コード例 #1
0
ファイル: Monster.py プロジェクト: DavidJayBrady/PygameArena
    def __init__(self):
        Monster.__init__(self)

        self.level = 3

        self.exp_value = 250

        monsters = SpriteSheet(
            'instant_dungeon_artpack/By Scott Matott/monsters.png')

        self.image = self.enlarge(
            monsters.image_at([0, 128, 16, 16]).convert())  # pygame.Surface
        self.image.set_colorkey((0, 0, 0))

        monster_images = monsters.load_strip([0, 128, 16, 16, 8], 8)

        self.load_images(monster_images)

        # Speed is used for finding direction. Velocity already contains that direction.
        self.speed = [5, 5]
        self.velocity = pygame.math.Vector2(self.speed)

        self.health = 150 + (30 * self.level)
        self.max_health = 150 + (30 * self.level)

        self.cooldown = 500

        self.uses_caps = True

        self.offset = (-40, -30)

        self.healthbar = Bar(self.offset, self.uses_caps, False, 'health')
コード例 #2
0
ファイル: Monster.py プロジェクト: DavidJayBrady/PygameArena
    def __init__(self):
        Monster.__init__(self)
        monsters = SpriteSheet(
            'instant_dungeon_artpack/By Scott Matott/monsters.png')
        pick_monster = monsters.image_at([0, 64, 16, 16]).convert()

        self.scale_factor = [64, 64]

        self.enlarge = lambda x: pygame.transform.smoothscale(
            x, self.scale_factor)

        self.image = self.enlarge(pick_monster)  # pygame.Surface
        self.image.set_colorkey((0, 0, 0))

        monster_images = monsters.load_strip([0, 64, 16, 16, 8], 8)
        self.load_images(monster_images)

        self.direction = randrange(1, 9)  # Refer to Mover.update method
        self.walk_counter = 0  # Keep monsters from changing directions constantly

        # Speed is used for finding direction. Velocity already contains that direction.
        self.speed = [2, 2]
        self.velocity = pygame.math.Vector2(self.speed)

        self.health = 80 + (10 * self.level)
        self.max_health = self.health
コード例 #3
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 def __init__(self):
     self.tile_size = 64
     self.map_dim = 16
     self.map_size = self.tile_size * self.map_dim
     self.screen = pygame.display.set_mode((self.map_size, self.map_size))
     self.sheet = SpriteSheet("allSprites_default.png",
                              "allSprites_default.xml")
     self.map = GameMap("map.txt", self.map_dim, self.tile_size)
     self.players = []
     self.init_tanks()
コード例 #4
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ファイル: Sword.py プロジェクト: DavidJayBrady/PygameArena
    def load_transform_image(self):
        '''
        :action: Loads image of sword and scales it accordingly, and rotates it in the correct direction.
        '''
        sword_images = SpriteSheet('instant_dungeon_artpack/By Voytek Falendysz/shield_knife_and_scrolls.png')
        image = sword_images.image_at([86, 0, 5, 16])
        self.image = pygame.transform.smoothscale(image, [20, 64])

        # Rotate sword to go in direction of click. Minus 90 because sword originally points upwards.
        self.image = pygame.transform.rotate(self.image, self.angle - 90)
コード例 #5
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ファイル: Sword.py プロジェクト: DavidJayBrady/PygameArena
    def load_transform_image(self):
        '''
        :action: Loads image of sword and scales it accordingly, and rotates it in the correct direction.
        '''
        sword_images = SpriteSheet(
            'instant_dungeon_artpack/By Voytek Falendysz/shield_knife_and_scrolls.png'
        )
        image = sword_images.image_at([86, 0, 5, 16])
        self.image = pygame.transform.smoothscale(image, [20, 64])

        # Rotate sword to go in direction of click. Minus 90 because sword originally points upwards.
        self.image = pygame.transform.rotate(self.image, self.angle - 90)
コード例 #6
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class Preview(object):
    def __init__(self):
        self.tile_size = 64
        self.map_dim = 16
        self.map_size = self.tile_size * self.map_dim
        self.screen = pygame.display.set_mode((self.map_size, self.map_size))
        self.sheet = SpriteSheet("allSprites_default.png",
                                 "allSprites_default.xml")
        self.map = GameMap("map.txt", self.map_dim, self.tile_size)
        self.players = []
        self.init_tanks()

    def init_tanks(self):
        for t in range(4):
            tank = self.map.get_initial_tank_state(t + 1)
            if tank is None:
                break
            image = self.sheet.get_image_name(tank.image_name())
            player = Player(tank, image, self.tile_size, DummyController())
            player.set_animation(Move(self.tile_size, "up", "forward"))
            self.players.append(player)

    def render_sand(self):
        base_tile = "tileSand1.png"
        for y in range(self.map_dim):
            off_y = y * self.tile_size
            for x in range(self.map_dim):
                off_x = x * self.tile_size
                self.screen.blit(self.sheet.get_image_name(base_tile),
                                 (off_x, off_y))

    def render_obstacles(self):
        for y in range(self.map_dim):
            for x in range(self.map_dim):
                self.map.blit(self.screen, self.sheet, x, y)

    def render_tanks(self, delta_ms):
        for player in self.players:
            player.step(delta_ms)
            angle = player.angle()
            image = pygame.transform.rotate(player.canvas_image(), angle)
            pos = (player.canvas_x(), player.canvas_y())
            self.screen.blit(image, pos)

    def render(self, delta_ms):
        self.render_sand()
        self.render_obstacles()
        self.render_tanks(delta_ms)
コード例 #7
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class UFO(Alien):
    sprite_sheet = SpriteSheet('images/UFO.png')
    image1 = sprite_sheet.image_at((0, 0, 64, 64))
    image2 = sprite_sheet.image_at((0, 64, 64, 64))
    frames = [image1, image2]

    def __init__(self, ai_settings, screen):
        super().__init__(ai_settings=ai_settings, screen=screen)
        self.reset()
        self.alive = True
        for x in UFO.frames:
            x = pygame.transform.scale(x, (48, 48)).convert_alpha()

    timer = Timer(frames=frames)

    def reset(self):
        self.rect.centery = 50
        self.rect.centerx = 0
        self.alive = True

    def dead(self):
        self.alive = False

    def imagerect(self):
        return self.timer.imagerect()

    def update(self):
        """Move the alien right or left"""
        self.x += (
            (self.ai_settings.alien_speed_factor + random.randint(0, 3)) *
            self.ai_settings.UFO_direction)
        self.rect.x = self.x
コード例 #8
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    def __init__(self, gsm):
        self.gsm = gsm
        self.background = Background(
            os.path.join("res", "PlayState", "background.png"))
        self.camera = Camera(self)
        self.HUD = HUD(self.gsm)
        # Key handling
        self.leftKeyDown = False
        self.rightKeyDown = False
        self.upKeyDown = False

        self.spriteSheet = SpriteSheet(
            os.path.join("res", "PlayState", "Spritesheet.png"), 1)

        # Holds all the objects in the game
        self.allObjectList = pygame.sprite.Group()
        self.activeObjectList = pygame.sprite.Group()
        self.terrainList = pygame.sprite.Group()
        self.interactableList = pygame.sprite.Group()
        self.enemyList = pygame.sprite.Group()
        self.enemyAIList = pygame.sprite.Group()
        self.player = None

        self.level = currentLevel  # Sets the current level
        self.loadLevel(self.level)  # Loads the level
コード例 #9
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ファイル: ship.py プロジェクト: LiMichael1/Space_Invaders
class Ship(Sprite):
    sprite_sheet = SpriteSheet('images/Jet.png')
    width = sprite_sheet.width()
    height = sprite_sheet.height()
    frames = []
    for i in range(3):
        for j in range(3):
            frames.append(sprite_sheet.image_at((int(j * width/3), int(i * height/3), width/3, height/3)))
    timer = Timer(frames=[frames[0], frames[1]])

    explosion = frames[2:7]
    explosion_timer = Timer(frames=explosion, looponce=True)

    def __init__(self, ai_settings, screen):
        """Initialize the ship and set its starting position"""
        super().__init__()
        self.screen = screen
        self.ai_settings = ai_settings

        # load the ship image and get it's rect
        self.image = Ship.frames[0]
        self.rect = self.image.get_rect()
        self.screen_rect = screen.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.center = float(self.rect.centerx)


