimage = pygame.image.load(data.filepath('smallrocket.png')).\
                    convert_alpha()
        # height and width of base image
        height, width = baseimage.get_width(), baseimage.get_height()
        self.baseimage = baseimage

        # initial image is the upright image
        self.image = self.baseimage
        self.rect = self.image.get_rect()

        # mask used for checking collision with moon
        self.mask = pygame.mask.from_surface(self.image)

        # orientation angle to vertical (clockwise in degrees)
        self.oangle = 0.0

        # blank image for when we hit moon
        self.blankimage = pygame.Surface((self.rect.width, self.rect.height),
                                         pygame.SRCALPHA, 32).convert_alpha()

        # images for explosion animation - only use last 9!
        self.explodeimages = spritesheet.Spritesheet('explode.png').\
                             all_images(4, 4, 100, 100)[:9]
        self.numexplode = len(self.explodeimages)

        # add states to the statemachine
        onlaunchpad_state = RocketOnLaunchpadState(self)
        fired_state = RocketFiredState(self)
        hitmoon_state = RocketHitMoonState(self)
        hitasteroid_state = RocketHitAsteroidState(self)
        self.brain.add_state(onlaunchpad_state)
        self.brain.add_state(fired_state)
        self.brain.add_state(hitmoon_state)
        self.brain.add_state(hitasteroid_state)
Esempio n. 13
0
class Player(pygame.sprite.Sprite):
    sheet = spritesheet.Spritesheet(13,
                                    21,
                                    filename=image_folder + "Player-01.png")
    frames_walk_up = sheet.get_frames_in_row(8, end_frame=8)
    frames_walk_left = sheet.get_frames_in_row(9, end_frame=8)
    frames_walk_down = sheet.get_frames_in_row(10, end_frame=8)
    frames_walk_right = sheet.get_frames_in_row(11, end_frame=8)
    walking_speed_normal = 120.0 / common.frames_per_second
    walking_speed_fast = 210.0 / common.frames_per_second
    walking_speed = walking_speed_normal
    radius = 16  # Collsion radius
    items_set = set()

    def __init__(self, position):
        super().__init__()

        self.action = "STOP"
        self.frame_list = self.frames_walk_down
        self.frame_curr = 0
        self.image = self.frame_list[self.frame_curr]
        self.rect = self.image.get_rect()
        self.rect.center = position
        self.frame_change = int(common.frames_per_second / 10)
        self.frame_change_counter = 0
        # Track position as float values for better accuracy
        self.position_x = float(position[0])
        self.position_y = float(position[1])
        self.delta_x = 0
        self.delta_y = 0

    def update(self):
        if self.action != "STOP":
            self.frame_change_counter += 1
            if self.frame_change_counter >= self.frame_change:
                self.frame_change_counter = 0
                self.frame_curr += 1  # Change frame
                if self.frame_curr >= len(self.frame_list):
                    self.frame_curr = 0

                # Update float postion values for better accuracy
                self.position_x += self.delta_x
                self.position_y += self.delta_y
                self.rect.center = [int(self.position_x), int(self.position_y)]
                # self.rect.x += self.delta_x
                # self.rect.y += self.delta_y

        self.image = self.frame_list[self.frame_curr]

    def speed_normal(self):
        if self.walking_speed != self.walking_speed_normal:
            self.walking_speed = self.walking_speed_normal
            # Adjust the current speed deltas
            ratio = self.walking_speed_fast / self.walking_speed_normal
            self.delta_x /= ratio
            self.delta_y /= ratio

    def speed_fast(self):
        if self.walking_speed != self.walking_speed_fast:
            self.walking_speed = self.walking_speed_fast
            # Adjust the current speed deltas
            ratio = self.walking_speed_fast / self.walking_speed_normal
            self.delta_x *= ratio
            self.delta_y *= ratio

    def walk(self, angle):
        self.action = "WALK"
        self.delta_x = math.cos(angle) * self.walking_speed
        self.delta_y = math.sin(angle) * self.walking_speed

