Esempio n. 1
0
    def __init__(self, screen_width, screen_height):
        Entity.__init__(self, screen_width, 0, Icicle.name)
        # Take off 7 for a buffer on the bottom

        self.counted = False

        self.ice_blocks = []
        # at what point in num_blocks we add the gap
        num_possible_gaps = int(screen_height / Ice.image_height) - 6
        gap = random.randint(1, num_possible_gaps)
        num_blocks = 0
        height = 0

        while height < screen_height:
            # Add the middle pieces if we reach the gap point
            if num_blocks == gap:
                self.ice_blocks.append(Ice(Ice.image_bottom, screen_width, height, Ice.icicle_type))

                top = height
                height += Icicle.gap_size
                bottom = height
                self.gap_range = (top, bottom)

                self.ice_blocks.append(Ice(Ice.image_top, screen_width, height, Ice.icicle_type))
            else:
                self.ice_blocks.append(Ice(Ice.image_base, screen_width, height, Ice.icicle_type))

            num_blocks += 1
            height += Ice.image_height
 def __init__(self, pos, sprite_close, sprite_open, potential_items):
     Entity.__init__(self, "Chest", pos, sprite_close)
     self.sprite_open_link = sprite_open
     self.sprite_close_link = sprite_close
     self.sprite_open = pg.transform.scale(pg.image.load(sprite_open).convert_alpha(), (TILE_SIZE, TILE_SIZE))
     self.item = Chest.determine_item(potential_items)
     self.opened = False
Esempio n. 3
0
 def __init__(self, name, pos, sprite, sprite_empty, effect, times):
     Entity.__init__(self, name, pos, sprite)
     self.effect = effect
     self.times = times
     self.sprite_empty = pg.transform.scale(
         pg.image.load(sprite_empty).convert_alpha(),
         (TILE_SIZE, TILE_SIZE))
Esempio n. 4
0
 def __init__(self, name, pos, sprite, hp, defense, res):
     Entity.__init__(self, name, pos, sprite)
     self.hp_max = hp
     self.hp = hp
     self.defense = defense
     self.res = res
Esempio n. 5
0
 def __init__(self, name, pos, sprite, interaction=None):
     Entity.__init__(self, name, pos, sprite)
     self.sprite_name = sprite
     self.interaction = interaction
Esempio n. 6
0
 def __init__(self, pos, sprite, pick_lock_initiated):
     Entity.__init__(self, "Door", pos, sprite)
     self.sprite_name = sprite
     self.pick_lock_initiated = pick_lock_initiated
Esempio n. 7
0
 def __init__(self, name, pos, sprite, interaction={}):
     Entity.__init__(self, name, pos, sprite)
     self.interaction = interaction
 def __init__(self, name, pos_first, sprite):
     Entity.__init__(self, name, pos_first, sprite)
     self.linked_to = None
Esempio n. 9
0
 def __init__(self, pos_first, sprite):
     Entity.__init__(self, "Portal", pos_first, sprite)
     self.linked_to = None