        # Movement flag
        self.moving_right = False
        self.moving_left = False

    def update(self):
        """Update the ship's position based on the movment flag """
        # Update the ship's center value, not the rect
        if self.moving_right and self.rect.right < self.screen_rect.right:
            self.rect.centerx += self.ai_settings.ship_speed_factor
        if self.moving_left and self.rect.left > 0:
            self.rect.centerx -= self.ai_settings.ship_speed_factor
            # self.rect.centerx = self.center

    def blitme(self):
        """ Draw the ship at it's current location"""
        self.screen.blit(self.imagerect(), self.rect)


    def center_ship(self):
        """Center the ship on the screen"""
        self.center = self.screen_rect.centerx

    def imagerect(self):
        return Ship.timer.imagerect()

    def explode(self):
        self.screen.blit(self.explosion_timer.imagerect(), self.rect)
        pygame.display.flip()
コード例 #10
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    def __init__(self, filename, rects, count, loop=False, frames=1):
        """construct a SpriteAnimation

           rects is a list of rectangels on the spritesheet 

           loop is a bool that casuses next to return to the origional sprite when it has reached the last sprite

           count is the number of sprites

           frames is the number of frames per sprite"""

        self.filename = filename
        ss = SpriteSheet(filename)
        self.images = ss.getImages(rects)
        self.counter = 0
        self.loop = loop
        self.frames = frames
コード例 #11
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    def __init__(self, position):
        pygame.sprite.Sprite.__init__(self)
        self.CarSprites = SpriteSheet("Sprites/SuperCar.png")

        ############# POWER UPS #############

        self.powerups = {
            "None": 999,
            "SpecialWeapon": 3,
            "FireMissile": 0,
            "HomingMissile": 0,
            "PowerMissile": 0,
            "Napalm": 0,
            "RearMines": 0,
            "FreezeMissile": 0,
            "RicochetBombs": 0,
            "Health": 0,
            "Satellite": 0,
            "Shotgun": 0,
            "Grenade": 0
        }

        self.CurrentPowerUp = self.powerups["SpecialWeapon"]

        ############# POWER UPS #############

        self.src_image = self.CarSprites.get_image(15, 201, 35, 60)
        self.rect = self.src_image.get_rect()
        self.position = position
        self.speed = self.direction = 0
        self.k_left = self.k_right = self.k_down = self.k_up = 0

        self.machinegunsound = pygame.mixer.Sound("Sounds/machine_guns.wav")
        self.specialweaponsound = pygame.mixer.Sound(
            "Sounds/hammerhead_special.wav")
        self.enginesound = pygame.mixer.Sound("Sounds/engine4.wav")
        self.powerupsound = pygame.mixer.Sound("Sounds/power_up.wav")
        self.powerupsound.set_volume(.1)
        self.turning = pygame.mixer.Sound("Sounds/skid.wav")

        self.enginesound.play(-1)

        self.MachineGunOn = False

        self.specialon = False
コード例 #12
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ファイル: Monster.py プロジェクト: DavidJayBrady/PygameArena
    def __init__(self):
        Mover.__init__(self)
        monsters = SpriteSheet(
            'instant_dungeon_artpack/By Scott Matott/monsters.png')
        pick_monster = monsters.image_at([0, 112, 16, 16]).convert()

        self.exp_value = 100

        self.level = 2

        self.scale_factor = [64, 64]

        self.enlarge = lambda x: pygame.transform.smoothscale(
            x, self.scale_factor)

        self.image = self.enlarge(pick_monster)  # pygame.Surface
        self.image.set_colorkey((0, 0, 0))

        monster_images = monsters.load_strip([0, 112, 16, 16, 8], 8)
        self.load_images(monster_images)

        self.rect = self.image.get_rect()  # pygame.Rect
        self.rect = self.rect.move(
            [randrange(700, 3670), randrange(700,
                                             2160)])  # Random spawn location

        self.direction = randrange(1, 9)  # Refer to Mover.update method
        self.walk_counter = 0  # Keep monsters from changing directions constantly

        # Speed is used for finding direction. Velocity already contains that direction.
        self.speed = [3, 3]
        self.velocity = pygame.math.Vector2(self.speed)

        self.health = 90 + (25 * self.level)
        self.max_health = self.health

        self.timer = pygame.time.get_ticks()

        self.cooldown = 800

        self.uses_caps = False

        self.offset = [5, -15]

        self.healthbar = Bar(self.offset, self.uses_caps, False, 'health')
コード例 #13
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 def regImages(self):
     self.images["PIECES"] = GUIImage(
         "../img/sprites/450px-Chess_Pieces_Sprite.svg.png")
     self.spriteSheets["PIECES"] = SpriteSheet(self.images["PIECES"],
                                               self.TILE_SIZE,
                                               self.TILE_SIZE,
                                               self.spritePos,
                                               self.spriteColorPos)
     self.AppIcon = GUIImage("../img/icons/queen75x75.png")
コード例 #14
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    def __init__(self, objectHandler, window):
        # Init
        self.objectHandler = objectHandler
        self.window = window

        self.mapsFile = JsonHandler('./assets/data/maps.json')
        self.mapsData = self.mapsFile.getJson()

        self.tileSize = 16 * self.window.scaleFactor

        # Creating spritesheet
        self.tileSpriteSheet = SpriteSheet('./assets/art/overworld.png')
        self.objectSpriteSheet = SpriteSheet('./assets/art/objects.png')

        # Get sprite array's
        # Tile X - 40
        # Tile Y - 36
        self._tileSprites = self.tileSpriteSheet.getImageArray(
            16, 16, self.tileSize, self.tileSize)
        self._objectSprites = self.objectSpriteSheet.getImageArray(
            16, 16, self.tileSize, self.tileSize)
コード例 #15
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ファイル: CyborgSprite.py プロジェクト: JadeHarbert/Game2
    def __init__(self, x, y, acceleration):
        super().__init__()

        self.run_sheet = SpriteSheet(CYBORG_RUN_FILENAME)
        self.idle_sheet = SpriteSheet(CYBORG_IDLE_FILENAME)
        self.death_sheet = SpriteSheet(CYBORG_DEATH_FILENAME)

        self.idle = False
        self.running = False
        self.dying = False
        self.done_dying = False

        self.current_frame = 0
        self.last_update = 0

        self.idle_frames = []
        self.run_frames_r = []
        self.run_frames_l = []
        self.death_frames = []

        self.load_images()

        self.pos = vec(x, y)
        self.vel = vec(0, 0)
        self.acc = vec(0, 0)
        self.count = 0

        self.image = self.idle_frames[0]
        self.rect = self.image.get_rect()
        self.rect.center = SCREEN_WIDTH / 2, 526
        self.rect.bottom = 381
        self.acceleration = acceleration
コード例 #16
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    def __init__(self, gsm):
        print("MenuState initialized")
        # GameStateManager reference
        self.gsm = gsm

        # Background Image
        # FIND A WAY TO ADD ANIMATION TIME SO THAT IT DOESNT PLAY TOO FAST
        self.bgSpriteSheet = SpriteSheet(
            os.path.join("res", "MapState", "menu background.png"), 4)
        self.bgImage = None
        self.bgIndex = 1

        # Menu Option
        self.currentOption = 0
        self.maxOptions = 3
        self.boat = pygame.image.load(
            os.path.join("res", "MapState", "menu boat.png"))
        self.boatX = 175
        self.boatY = 0

        self.animationTimer = 0
        self.animationTime = 10
コード例 #17
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    def __init__(self, level, x, y):
        self.level = level
        self.startX = x
        self.startY = y
        self.x = x
        self.y = y
        self.w = 24
        self.h = 40
        self.WALK_SPEED = 440
        self.JUMP_FORCE = -16

        self.spriteSheet = SpriteSheet("res/player.png", self.w, self.h)
        self.idle_sprites_right = self.spriteSheet.getImages(0)
        self.idle_sprites_left = []
        for sprite in self.idle_sprites_right:
            self.idle_sprites_left.append(
                pygame.transform.flip(sprite, True, False))

        self.running_sprites_right = self.spriteSheet.getImages(1)
        self.running_sprites_left = []
        for sprite in self.running_sprites_right:
            self.running_sprites_left.append(
                pygame.transform.flip(sprite, True, False))

        self.air_sprites_right = self.spriteSheet.getImages(2)
        self.air_sprites_left = []
        for sprite in self.air_sprites_right:
            self.air_sprites_left.append(
                pygame.transform.flip(sprite, True, False))

        self.vx = 0
        self.vy = 0
        self.grounded = False
        self.facingRight = True
        self.spriteDT = 0.1
        self.spriteTime = 0.0
        self.spriteIndex = 0
        self.timeInAir = 0.0
コード例 #18
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ファイル: Enemy.py プロジェクト: JacobMaughan/RPG_GAME
    def __init__(self, x, y, direction, objectHandler, window):
        # Init
        self.x = x
        self.y = y
        self.direction = direction
        self.objectHandler = objectHandler
        self.window = window
        self.width = 32 * self.window.scaleFactor
        self.height = 32 * self.window.scaleFactor