        # Determine the best frame set
        self.frame_curr = 0
        if abs(self.delta_x) > abs(self.delta_y):
            if self.delta_x > 0:
                self.frame_list = self.frames_walk_right
            else:
                self.frame_list = self.frames_walk_left
        else:
            if self.delta_y > 0:
                self.frame_list = self.frames_walk_down
            else:
                self.frame_list = self.frames_walk_up

    def do_action(self, action_name):
        if self.action == action_name:
            action_name = "STOP"

        self.action = action_name
        if self.action == "STOP":
            self.frame_curr = 0
            self.delta_x = 0
            self.delta_y = 0
        elif self.action == "RIGHT":
            self.frame_list = self.frames_walk_right
            self.frame_curr = 0
            self.delta_x = self.walking_speed
            self.delta_y = 0
        elif self.action == "LEFT":
            self.frame_list = self.frames_walk_left
            self.frame_curr = 0
            self.delta_x = -self.walking_speed
            self.delta_y = 0
        elif self.action == "DOWN":
            self.frame_list = self.frames_walk_down
            self.frame_curr = 0
            self.delta_x = 0
            self.delta_y = self.walking_speed
        elif self.action == "UP":
            self.frame_list = self.frames_walk_up
            self.frame_curr = 0
            self.delta_x = 0
            self.delta_y = -self.walking_speed
        else:  # Any unknown action forces a STOP
            self.action = "STOP"
            self.frame_curr = 0
            self.delta_x = 0
            self.delta_y = 0

    def has_item(self, name):
        return name in self.items_set

    def add_item(self, name):
        if name in self.items_set:
            return

        self.items_set.add(name)

        if name == "BOOTS":
            self.speed_fast()

    def remove_item(self, name):
        if name not in self.items_set:
            return

        self.items_set.discard(name)

        if name == "BOOTS":
            self.speed_fast()

    def set_position(self, position):
        self.position_x = position[0]
        self.position_y = position[1]
        self.rect.center = [int(self.position_x), int(self.position_y)]

    def scroll_position(self, dx, dy):
        self.position_x += dx
        self.position_y += dy
        self.rect.center = [int(self.position_x), int(self.position_y)]
Esempio n. 14
0
class GemPink(Gemstone):
    sheet = spritesheet.Spritesheet(
        32, 1, filename=image_folder + "gem-pink.png")
    image_list = sheet.get_frames()
    sound = soundeffects.pickup_3
Esempio n. 15
0
# Dungeon Tiles
import random
import pygame

import common
import clientserver
import spritesheet

# Load the dungeon tiles spritesheets
frames = []
ss_names = "hyptosis_tile-art-batch-{}.png"
for number in range(1, 5):
    ss = spritesheet.Spritesheet(30,
                                 30,
                                 filename=common.image_folder +
                                 ss_names.format(number))
    frames.append(ss.get_frames())


def get_tile_image(sheet, row, col):
    frame_list = frames[sheet - 1]
    image = frame_list[row * 30 + col]
    return image


# determine tile size from first tile
tile_size = get_tile_image(1, 0, 0).get_rect().width

wall_images = []
wall_images.append(get_tile_image(1, 7, 0))
wall_images.append(get_tile_image(1, 7, 1))
Esempio n. 16
0
    def __init__(self, x, y):
        ss = spritesheet.Spritesheet('sprites/sprites.gif')
        #add images
        self.downImages = ss.images_at(
            ((328, 50, 30, 50), (386, 50, 30, 50), (430, 50, 30, 50),
             (478, 50, 30, 50), (523, 50, 30, 50)),
            colorkey=(255, 255, 255))
        self.upImages = ss.images_at(
            ((328, 130, 30, 50), (386, 130, 30, 50), (430, 130, 30, 50),
             (478, 130, 30, 50), (523, 130, 30, 50)),
            colorkey=(255, 255, 255))
        self.rightImages = ss.images_at(
            ((328, 210, 30, 48), (386, 210, 30, 48), (430, 210, 30, 48),
             (478, 210, 27, 48), (523, 210, 27, 48)),
            colorkey=(255, 255, 255))

        self.leftImages = []
        #scale images down
        for index in range(len(self.downImages)):
            temp = pygame.transform.scale(self.downImages[index], (15, 25))
            self.downImages[index] = temp
        for index in range(len(self.upImages)):
            temp = pygame.transform.scale(self.upImages[index], (15, 25))
            self.upImages[index] = temp
        for index in range(len(self.rightImages)):
            temp = pygame.transform.scale(self.rightImages[index], (15, 25))
            self.rightImages[index] = temp
        #add left images
        for image in self.rightImages:
            self.leftImages.append(pygame.transform.flip(image, True, False))