        # Personalized
        self.ID = 'Enemy'
        self.velX = 0
        self.velY = 0
        self.enemyState = EnemyState.WALKING
        self.player = None

        # Create Sprite Sheet
        self.spriteSheet = SpriteSheet('./assets/art/log.png')
        self._sprites = self.spriteSheet.getImageArray(32, 32, self.width,
                                                       self.height)

        # Active Sprite
        self.activeSprite = self._sprites[0][0]

        # Collision
        self.colliderOffsetX = 32
        self.colliderOffsetY = 32
        self.colliderWidth = 64
        self.colliderHeight = 64
        self.collider = pygame.Rect(self.x + self.colliderOffsetX,
                                    self.y + self.colliderOffsetY,
                                    self.colliderWidth, self.colliderHeight)

        self.lastTick = 0
        self.animationFrame = 0
コード例 #19
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    def __init__(self):
        pygame.sprite.Sprite.__init__(self)

        standing_imgs = SpriteSheet(
            os.path.join('resources', 'gerald_standing.png'),
            os.path.join('resources',
                         'gerald_standing.json')).sprite_images_list

        stand_sprite_list = self.__create_gerald_sprite_list(standing_imgs)
        # Starting Gerald sprite
        self.image = stand_sprite_list[0]
        self.rect = self.image.get_rect()
        self.width = self.rect[2]
        self.height = self.rect[3]
        self.x = self.rect[0]
        self.y = self.rect[1]
コード例 #20
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ファイル: Alien3.py プロジェクト: LiMichael1/Space_Invaders
class Alien3(Alien):
    sprite_sheet = SpriteSheet('images/shark.png')
    width = sprite_sheet.width()
    height = sprite_sheet.height()
    frames = []
    for i in range(2):
        frames.append(sprite_sheet.image_at((0, int(i * height / 2), width, int(height / 2))))

    for x in frames:
        x = pygame.transform.scale(x, (48, 48))

    timer = Timer(frames=frames)

    def __init__(self, ai_settings, screen):
        super().__init__(ai_settings=ai_settings, screen=screen)

    def imagerect(self):
        return Alien3.timer.imagerect()
コード例 #21
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    def __init__(self):
        super().__init__()

        self.attack_sheet = SpriteSheet(CHAR_ATTACK_FILENAME)
        self.run_sheet = SpriteSheet(CHAR_RUN_FILENAME)
        self.idle_sheet = SpriteSheet(CHAR_IDLE_FILENAME)
        self.death_sheet = SpriteSheet(CHAR_DEATH_FILENAME)

        self.idle = True
        self.attacking = False
        self.dying = False
        self.running = False
        self.colliding = False
        self.right_face = True
        self.shooting = False

        self.current_frame = 0
        self.last_update = 0
        self.start_time = 0

        self.idle_frames = []
        self.idle_frames_l = []
        self.run_frames_r = []
        self.run_frames_l = []
        self.attack_frames = []
        self.attack_frames_l = []
        self.death_frames = []

        self.load_images()

        self.image = self.idle_frames[0]
        self.rect = self.image.get_rect()
        self.rect.center = SCREEN_WIDTH / 2, 526
        self.speed_x, self.speed_y = 0, 0

        self.pos = vec(SCREEN_WIDTH / 2, 500)
        self.vel = vec(0, 0)
        self.acc = vec(0, 0)
        self.count = 0
        self.lives = PLAYER_LIVES
コード例 #22
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ファイル: alien.py プロジェクト: LiMichael1/Space_Invaders
class Alien(Sprite):
    """A class to represent a single aline in the fleet"""
    frames = []
    explosion_sheet = SpriteSheet('images/Explosion.png')
    explosion_width = explosion_sheet.width()
    explosion_height = explosion_sheet.height()
    explosion_frames = []
    for i in range(2):
        for j in range(2):
            explosion_frames.append(
                explosion_sheet.image_at(
                    (int(j * explosion_width / 2),
                     int(i * explosion_height / 2), explosion_width / 2,
                     explosion_height / 2)))
    for j in explosion_frames:
        j = pygame.transform.scale(j, (48, 48))

    explosion_timer = Timer(frames=explosion_frames, wait=100)

    def __init__(self, ai_settings, screen):
        """ Initialize the alien and set its starting position"""
        super().__init__()
        self.screen = screen
        self.ai_settings = ai_settings

        # load the alien image and set its rect attribute
        # self.image = pygame.image.load('images/alien-1.png')
        self.image = self.imagerect()

        self.rect = pygame.Rect((0, 0), (48, 48))

        # Start each new aline near the top left of the screen
        self.rect.x = self.rect.width
        self.rect.y = self.rect.height

        # Store the alien's exact position
        self.x = float(self.rect.x)

    def blitme(self):
        """Draw the alien at it's current location"""
        self.screen.blit(self.imagerect(), self.rect)

    def check_edges(self):
        """Return True if alien is at edge of screen"""
        screen_rect = self.screen.get_rect()
        if self.rect.right >= screen_rect.right:
            return True
        elif self.rect.left <= 0:
            return True

    def imagerect(self):
        raise NotImplementedError

    def update(self):
        """Move the alien right or left"""
        self.x += (self.ai_settings.alien_speed_factor *
                   self.ai_settings.fleet_direction)
        self.rect.x = self.x

    def explode(self):
        for _ in range(4):
            self.screen.blit(Alien.explosion_timer.imagerect(), self.rect)
            pygame.display.flip()
コード例 #23
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ファイル: Enemy.py プロジェクト: JacobMaughan/RPG_GAME
class Enemy():
    def __init__(self, x, y, direction, objectHandler, window):
        # Init
        self.x = x
        self.y = y
        self.direction = direction
        self.objectHandler = objectHandler
        self.window = window
        self.width = 32 * self.window.scaleFactor
        self.height = 32 * self.window.scaleFactor

        # Personalized
        self.ID = 'Enemy'
        self.velX = 0
        self.velY = 0
        self.enemyState = EnemyState.WALKING
        self.player = None

        # Create Sprite Sheet
        self.spriteSheet = SpriteSheet('./assets/art/log.png')
        self._sprites = self.spriteSheet.getImageArray(32, 32, self.width,
                                                       self.height)

        # Active Sprite
        self.activeSprite = self._sprites[0][0]

        # Collision
        self.colliderOffsetX = 32
        self.colliderOffsetY = 32
        self.colliderWidth = 64
        self.colliderHeight = 64
        self.collider = pygame.Rect(self.x + self.colliderOffsetX,
                                    self.y + self.colliderOffsetY,
                                    self.colliderWidth, self.colliderHeight)

        self.lastTick = 0
        self.animationFrame = 0

    def tick(self, ticks):
        # Set Player if not player
        if self.player == None:
            self.player = self.objectHandler.getObjectByID('Player')

        # Move Enemy if player in distance
        if math.sqrt(
            (self.x - self.player.x)**2 +
            (self.y - self.player.y)**2) <= 5 * 16 * self.window.scaleFactor:
            self.enemyState = EnemyState.WALKING
            self.velX = (self.player.x - self.x) / 100
            self.velY = (self.player.y - self.y) / 100
        else:
            self.velX = 0
            self.velY = 0
            self.enemyState = EnemyState.IDLE
            self.animationFrame = 0