        ssA = spritesheet.Spritesheet('sprites/sprite_attack.gif')
        self.downAttackImages = ssA.images_at(
            ((338, 42, 55, 65), (390, 42, 55, 65), (445, 42, 55, 65),
             (504, 42, 55, 65), (555, 42, 55, 65)),
            colorkey=(255, 255, 255))
        self.upAttackImages = ssA.images_at(
            ((346, 120, 50, 65), (398, 120, 50, 65), (450, 120, 50, 65),
             (500, 120, 50, 65), (555, 120, 50, 65)),
            colorkey=(255, 255, 255))
        self.rightAttackImages = ssA.images_at(
            ((331, 210, 65, 65), (387, 210, 65, 65), (445, 210, 65, 65),
             (508, 210, 65, 65), (515, 210, 65, 65)),
            colorkey=(255, 255, 255))

        self.leftAttackImages = []
        #scale images down
        for index in range(len(self.downAttackImages)):
            temp = pygame.transform.scale(self.downAttackImages[index],
                                          (20, 30))
            self.downAttackImages[index] = temp
        for index in range(len(self.upAttackImages)):
            temp = pygame.transform.scale(self.upAttackImages[index], (20, 30))
            self.upAttackImages[index] = temp
        for index in range(len(self.rightAttackImages)):
            temp = pygame.transform.scale(self.rightAttackImages[index],
                                          (20, 30))
            self.rightAttackImages[index] = temp
        #add left images
        for image in self.rightAttackImages:
            self.leftAttackImages.append(
                pygame.transform.flip(image, True, False))

        self.index = 0
        self.image = self.downImages[self.index]
        self.isAttacking = False
        self.health = 100
        self.keys = 0
        self.arrows = 0
        super().__init__(x, y, self.image, 10)
Esempio n. 17
0
class BloodHit(MomentaryEffect):
    sheet = spritesheet.Spritesheet(
        4, 4, filename=image_folder+"BloodHit-1-small.png")
    frames = sheet.get_frames()
    frame_change_trigger = 2
Esempio n. 18
0
class BloodKill(MomentaryEffect):
    sheet = spritesheet.Spritesheet(
        15, 1, filename=image_folder+"bloodsplat3_strip15-small.png")
    frames = sheet.get_frames()
    frame_change_trigger = 2
Esempio n. 19
0
class FireCircle(ContinuousEffect):
    sheet = spritesheet.Spritesheet(
        8, 8, filename=image_folder+"FireCircle.png", scale=1.5)
    frames = sheet.get_frames()
    frames = frames[:31]
class SparkleBlue(MomentaryEffect):
    sheet = spritesheet.Spritesheet(35,
                                    1,
                                    filename=image_folder + "Sparkle-Blue.png")
    frames = sheet.get_frames()
class Vanish(MomentaryEffect):
    sheet = spritesheet.Spritesheet(4,
                                    4,
                                    filename=image_folder + "Effect95.png")
    frames = sheet.get_frames()
class ExplosionBlue(MomentaryEffect):
    sheet = spritesheet.Spritesheet(4,
                                    4,
                                    filename=image_folder +
                                    "Explosion-Blue.png")
    frames = sheet.get_frames()
Esempio n. 23
0
    def __init__(self, ai_settings, screen, maze):
        """Initialize the ship and set its starting position."""
        super(Pacman, self).__init__()
        self.screen = screen
        self.ai_settings = ai_settings
        self.maze = maze
        self.size = 30
        self.ghosts = Ghosts(self.ai_settings, self.screen, self.maze, self)
        # Get ship from sprite sheet and load its image and rect.
        self.ss = spritesheet.Spritesheet('images/pacman.png')
        self.s1 = spritesheet.Spritesheet('images/pacmandeath.png')
        self.image = self.ss.image_at((0, 0, 16, 16), -1)
        self.image = pygame.transform.scale(self.image, (self.size, self.size))
        self.rect = self.image.get_rect()
        # Initilize all pacman assets
        self.image4 = self.s1.image_at((0, 0, 16, 16), -1)
        self.image4 = pygame.transform.scale(self.image4, (self.size, self.size))
        self.image5 = self.s1.image_at((16, 0, 16, 16), -1)
        self.image5 = pygame.transform.scale(self.image5, (self.size, self.size))
        self.imageright1 = self.ss.image_at((0, 0, 16, 16), -1)
        self.imageright1 = pygame.transform.scale(self.imageright1, (self.size, self.size))
        self.imageright2 = self.ss.image_at((16, 0, 16, 16), -1)
        self.imageright2 = pygame.transform.scale(self.imageright2, (self.size, self.size))
        self.imageleft1 = self.ss.image_at((0, 16, 16, 16), -1)
        self.imageleft1 = pygame.transform.scale(self.imageleft1, (self.size, self.size))
        self.imageleft2 = self.ss.image_at((16, 16, 16, 16), -1)
        self.imageleft2 = pygame.transform.scale(self.imageleft2, (self.size, self.size))
        self.imageup1 = self.ss.image_at((0, 32, 16, 16), -1)
        self.imageup1 = pygame.transform.scale(self.imageup1, (self.size, self.size))
        self.imageup2 = self.ss.image_at((16, 32, 16, 16), -1)
        self.imageup2 = pygame.transform.scale(self.imageup2, (self.size, self.size))
        self.imagedown1 = self.ss.image_at((0, 48, 16, 16), -1)
        self.imagedown1 = pygame.transform.scale(self.imagedown1, (self.size, self.size))
        self.imagedown2 = self.ss.image_at((16, 48, 16, 16), -1)
        self.imagedown2 = pygame.transform.scale(self.imagedown2, (self.size, self.size))

        self.image3 = self.ss.image_at((32, 0, 16, 16), -1)
        self.image3 = pygame.transform.scale(self.image3, (self.size, self.size))
        self.screen = screen
        self.screen_rect = screen.get_rect()
        self.rect.center = self.screen_rect.center
        self.waka = pygame.mixer.Sound('sounds/waka.wav')
        self.intromus = pygame.mixer.Sound('sounds/intro.wav')
        self.dsound = pygame.mixer.Sound('sounds/death.wav')
        self.esound = pygame.mixer.Sound('sounds/eatghost.wav')
        self.dead = 0
        # Load the ship image and get its rect.
        # self.image = pygame.image.load('images/ship.bmp')
        # self.rect = self.image.get_rect()

        # Start each new ship at the bottom center of the screen.
        # self.rect.centerx = self.screen_rect.centerx
        # self.rect.bottom = self.screen_rect.bottom

        # Store a decimal value for the ship's center
        self.centerx = float(self.rect.centerx)
        self.centery = float(self.rect.centery)

        # Movement flags
        self.moving_right = False
        self.moving_left = False
        self.moving_up = False
        self.moving_down = False
        self.tick = 0
        self.i = 0
Esempio n. 24
0
 def __init__(self, loadmap=0):
     self.spritesheet = spritesheet.Spritesheet(SPRITESHEET_PATH)
     self.spritesheet2 = spritesheet.Spritesheet(SPRITESHEET_PATH2)
     self.player = player.Player(self.spritesheet)
     self.player.pos = (6 * stg.GRID_SIZE, 6 * stg.GRID_SIZE)
     self.map = muhmap.Map(self.spritesheet2)
Esempio n. 25
0
    def __init__(self, ai_settings, screen, maze, pacman):
        """Initialize the ship and set its starting position."""
        super(Ghosts, self).__init__()
        self.screen = screen
        self.ai_settings = ai_settings
        self.maze = maze
        self.size = 30
        self.pacman = pacman
        # Get ship from sprite sheet and load its image and rect.
        self.bl = spritesheet.Spritesheet('images/blinky.png')
        self.cl = spritesheet.Spritesheet('images/clyde.png')
        self.pi = spritesheet.Spritesheet('images/pinky.png')
        self.ink = spritesheet.Spritesheet('images/inky.png')

        # Blinky setup
        self.blinky1a = self.bl.image_at((0, 0, 16, 16), -1)
        self.blinky1a = pygame.transform.scale(self.blinky1a,
                                               (self.size, self.size))
        self.blinky1b = self.bl.image_at((16, 0, 16, 16), -1)
        self.blinky1b = pygame.transform.scale(self.blinky1b,
                                               (self.size, self.size))
        self.blinky2a = self.bl.image_at((0, 16, 16, 16), -1)
        self.blinky2a = pygame.transform.scale(self.blinky2a,
                                               (self.size, self.size))
        self.blinky2b = self.bl.image_at((16, 16, 16, 16), -1)
        self.blinky2b = pygame.transform.scale(self.blinky2b,
                                               (self.size, self.size))
        self.blinky3a = self.bl.image_at((0, 32, 16, 16), -1)
        self.blinky3a = pygame.transform.scale(self.blinky3a,
                                               (self.size, self.size))
        self.blinky3b = self.bl.image_at((16, 32, 16, 16), -1)
        self.blinky3b = pygame.transform.scale(self.blinky3b,
                                               (self.size, self.size))
        self.blinky4a = self.bl.image_at((0, 48, 16, 16), -1)
        self.blinky4a = pygame.transform.scale(self.blinky4a,
                                               (self.size, self.size))
        self.blinky4b = self.bl.image_at((16, 48, 16, 16), -1)
        self.blinky4b = pygame.transform.scale(self.blinky4b,
                                               (self.size, self.size))