        # Set Direction To Moving
        if abs(self.velX) > abs(self.velY):
            if self.velX < 0: self.direction = Direction.LEFT
            elif self.velX > 0: self.direction = Direction.RIGHT
        elif abs(self.velY) > abs(self.velX):
            if self.velY < 0: self.direction = Direction.UP
            elif self.velY > 0: self.direction = Direction.DOWN

        if self.velX > 1: self.velX = 1
        if self.velX < -1: self.velX = -1
        if self.velY > 1: self.velY = 1
        if self.velY < -1: self.velY = -1

        self.x += self.velX
        self.y += self.velY

        self.collider.x = self.x + self.colliderOffsetX
        self.collider.y = self.y + self.colliderOffsetY

        self.animate(ticks)

    def render(self, scrollX, scrollY):
        # Render Enemy
        self.window.drawSprite(self.x - scrollX, self.y - scrollY,
                               self.activeSprite)

    def animate(self, ticks):
        if self.enemyState == EnemyState.IDLE:
            if self.direction == Direction.UP:
                self.activeSprite = self._sprites[1][0]
            elif self.direction == Direction.LEFT:
                self.activeSprite = self._sprites[3][0]
            elif self.direction == Direction.DOWN:
                self.activeSprite = self._sprites[0][0]
            elif self.direction == Direction.RIGHT:
                self.activeSprite = self._sprites[2][0]
        elif self.enemyState == EnemyState.WALKING:
            if self.animationFrame == 0:
                self.lastTick = ticks
                self.animationFrame += 1
            if self.animationFrame == 1:
                if self.direction == Direction.UP:
                    self.activeSprite = self._sprites[1][1]
                elif self.direction == Direction.LEFT:
                    self.activeSprite = self._sprites[3][1]
                elif self.direction == Direction.DOWN:
                    self.activeSprite = self._sprites[0][1]
                elif self.direction == Direction.RIGHT:
                    self.activeSprite = self._sprites[2][1]
                elif self.direction == Direction.LEFT_UP:
                    self.activeSprite = self._sprites[3][1]
                elif self.direction == Direction.LEFT_DOWN:
                    self.activeSprite = self._sprites[3][1]
                elif self.direction == Direction.RIGHT_UP:
                    self.activeSprite = self._sprites[2][1]
                elif self.direction == Direction.RIGHT_DOWN:
                    self.activeSprite = self._sprites[2][1]
            elif self.animationFrame == 2:
                if self.direction == Direction.UP:
                    self.activeSprite = self._sprites[1][2]
                elif self.direction == Direction.LEFT:
                    self.activeSprite = self._sprites[3][2]
                elif self.direction == Direction.DOWN:
                    self.activeSprite = self._sprites[0][2]
                elif self.direction == Direction.RIGHT:
                    self.activeSprite = self._sprites[2][2]
                elif self.direction == Direction.LEFT_UP:
                    self.activeSprite = self._sprites[3][2]
                elif self.direction == Direction.LEFT_DOWN:
                    self.activeSprite = self._sprites[3][2]
                elif self.direction == Direction.RIGHT_UP:
                    self.activeSprite = self._sprites[2][2]
                elif self.direction == Direction.RIGHT_DOWN:
                    self.activeSprite = self._sprites[2][2]
            elif self.animationFrame == 3:
                if self.direction == Direction.UP:
                    self.activeSprite = self._sprites[1][3]
                elif self.direction == Direction.LEFT:
                    self.activeSprite = self._sprites[3][3]
                elif self.direction == Direction.DOWN:
                    self.activeSprite = self._sprites[0][3]
                elif self.direction == Direction.RIGHT:
                    self.activeSprite = self._sprites[2][3]
                elif self.direction == Direction.LEFT_UP:
                    self.activeSprite = self._sprites[3][3]
                elif self.direction == Direction.LEFT_DOWN:
                    self.activeSprite = self._sprites[3][3]
                elif self.direction == Direction.RIGHT_UP:
                    self.activeSprite = self._sprites[2][3]
                elif self.direction == Direction.RIGHT_DOWN:
                    self.activeSprite = self._sprites[2][3]
            elif self.animationFrame == 4:
                if self.direction == Direction.UP:
                    self.activeSprite = self._sprites[1][0]
                elif self.direction == Direction.LEFT:
                    self.activeSprite = self._sprites[3][0]
                elif self.direction == Direction.DOWN:
                    self.activeSprite = self._sprites[0][0]
                elif self.direction == Direction.RIGHT:
                    self.activeSprite = self._sprites[2][0]
                elif self.direction == Direction.LEFT_UP:
                    self.activeSprite = self._sprites[3][0]
                elif self.direction == Direction.LEFT_DOWN:
                    self.activeSprite = self._sprites[3][0]
                elif self.direction == Direction.RIGHT_UP:
                    self.activeSprite = self._sprites[2][0]
                elif self.direction == Direction.RIGHT_DOWN:
                    self.activeSprite = self._sprites[2][0]
            if ticks - self.lastTick == 20:
                self.lastTick = ticks
                self.animationFrame += 1
            if self.animationFrame == 5:
                self.animationFrame = 0
コード例 #24
0
class Player:

    # Initialiserer alle bildene av spilleren og andre verdier
    def __init__(self, level, x, y):
        self.level = level
        self.startX = x
        self.startY = y
        self.x = x
        self.y = y
        self.w = 24
        self.h = 40
        self.WALK_SPEED = 440
        self.JUMP_FORCE = -16

        self.spriteSheet = SpriteSheet("res/player.png", self.w, self.h)
        self.idle_sprites_right = self.spriteSheet.getImages(0)
        self.idle_sprites_left = []
        for sprite in self.idle_sprites_right:
            self.idle_sprites_left.append(
                pygame.transform.flip(sprite, True, False))

        self.running_sprites_right = self.spriteSheet.getImages(1)
        self.running_sprites_left = []
        for sprite in self.running_sprites_right:
            self.running_sprites_left.append(
                pygame.transform.flip(sprite, True, False))

        self.air_sprites_right = self.spriteSheet.getImages(2)
        self.air_sprites_left = []
        for sprite in self.air_sprites_right:
            self.air_sprites_left.append(
                pygame.transform.flip(sprite, True, False))

        self.vx = 0
        self.vy = 0
        self.grounded = False
        self.facingRight = True
        self.spriteDT = 0.1
        self.spriteTime = 0.0
        self.spriteIndex = 0
        self.timeInAir = 0.0

    #Oppdaterer hvert bilde
    def update(self, dt, events):

        #Bestemmer hvilket bilde i animasjonen som skal spilles
        self.prevY = self.y
        self.spriteTime += dt
        if self.spriteTime > self.spriteDT:
            self.spriteTime -= self.spriteDT
            self.spriteIndex += 1
            if self.spriteIndex >= len(self.idle_sprites_right):
                self.spriteIndex = 0

        # Dersom man trykker på piltastene eller A/D lagrer den hvor spilleren skal flytte seg
        keys = pygame.key.get_pressed()
        dx = 0
        if not self.level.finished:
            if keys[pygame.K_LEFT] or keys[pygame.K_a]:
                dx -= 1
            if keys[pygame.K_RIGHT] or keys[pygame.K_d]:
                dx += 1
        self.vx = dx * self.WALK_SPEED * dt

        if abs(self.vx) < 0.1:
            self.vx = 0

        # Legger til tyngdekraften i farten til spilleren
        self.vy += self.level.GRAVITY * dt
        if not self.grounded:
            self.timeInAir += dt

        # Sjekker om man kan hoppe
        if not self.level.finished:
            if keys[pygame.K_SPACE] and self.timeInAir < 0.03:
                self.vy = self.JUMP_FORCE

        elif keys[pygame.K_SPACE]:
            self.level.restart()

        for event in events:
            if event.type == pygame.KEYUP and event.key == pygame.K_SPACE:
                if self.vy < 0:
                    self.vy /= 2

    # Sjekker for kollisjon med der spilleren ønsker å flytte seg til og bakken
    def checkCollisions(self, tiles):
        self.grounded = False

        # Sjekker under spilleren dersom han/hun beveger seg nedover
        if self.vy > 0:
            yCheck = self.y + self.h + self.vy
            xCheck1 = self.x
            xCheck2 = self.x + self.w - 1
            tile1 = self.level.game.getTile(
                int(xCheck1 / self.level.game.TILE_SIZE),
                int(yCheck / self.level.game.TILE_SIZE), tiles)
            tile2 = self.level.game.getTile(
                int(xCheck2 / self.level.game.TILE_SIZE),
                int(yCheck / self.level.game.TILE_SIZE), tiles)
            if (tile1 is not 0
                    and tile1 is not None) or (tile2 is not 0
                                               and tile2 is not None):
                self.timeInAir = 0
                self.grounded = True
                self.vy = 0
                self.y = int(yCheck / self.level.game.TILE_SIZE
                             ) * self.level.game.TILE_SIZE - self.h
        elif self.vy < 0:  # Sjekker under spilleren dersom han/hun beveger seg oppover
            yCheck = self.y + self.vy
            xCheck1 = self.x
            xCheck2 = self.x + self.w - 1
            tile1 = self.level.game.getTile(
                int(xCheck1 / self.level.game.TILE_SIZE),
                int(yCheck / self.level.game.TILE_SIZE), tiles)
            tile2 = self.level.game.getTile(
                int(xCheck2 / self.level.game.TILE_SIZE),
                int(yCheck / self.level.game.TILE_SIZE), tiles)
            if (tile1 is not 0
                    and tile1 is not None) or (tile2 is not 0
                                               and tile2 is not None):
                self.vy = 0
                self.y = int(yCheck / self.level.game.TILE_SIZE +
                             1) * self.level.game.TILE_SIZE