        # inky setup
        self.inky1a = self.ink.image_at((0, 0, 16, 16), -1)
        self.inky1a = pygame.transform.scale(self.inky1a,
                                             (self.size, self.size))
        self.inky1b = self.ink.image_at((16, 0, 16, 16), -1)
        self.inky1b = pygame.transform.scale(self.inky1b,
                                             (self.size, self.size))
        self.inky2a = self.ink.image_at((0, 16, 16, 16), -1)
        self.inky2a = pygame.transform.scale(self.inky2a,
                                             (self.size, self.size))
        self.inky2b = self.ink.image_at((16, 16, 16, 16), -1)
        self.inky2b = pygame.transform.scale(self.inky2b,
                                             (self.size, self.size))
        self.inky3a = self.ink.image_at((0, 32, 16, 16), -1)
        self.inky3a = pygame.transform.scale(self.inky3a,
                                             (self.size, self.size))
        self.inky3b = self.ink.image_at((16, 32, 16, 16), -1)
        self.inky3b = pygame.transform.scale(self.inky3b,
                                             (self.size, self.size))
        self.inky4a = self.ink.image_at((0, 48, 16, 16), -1)
        self.inky4a = pygame.transform.scale(self.inky4a,
                                             (self.size, self.size))
        self.inky4b = self.ink.image_at((16, 48, 16, 16), -1)
        self.inky4b = pygame.transform.scale(self.inky4b,
                                             (self.size, self.size))

        # pinky setup
        self.pinky1a = self.pi.image_at((0, 0, 16, 16), -1)
        self.pinky1a = pygame.transform.scale(self.pinky1a,
                                              (self.size, self.size))
        self.pinky1b = self.pi.image_at((16, 0, 16, 16), -1)
        self.pinky1b = pygame.transform.scale(self.pinky1b,
                                              (self.size, self.size))
        self.pinky2a = self.pi.image_at((0, 16, 16, 16), -1)
        self.pinky2a = pygame.transform.scale(self.pinky2a,
                                              (self.size, self.size))
        self.pinky2b = self.pi.image_at((16, 16, 16, 16), -1)
        self.pinky2b = pygame.transform.scale(self.pinky2b,
                                              (self.size, self.size))
        self.pinky3a = self.pi.image_at((0, 32, 16, 16), -1)
        self.pinky3a = pygame.transform.scale(self.pinky3a,
                                              (self.size, self.size))
        self.pinky3b = self.pi.image_at((16, 32, 16, 16), -1)
        self.pinky3b = pygame.transform.scale(self.pinky3b,
                                              (self.size, self.size))
        self.pinky4a = self.pi.image_at((0, 48, 16, 16), -1)
        self.pinky4a = pygame.transform.scale(self.pinky4a,
                                              (self.size, self.size))
        self.pinky4b = self.pi.image_at((16, 48, 16, 16), -1)
        self.pinky4b = pygame.transform.scale(self.pinky4b,
                                              (self.size, self.size))

        # clyde setup
        self.clyde1a = self.cl.image_at((0, 0, 16, 16), -1)
        self.clyde1a = pygame.transform.scale(self.clyde1a,
                                              (self.size, self.size))
        self.clyde1b = self.cl.image_at((16, 0, 16, 16), -1)
        self.clyde1b = pygame.transform.scale(self.clyde1b,
                                              (self.size, self.size))
        self.clyde2a = self.cl.image_at((0, 16, 16, 16), -1)
        self.clyde2a = pygame.transform.scale(self.clyde2a,
                                              (self.size, self.size))
        self.clyde2b = self.cl.image_at((16, 16, 16, 16), -1)
        self.clyde2b = pygame.transform.scale(self.clyde2b,
                                              (self.size, self.size))
        self.clyde3a = self.cl.image_at((0, 32, 16, 16), -1)
        self.clyde3a = pygame.transform.scale(self.clyde3a,
                                              (self.size, self.size))
        self.clyde3b = self.cl.image_at((16, 32, 16, 16), -1)
        self.clyde3b = pygame.transform.scale(self.clyde3b,
                                              (self.size, self.size))
        self.clyde4a = self.cl.image_at((0, 48, 16, 16), -1)
        self.clyde4a = pygame.transform.scale(self.clyde4a,
                                              (self.size, self.size))
        self.clyde4b = self.cl.image_at((16, 48, 16, 16), -1)
        self.clyde4b = pygame.transform.scale(self.clyde4b,
                                              (self.size, self.size))