        # Sjekker til siden av spilleren dersom han/hun beveger seg til høyre
        if self.vx > 0:
            xCheck = self.x + self.w + self.vx
            yCheck1 = self.y
            yCheck2 = self.y + self.h - 1
            tile1 = self.level.game.getTile(
                int(xCheck / self.level.game.TILE_SIZE),
                int(yCheck1 / self.level.game.TILE_SIZE), tiles)
            tile2 = self.level.game.getTile(
                int(xCheck / self.level.game.TILE_SIZE),
                int(yCheck2 / self.level.game.TILE_SIZE), tiles)
            if (tile1 is not 0
                    and tile1 is not None) or (tile2 is not 0
                                               and tile2 is not None):
                self.vx = 0
                self.x = int(xCheck / self.level.game.TILE_SIZE
                             ) * self.level.game.TILE_SIZE - self.w
        elif self.vx < 0:  # Sjekker til siden av spilleren dersom han/hun beveger seg til venstre
            xCheck = self.x + self.vx
            yCheck1 = self.y
            yCheck2 = self.y + self.h - 1
            tile1 = self.level.game.getTile(
                int(xCheck / self.level.game.TILE_SIZE),
                int(yCheck1 / self.level.game.TILE_SIZE), tiles)
            tile2 = self.level.game.getTile(
                int(xCheck / self.level.game.TILE_SIZE),
                int(yCheck2 / self.level.game.TILE_SIZE), tiles)
            if (tile1 is not 0
                    and tile1 is not None) or (tile2 is not 0
                                               and tile2 is not None):
                self.vx = 0
                self.x = int(xCheck / self.level.game.TILE_SIZE +
                             1) * self.level.game.TILE_SIZE

    # Etter at det har blitt sjekket for kollisjon flytter spilleren på seg så lenge den ikke treffer på noe
    def lateUpdate(self):
        self.x += self.vx
        self.y += self.vy

        if self.vx < 0:
            self.facingRight = False
        if self.vx > 0:
            self.facingRight = True

        # Begrenser spilleren til å være innenfor banen
        if self.x < 0:
            self.x = 0
        if self.x > len(
                self.level.tiles[0]) * self.level.game.TILE_SIZE - self.w:
            self.x = len(
                self.level.tiles[0]) * self.level.game.TILE_SIZE - self.w

        # Starter på nytt dersom spilleren er under banen
        if self.y > len(self.level.tiles) * self.level.game.TILE_SIZE:
            self.level.restart()

        # Sjekker om man er i mål
        if self.level.goalRect.colliderect(Rect(self.x, self.y, self.w,
                                                self.h)):
            self.level.complete()

    # Tegner spilleren med den riktige animasjonen
    def draw(self, screen):
        if self.prevY != self.y:
            index = 1
            if self.timeInAir < 0.1:
                index = 0
            elif self.vy > 0:
                index = 2

            if self.facingRight:
                sprite = self.air_sprites_right[index]
            else:
                sprite = self.air_sprites_left[index]
        elif self.vx > 0:
            sprite = self.running_sprites_right[self.spriteIndex]
        elif self.vx < 0:
            sprite = self.running_sprites_left[self.spriteIndex]
        elif self.facingRight:
            sprite = self.idle_sprites_right[self.spriteIndex]
        else:
            sprite = self.idle_sprites_left[self.spriteIndex]

        screen.blit(
            sprite,
            (self.x - self.level.camera.x, self.y - self.level.camera.y))
コード例 #25
0
pygame.mixer.music.play(-1)
pygame.mixer.music.set_volume(.5)
gameStart = False #boolean to check if player has started the game
gameEnd = False #boolean to check if player has reached the win condition

#setup player sprite
spriteList = pygame.sprite.Group()
player = Sprite("sprite/PlayerShip.png", .5 * screenW - 40, .75 * screenH, 80, 80, 1)

#setup enemy sprite
enemy = Sprite("sprite/EnemyShip.png", .5 * screenW - ((screenW)/2), 0, screenW, 250, 2)

#setup other sprites
background = Sprite("sprite/Background.png", 0, 0, screenW, screenH, 0)
menuBackground = Sprite("sprite/MainMenu.png", 0, 0, screenW, screenH, 0)
ExplosionSheet = SpriteSheet("sprite/ExplosionSheet.png")

#fonts
gameFont = pygame.font.Font("font/space.ttf", 40) #cool title font!
insFont = pygame.font.Font("font/space2.ttf", 18) #easier to read font for instructions.
p2Font = pygame.font.Font("font/space2.ttf", 14) #font for further clarification.
scoreFont = pygame.font.Font("font/space.ttf", 20) #score font

titleText = "Rhythm Pilot"
title = gameFont.render(titleText, True, (255, 255, 255))

gameInsP1 = "Use W,A,S,D to move. You can also shoot with SPACE."
gameInsP2 = "You can increase your movement speed with SHIFT."
gameInsP3 = "Use + or - to control volume. M will mute the music."
gameInsP4 = "Press ENTER or RETURN to begin."
gameInsP4p2 = "(Use the first few seconds to get use to the controls)"
コード例 #26
0
ファイル: Game.py プロジェクト: olekern/EasyGame
    def __init__(self):
        # Setter noen standard-variabler
        self.TILE_SIZE = 32
        self.GREEN = (0, 255, 0)
        self.BLUE = (0, 0, 255)

        self.SCREEN_WIDTH = 800
        self.SCREEN_HEIGHT = 600
        self.LEVEL_COUNT = 4

        # Laster inn rekordene fra filen
        self.records = []
        self.loadRecords()

        # Initialiserer pygame
        pygame.init()
        self.screen = pygame.display.set_mode(
            (self.SCREEN_WIDTH, self.SCREEN_HEIGHT))
        pygame.display.set_caption("EasyGame")
        self.clock = pygame.time.Clock()

        # Initialiserer musikken
        pygame.mixer.init()
        pygame.mixer.music.load("sounds/music.mp3")
        pygame.mixer.music.play(-1, 0.0)

        pygame.font.init()
        self.font = pygame.font.SysFont('Arial', 40)

        # Laster inn alle sprites (bilder)
        spriteSheet = SpriteSheet("res/sprites.png", self.TILE_SIZE,
                                  self.TILE_SIZE)
        self.TILE_GRASS_TOP = Tile(self, 2, spriteSheet.getImageAt(1, 0))
        self.TILE_GRASS_TOP_LEFT = Tile(self, 1, spriteSheet.getImageAt(0, 0))
        self.TILE_GRASS_TOP_RIGHT = Tile(self, 3, spriteSheet.getImageAt(2, 0))
        self.TILE_GRASS_LEFT = Tile(self, 9, spriteSheet.getImageAt(0, 1))
        self.TILE_DIRT = Tile(self, 10, spriteSheet.getImageAt(1, 1))
        self.TILE_GRASS_RIGHT = Tile(self, 11, spriteSheet.getImageAt(2, 1))
        self.TILE_GRASS_BOTTOM = Tile(self, 18, spriteSheet.getImageAt(1, 2))
        self.TILE_GRASS_BOTTOM_LEFT = Tile(self, 17,
                                           spriteSheet.getImageAt(0, 2))
        self.TILE_GRASS_BOTTOM_RIGHT = Tile(self, 19,
                                            spriteSheet.getImageAt(2, 2))

        self.ALL_TILES = [
            self.TILE_GRASS_TOP, self.TILE_GRASS_TOP_LEFT,
            self.TILE_GRASS_TOP_RIGHT, self.TILE_GRASS_LEFT, self.TILE_DIRT,
            self.TILE_GRASS_RIGHT, self.TILE_GRASS_BOTTOM,
            self.TILE_GRASS_BOTTOM_LEFT, self.TILE_GRASS_BOTTOM_RIGHT
        ]

        self.DECORATION_GRASS = Tile(self, 4, spriteSheet.getImageAt(3, 0))
        self.DECORATION_SIGN_5 = Tile(self, 5, spriteSheet.getImageAt(4, 0))
        self.DECORATION_SIGN_6 = Tile(self, 6, spriteSheet.getImageAt(5, 0))
        self.DECORATION_SIGN_7 = Tile(self, 7, spriteSheet.getImageAt(6, 0))
        self.DECORATION_SIGN_8 = Tile(self, 8, spriteSheet.getImageAt(7, 0))
        self.DECORATION_SIGN_13 = Tile(self, 13, spriteSheet.getImageAt(4, 1))
        self.DECORATION_SIGN_14 = Tile(self, 14, spriteSheet.getImageAt(5, 1))
        self.DECORATION_SIGN_15 = Tile(self, 15, spriteSheet.getImageAt(6, 1))
        self.DECORATION_SIGN_16 = Tile(self, 16, spriteSheet.getImageAt(7, 1))
        self.DECORATION_SIGN_21 = Tile(self, 21, spriteSheet.getImageAt(4, 2))
        self.DECORATION_SIGN_22 = Tile(self, 22, spriteSheet.getImageAt(5, 2))
        self.DECORATION_GOAL_23 = Tile(self, 23, spriteSheet.getImageAt(6, 2))
        self.DECORATION_GOAL_31 = Tile(self, 31, spriteSheet.getImageAt(6, 3))
        self.ALL_DECORATIONS = [
            self.DECORATION_GRASS, self.DECORATION_SIGN_5,
            self.DECORATION_SIGN_6, self.DECORATION_SIGN_7,
            self.DECORATION_SIGN_8, self.DECORATION_SIGN_13,
            self.DECORATION_SIGN_14, self.DECORATION_SIGN_15,
            self.DECORATION_SIGN_16, self.DECORATION_SIGN_21,
            self.DECORATION_SIGN_22, self.DECORATION_GOAL_23,
            self.DECORATION_GOAL_31
        ]

        # Laster inn menyen
        self.isPlaying = False
        self.menu = Menu(self)
コード例 #27
0
    def __init__(self, gamestate_area):
        Mover.__init__(self)

        self.level = 1
        self.experience = 1
        self.level_experience = 1000

        self.ability_levels = {S.Attack: 1, S.Sweep: 0, S.Arrow: 0, S.SplitShot: 0, S.Lightning: 0,
                               S.FireStorm: 0, S.ToughenUp: 0, S.Wisen: 0}

        left_ability_boundary = 40
        self.ability_manager = AbilityManager(40)

        left_inventory_boundary = 880
        self.inventory = Inventory(left_inventory_boundary)

        self.from_player = True

        scale_factor = [64, 64]
        enlarge = lambda x: pygame.transform.smoothscale(x, scale_factor)

        characters = SpriteSheet('instant_dungeon_artpack/By Jos Luis Peir Lima/players-mages.png')
        self.image = enlarge(characters.image_at([64, 0, 16, 16])).convert() # pygame.Surface
        self.rect = self.image.get_rect() # pygame.Rect

        # Start character at center of screen.
        center_character = list(gamestate_area.center)
        center_character = list(map(lambda x, y: x - (y/2), center_character, scale_factor))
        self.rect = self.rect.move(center_character[0], center_character[1])

        # Used to face different direction when walking that way.
        player_images = characters.load_strip([0, 0, 16, 16], 8)
        self.down_image = enlarge(player_images[0]).convert()
        self.up_image = enlarge(player_images[2]).convert()
        self.right_image = enlarge(player_images[4]).convert()
        self.left_image = enlarge(player_images[6]).convert()

        # Get rid of green box around player.
        self.image.set_colorkey((0, 255, 0))
        self.down_image.set_colorkey((0, 255, 0))
        self.up_image.set_colorkey((0, 255, 0))
        self.right_image.set_colorkey((0, 255, 0))
        self.left_image.set_colorkey((0, 255, 0))

        # Used for movement.
        self.speed = [.1, .1]   # pixels per millisecond
        self.velocity = [0, 0]

        # Used to limit attacks per second.
        self.timer = pygame.time.get_ticks()

        self.start_max_health = 700
        self.start_max_energy = 250

        self.max_health = 700
        self.health = 700
        self.max_energy = 250
        self.energy = 250

        self.base_health_regen = .01
        self._base_energy_regen = .01

        self.uses_caps = True # Drawing health bar utility.

        health_bar_offset = [-570, -320]
        energy_bar_offset = [-570, -280]
        experience_bar_offset = [-200, 340]

        self.healthbar = Bar(health_bar_offset, self.uses_caps, True, 'health')
        self.energybar = Bar(energy_bar_offset, self.uses_caps, True, 'energy')
        self.experiencebar = Bar(experience_bar_offset, self.uses_caps, True, 'experience')
コード例 #28
0
ファイル: Deck.py プロジェクト: Paulware/piPair
 def __init__ (self, filename, numColumns, numRows, numImages, coverIndex):
    SpriteSheet.__init__ (self,filename,numColumns,numRows,numImages,coverIndex)
    print ( 'Done in Deck.init' ) 
コード例 #29
0
class Player():
    def __init__(self, playerFile, window):
        # Init
        self.window = window

        # Personalized
        self.playerFile = playerFile
        self.playerData = self.playerFile.getJson()

        self.ID = 'Player'
        self.width = 16 * self.window.scaleFactor
        self.height = 32 * self.window.scaleFactor
        self.velX = 0
        self.velY = 0
        self.map = self.playerData['map']
        self.x = self.playerData['x']
        self.y = self.playerData['y']
        self.speed = self.playerData['speed']
        self.health = self.playerData['health']
        self.maxHealth = self.playerData['maxHealth']

        # State
        self.playerState = PlayerState.IDLE
        self.direction = Direction(self.playerData['direction'])

        # Creating Spritesheet
        self.spriteSheet = SpriteSheet('./assets/art/character.png')

        # Load sprites into array
        self._sprites = self.spriteSheet.getImageArray(16, 32, self.width,
                                                       self.height)

        # Active sprites
        self.activeSprite = None

        # Collision | Must set offsets and width/height  for colliders
        self.colliderOffsetX = 20
        self.colliderOffsetY = 90
        self.colliderWidth = 25
        self.colliderHeight = 10

        self.swordColliderOffsetX = [0, -5, 0, 45]
        self.swordColliderOffsetY = [25, 50, 90, 50]

        self.collider = pygame.Rect(self.x + self.colliderOffsetX,
                                    self.y + self.colliderOffsetY,
                                    self.colliderWidth, self.colliderHeight)
        self.topCollider = pygame.Rect(
            self.collider.x + self.collider.width * 0.1, self.collider.y,
            self.collider.width * 0.8, self.collider.height * 0.1)
        self.leftCollider = pygame.Rect(
            self.collider.x, self.collider.y + self.collider.height * 0.1,
            self.collider.width * 0.1, self.collider.height * 0.8)
        self.bottomCollider = pygame.Rect(
            self.collider.x + self.collider.width * 0.1,
            self.collider.y + self.collider.height * 0.9,
            self.collider.width * 0.8, self.collider.height * 0.1)
        self.rightCollider = pygame.Rect(
            self.collider.x + self.collider.width * 0.9,
            self.collider.y + self.collider.height * 0.1,
            self.collider.width * 0.1, self.collider.height * 0.8)

        self.swordColliderTop = pygame.Rect(
            self.x + self.swordColliderOffsetX[0],
            self.y + self.swordColliderOffsetY[0], self.width, 30)
        self.swordColliderLeft = pygame.Rect(
            self.x + self.swordColliderOffsetX[1],
            self.y + self.swordColliderOffsetY[1], 30, 50)
        self.swordColliderBottom = pygame.Rect(
            self.x + self.swordColliderOffsetX[2],
            self.y + self.swordColliderOffsetY[2], self.width, 30)
        self.swordColliderRight = pygame.Rect(
            self.x + self.swordColliderOffsetX[3],
            self.y + self.swordColliderOffsetY[3], 30, 50)

        # Animation Setup
        self.lastTick = 0
        self.animationFrame = 0

        # Knockback Setup
        self.knockLastTick = 0
        self.knockTicks = 0
        self.knockBack = False

    def tick(self, ticks):
        # Check if moving and set player state
        if self.playerState == PlayerState.IDLE:
            if not self.velX == 0 or not self.velY == 0:
                self.playerState = PlayerState.WALKING

        # Move player by vel and set player state if stopped walking
        if self.playerState == PlayerState.WALKING:
            self.x += self.velX * self.speed
            self.y += self.velY * self.speed
            if self.velX == 0 and self.velY == 0:
                self.playerState = PlayerState.IDLE

        # Set collider's to x and y value
        self.collider.x = self.x + self.colliderOffsetX
        self.collider.y = self.y + self.colliderOffsetY

        self.swordColliderTop.x = self.x + self.swordColliderOffsetX[0]
        self.swordColliderTop.y = self.y + self.swordColliderOffsetY[0]
        self.swordColliderLeft.x = self.x + self.swordColliderOffsetX[1]
        self.swordColliderLeft.y = self.y + self.swordColliderOffsetY[1]
        self.swordColliderBottom.x = self.x + self.swordColliderOffsetX[2]
        self.swordColliderBottom.y = self.y + self.swordColliderOffsetY[2]
        self.swordColliderRight.x = self.x + self.swordColliderOffsetX[3]
        self.swordColliderRight.y = self.y + self.swordColliderOffsetY[3]