        # Death setup
        self.eye = spritesheet.Spritesheet('images/eyes.png')
        self.eyes1 = self.eye.image_at((0, 0, 16, 16), -1)
        self.eyes1 = pygame.transform.scale(self.eyes1, (self.size, self.size))
        self.eyes2 = self.eye.image_at((0, 16, 16, 16), -1)
        self.eyes2 = pygame.transform.scale(self.eyes2, (self.size, self.size))
        self.eyes3 = self.eye.image_at((0, 32, 16, 16), -1)
        self.eyes3 = pygame.transform.scale(self.eyes3, (self.size, self.size))
        self.eyes4 = self.eye.image_at((0, 48, 16, 16), -1)
        self.eyes4 = pygame.transform.scale(self.eyes4, (self.size, self.size))

        self.blueghost = pygame.image.load('images/blueghost.png')
        self.blueghost = pygame.transform.scale(self.blueghost,
                                                (self.size, self.size))

        self.powerpill = pygame.image.load('images/powerpill.png')
        self.powerpill_rect = self.powerpill.get_rect()

        self.blimage = self.blinky1a
        self.inkimage = self.inky1a
        self.piimage = self.pinky1a
        self.climage = self.clyde1a
        self.blrect = self.blimage.get_rect()
        self.inkrect = self.inkimage.get_rect()
        self.pirect = self.piimage.get_rect()
        self.clrect = self.climage.get_rect()
        # Initilize all pacman assets

        self.screen = screen
        self.screen_rect = screen.get_rect()
        # self.rect.center = self.screen_rect.center
        self.blrect.center = (280, 312)
        self.inkrect.center = (250, 312)
        self.pirect.center = (310, 312)
        self.clrect.center = (340, 312)

        self.bldead = 0
        self.pidead = 0
        self.inkdead = 0
        self.cldead = 0
        # Load the ship image and get its rect.
        # self.image = pygame.image.load('images/ship.bmp')
        # self.rect = self.image.get_rect()

        # Start each new ship at the bottom center of the screen.
        # self.rect.centerx = self.screen_rect.centerx
        # self.rect.bottom = self.screen_rect.bottom

        # Store a decimal value for the ship's center
        self.blcenterx = float(self.blrect.centerx)
        self.blcentery = float(self.blrect.centery)
        self.inkcenterx = float(self.inkrect.centerx)
        self.inkcentery = float(self.inkrect.centery)
        self.picenterx = float(self.pirect.centerx)
        self.picentery = float(self.pirect.centery)
        self.clcenterx = float(self.clrect.centerx)
        self.clcentery = float(self.clrect.centery)
        self.tick = 0
        self.blbutton = None
Esempio n. 26
0
from scipy.sparse.csgraph import connected_components
from scipy.sparse import csr_matrix

from json import load, dumps
import numpy as np

from constants import *
import spritesheet
import engine
import pygame

Game = engine.Game(BACKGROUND, fullscreen=False)
GameSpritesheet = spritesheet.Spritesheet(GAME_SPRITESHEET)
game_sprites = GameSpritesheet.images_datafile(SPRITES_DATAFILE)
NameSpritesheet = spritesheet.Spritesheet(NAME_SPRITESHEET)
name_sprites = NameSpritesheet.images_datafile(CITIES_DATAFILE)

city_sprites = []
names = []
for city in load(open(CITY_POS_DATAFILE, "r")):
    names.append(city[SPRITE_ID])
    sprite_id = city[SPRITE_ID]
    x, y = city[POSITION]
    cityspace_c = engine.Point(x + CITYTEXT_WIDTH // 2,
                               y + CITYSPACE_SIZE // 2)
    cityspace_size = (CITYSPACE_SIZE, CITYSPACE_SIZE)
    citytext_size = (CITYTEXT_WIDTH, CITYTEXT_HEIGHT)
    a = pygame.transform.scale(game_sprites[city[SPRITE_ICON]], cityspace_size)
    b = pygame.transform.scale(name_sprites[city[SPRITE_ID]], citytext_size)
    s = (CITYTEXT_WIDTH, CITYSPACE_SIZE + CITYTEXT_HEIGHT - CITYTEXT_UPSHIFT)
    image = pygame.Surface(s, pygame.SRCALPHA)