        # Animate player
        self.animate(ticks)

        # Knockback if neeeded
        if self.knockBack:
            self.knockback(ticks)

    def render(self, scrollX, scrollY):
        # Render Collider on bottom
        #self.window.drawRect(self.collider.x - scrollX, self.collider.y - scrollY, self.collider.width, self.collider.height, 0, 0, 255)

        # Render Sprite
        self.window.drawSprite(self.x - scrollX, self.y - scrollY,
                               self.activeSprite)

        # Render Collider on top
        #self.window.drawRect(self.collider.x - scrollX, self.collider.y - scrollY, self.collider.width, self.collider.height, 0, 0, 255)
        #self.window.drawRect(self.swordColliderTop.x - scrollX, self.swordColliderTop.y - scrollY, self.swordColliderTop.width, self.swordColliderTop.height, 0, 0, 255)
        #self.window.drawRect(self.swordColliderBottom.x - scrollX, self.swordColliderBottom.y - scrollY, self.swordColliderBottom.width, self.swordColliderBottom.height, 0, 0, 255)
        #self.window.drawRect(self.swordColliderLeft.x - scrollX, self.swordColliderLeft.y - scrollY, self.swordColliderLeft.width, self.swordColliderLeft.height, 0, 0, 255)
        #self.window.drawRect(self.swordColliderRight.x - scrollX, self.swordColliderRight.y - scrollY, self.swordColliderRight.width, self.swordColliderRight.height, 0, 0, 255)

    # Check Animation
    def animate(self, ticks):
        if self.playerState == PlayerState.IDLE:
            if self.direction == Direction.UP:
                self.activeSprite = self._sprites[2][0]
            elif self.direction == Direction.LEFT:
                self.activeSprite = self._sprites[3][0]
            elif self.direction == Direction.DOWN:
                self.activeSprite = self._sprites[0][0]
            elif self.direction == Direction.RIGHT:
                self.activeSprite = self._sprites[1][0]
        if self.playerState == PlayerState.WALKING:
            if self.animationFrame == 0:
                self.lastTick = ticks
                self.animationFrame += 1
            if self.animationFrame == 1:
                if self.direction == Direction.UP:
                    self.activeSprite = self._sprites[2][1]
                elif self.direction == Direction.LEFT:
                    self.activeSprite = self._sprites[3][1]
                elif self.direction == Direction.DOWN:
                    self.activeSprite = self._sprites[0][1]
                elif self.direction == Direction.RIGHT:
                    self.activeSprite = self._sprites[1][1]
                elif self.direction == Direction.LEFT_UP:
                    self.activeSprite = self._sprites[3][1]
                elif self.direction == Direction.LEFT_DOWN:
                    self.activeSprite = self._sprites[3][1]
                elif self.direction == Direction.RIGHT_UP:
                    self.activeSprite = self._sprites[1][1]
                elif self.direction == Direction.RIGHT_DOWN:
                    self.activeSprite = self._sprites[1][1]
            elif self.animationFrame == 2:
                if self.direction == Direction.UP:
                    self.activeSprite = self._sprites[2][2]
                elif self.direction == Direction.LEFT:
                    self.activeSprite = self._sprites[3][2]
                elif self.direction == Direction.DOWN:
                    self.activeSprite = self._sprites[0][2]
                elif self.direction == Direction.RIGHT:
                    self.activeSprite = self._sprites[1][2]
                elif self.direction == Direction.LEFT_UP:
                    self.activeSprite = self._sprites[3][2]
                elif self.direction == Direction.LEFT_DOWN:
                    self.activeSprite = self._sprites[3][2]
                elif self.direction == Direction.RIGHT_UP:
                    self.activeSprite = self._sprites[1][2]
                elif self.direction == Direction.RIGHT_DOWN:
                    self.activeSprite = self._sprites[1][2]
            elif self.animationFrame == 3:
                if self.direction == Direction.UP:
                    self.activeSprite = self._sprites[2][3]
                elif self.direction == Direction.LEFT:
                    self.activeSprite = self._sprites[3][3]
                elif self.direction == Direction.DOWN:
                    self.activeSprite = self._sprites[0][3]
                elif self.direction == Direction.RIGHT:
                    self.activeSprite = self._sprites[1][3]
                elif self.direction == Direction.LEFT_UP:
                    self.activeSprite = self._sprites[3][3]
                elif self.direction == Direction.LEFT_DOWN:
                    self.activeSprite = self._sprites[3][3]
                elif self.direction == Direction.RIGHT_UP:
                    self.activeSprite = self._sprites[1][3]
                elif self.direction == Direction.RIGHT_DOWN:
                    self.activeSprite = self._sprites[1][3]
            elif self.animationFrame == 4:
                if self.direction == Direction.UP:
                    self.activeSprite = self._sprites[2][0]
                elif self.direction == Direction.LEFT:
                    self.activeSprite = self._sprites[3][0]
                elif self.direction == Direction.DOWN:
                    self.activeSprite = self._sprites[0][0]
                elif self.direction == Direction.RIGHT:
                    self.activeSprite = self._sprites[1][0]
                elif self.direction == Direction.LEFT_UP:
                    self.activeSprite = self._sprites[3][0]
                elif self.direction == Direction.LEFT_DOWN:
                    self.activeSprite = self._sprites[3][0]
                elif self.direction == Direction.RIGHT_UP:
                    self.activeSprite = self._sprites[1][0]
                elif self.direction == Direction.RIGHT_DOWN:
                    self.activeSprite = self._sprites[1][0]
            if ticks - self.lastTick == 20:
                self.lastTick = ticks
                self.animationFrame += 1
            if self.animationFrame == 5:
                self.animationFrame = 0
        elif self.playerState == PlayerState.ATTACKING:
            if self.animationFrame == 0:
                self.lastTick = ticks
                self.animationFrame += 1
            if self.animationFrame == 1:
                if self.direction == Direction.UP:
                    self.activeSprite = self._sprites[5][0]
                elif self.direction == Direction.LEFT:
                    self.activeSprite = self._sprites[7][0]
                elif self.direction == Direction.DOWN:
                    self.activeSprite = self._sprites[4][0]
                elif self.direction == Direction.RIGHT:
                    self.activeSprite = self._sprites[6][0]
                elif self.direction == Direction.LEFT_UP:
                    self.activeSprite = self._sprites[7][0]
                elif self.direction == Direction.LEFT_DOWN:
                    self.activeSprite = self._sprites[7][0]
                elif self.direction == Direction.RIGHT_UP:
                    self.activeSprite = self._sprites[6][0]
                elif self.direction == Direction.RIGHT_DOWN:
                    self.activeSprite = self._sprites[6][0]
            elif self.animationFrame == 2:
                if self.direction == Direction.UP:
                    self.activeSprite = self._sprites[5][1]
                elif self.direction == Direction.LEFT:
                    self.activeSprite = self._sprites[7][1]
                elif self.direction == Direction.DOWN:
                    self.activeSprite = self._sprites[4][1]
                elif self.direction == Direction.RIGHT:
                    self.activeSprite = self._sprites[6][1]
                elif self.direction == Direction.LEFT_UP:
                    self.activeSprite = self._sprites[7][1]
                elif self.direction == Direction.LEFT_DOWN:
                    self.activeSprite = self._sprites[7][1]
                elif self.direction == Direction.RIGHT_UP:
                    self.activeSprite = self._sprites[6][1]
                elif self.direction == Direction.RIGHT_DOWN:
                    self.activeSprite = self._sprites[6][1]
            elif self.animationFrame == 3:
                if self.direction == Direction.UP:
                    self.activeSprite = self._sprites[5][2]
                elif self.direction == Direction.LEFT:
                    self.activeSprite = self._sprites[7][2]
                elif self.direction == Direction.DOWN:
                    self.activeSprite = self._sprites[4][2]
                elif self.direction == Direction.RIGHT:
                    self.activeSprite = self._sprites[6][2]
                elif self.direction == Direction.LEFT_UP:
                    self.activeSprite = self._sprites[7][2]
                elif self.direction == Direction.LEFT_DOWN:
                    self.activeSprite = self._sprites[7][2]
                elif self.direction == Direction.RIGHT_UP:
                    self.activeSprite = self._sprites[6][2]
                elif self.direction == Direction.RIGHT_DOWN:
                    self.activeSprite = self._sprites[6][2]
            elif self.animationFrame == 4:
                if self.direction == Direction.UP:
                    self.activeSprite = self._sprites[5][3]
                elif self.direction == Direction.LEFT:
                    self.activeSprite = self._sprites[7][3]
                elif self.direction == Direction.DOWN:
                    self.activeSprite = self._sprites[4][3]
                elif self.direction == Direction.RIGHT:
                    self.activeSprite = self._sprites[6][3]
                elif self.direction == Direction.LEFT_UP:
                    self.activeSprite = self._sprites[7][3]
                elif self.direction == Direction.LEFT_DOWN:
                    self.activeSprite = self._sprites[7][3]
                elif self.direction == Direction.RIGHT_UP:
                    self.activeSprite = self._sprites[6][3]
                elif self.direction == Direction.RIGHT_DOWN:
                    self.activeSprite = self._sprites[6][3]
            if self.animationFrame == 5:
                if not self.velX == 0 or not self.velY == 0:
                    self.playerState = PlayerState.WALKING
                else:
                    self.playerState = PlayerState.IDLE
                self.animationFrame = 0
            else:
                if ticks - self.lastTick == 5:
                    self.lastTick = ticks
                    self.animationFrame += 1

    def move(self, isKeyDown, velX, velY):
        if isKeyDown:
            if velY == -1:
                self.velY = -1
                self.animationFrame = 0
                if self.velX == -1: self.direction = Direction.LEFT_UP
                elif self.velX == 1: self.direction = Direction.RIGHT_UP
                else: self.direction = Direction.UP
            if velX == -1:
                self.velX = -1
                self.animationFrame = 0
                if self.velY == -1: self.player = Direction.LEFT_UP
                elif self.velY == 1: self.player = Direction.LEFT_DOWN
                else: self.direction = Direction.LEFT
            if velY == 1:
                self.velY = 1
                self.animationFrame = 0
                if self.velX == -1: self.direction = Direction.LEFT_DOWN
                elif self.velX == 1: self.direction = Direction.RIGHT_DOWN
                else: self.direction = Direction.DOWN
            if velX == 1:
                self.velX = 1
                self.animationFrame = 0
                if self.velY == -1: self.direction = Direction.RIGHT_UP
                elif self.velY == 1: self.direction = Direction.RIGHT_DOWN
                else: self.direction = Direction.RIGHT
        else:
            if velX == 1:
                self.velX = 0
                if self.velY == -1: self.direction = Direction.UP
                elif self.velY == 1: self.direction = Direction.DOWN
            if velY == 1:
                self.velY = 0
                if self.velX == -1: self.direction = Direction.LEFT
                elif self.velX == 1: self.direction = Direction.RIGHT
            self.animationFrame = 0

    def knockback(self, ticks):
        if self.knockTicks == 0:
            self.knockLastTick = ticks
            self.knockTicks += 1
        if self.knockTicks == 1:
            if self.direction == Direction.UP: self.y += 2
            elif self.direction == Direction.LEFT or self.direction == Direction.LEFT_DOWN or self.direction == Direction.LEFT_UP:
                self.x += 2
            elif self.direction == Direction.DOWN:
                self.y -= 2
            elif self.direction == Direction.RIGHT or self.direction == Direction.RIGHT_DOWN or self.direction == Direction.RIGHT_UP:
                self.x -= 2
        if self.knockTicks == 2:
            if self.direction == Direction.UP: self.y += 2
            elif self.direction == Direction.LEFT or self.direction == Direction.LEFT_DOWN or self.direction == Direction.LEFT_UP:
                self.x += 2
            elif self.direction == Direction.DOWN:
                self.y -= 2
            elif self.direction == Direction.RIGHT or self.direction == Direction.RIGHT_DOWN or self.direction == Direction.RIGHT_UP:
                self.x -= 2
        if self.knockTicks == 3:
            if self.direction == Direction.UP: self.y += 2
            elif self.direction == Direction.LEFT or self.direction == Direction.LEFT_DOWN or self.direction == Direction.LEFT_UP:
                self.x += 2
            elif self.direction == Direction.DOWN:
                self.y -= 2
            elif self.direction == Direction.RIGHT or self.direction == Direction.RIGHT_DOWN or self.direction == Direction.RIGHT_UP:
                self.x -= 2
        if self.knockTicks == 4:
            if self.direction == Direction.UP: self.y += 2
            elif self.direction == Direction.LEFT or self.direction == Direction.LEFT_DOWN or self.direction == Direction.LEFT_UP:
                self.x += 2
            elif self.direction == Direction.DOWN:
                self.y -= 2
            elif self.direction == Direction.RIGHT or self.direction == Direction.RIGHT_DOWN or self.direction == Direction.RIGHT_UP:
                self.x -= 2
        if self.knockTicks == 5:
            if not self.velX == 0 or not self.velY == 0:
                self.playerState = PlayerState.WALKING
            else:
                self.playerState = PlayerState.IDLE
            self.knockTicks = 0
            self.knockBack = False
        else:
            if ticks - self.knockLastTick == 5:
                self.knockLastTick = ticks
                self.knockTicks += 1

    # Attack
    def attack(self, objectHandler):
        self.animationFrame = 0
        self.playerState = PlayerState.ATTACKING
        if self.direction == Direction.UP:
            collideObjects = objectHandler.getCollision(self.swordColliderTop)
            if not collideObjects == []:
                for tmpObject in collideObjects:
                    if tmpObject.ID == 'Enemy':
                        objectHandler.removeObject(tmpObject)
        elif self.direction == Direction.LEFT or self.direction == Direction.LEFT_DOWN or self.direction == Direction.LEFT_UP:
            collideObjects = objectHandler.getCollision(self.swordColliderLeft)
            if not collideObjects == []:
                for tmpObject in collideObjects:
                    if tmpObject.ID == 'Enemy':
                        objectHandler.removeObject(tmpObject)
        elif self.direction == Direction.DOWN:
            collideObjects = objectHandler.getCollision(
                self.swordColliderBottom)
            if not collideObjects == []:
                for tmpObject in collideObjects:
                    if tmpObject.ID == 'Enemy':
                        objectHandler.removeObject(tmpObject)
        elif self.direction == Direction.RIGHT or self.direction == Direction.RIGHT_DOWN or self.direction == Direction.RIGHT_UP:
            collideObjects = objectHandler.getCollision(
                self.swordColliderRight)
            if not collideObjects == []:
                for tmpObject in collideObjects:
                    if tmpObject.ID == 'Enemy':
                        objectHandler.removeObject(tmpObject)

    # Interact
    def interact(self, objectHandler):
        collideObjects = objectHandler.getCollision(self.collider)
        if not collideObjects == []:
            for tmpObject in collideObjects:
                if tmpObject.ID == 'Sign':
                    if self.playerState == PlayerState.INTERACTING:
                        self.playerState = PlayerState.IDLE
                        tmpObject.textActive = False
                    else:
                        self.playerState = PlayerState.INTERACTING
                        tmpObject.textActive = True

    # Player Getting Hit
    def hit(self, objectThatHit, ticks):
        self.health -= 10
        self.knockBack = True
        self.playerState = PlayerState.KNOCKED

    # Recieves detected collision
    def collide(self, collision):
        # Updates positions of side collisions
        self.topCollider.x = self.collider.x + self.collider.width * 0.1
        self.topCollider.y = self.collider.y

        self.leftCollider.x = self.collider.x
        self.leftCollider.y = self.collider.y + self.collider.height * 0.1

        self.bottomCollider.x = self.collider.x + self.collider.width * 0.1
        self.bottomCollider.y = self.collider.y + self.collider.height * 0.9

        self.rightCollider.x = self.collider.x + self.collider.width * 0.9
        self.rightCollider.y = self.collider.y + self.collider.height * 0.1

        if (self.topCollider.colliderect(collision.collider)):
            self.y = collision.y + collision.height - self.colliderOffsetY
        if (self.leftCollider.colliderect(collision.collider)):
            self.x = collision.x + collision.width - self.colliderOffsetX
        if (self.bottomCollider.colliderect(collision.collider)):
            self.y = collision.y - self.collider.height - self.colliderOffsetY
        if (self.rightCollider.colliderect(collision.collider)):
            self.x = collision.x - self.collider.width - self.colliderOffsetX

    def saveSettings(self):
        self.playerData['map'] = self.map
        self.playerData['x'] = self.x
        self.playerData['y'] = self.y
        self.playerData['direction'] = self.direction.value
        self.playerData['speed'] = self.speed
        self.playerData['health'] = self.health
        self.playerData['maxHealth'] = self.maxHealth
        self.playerFile.saveJson(self.playerData)
コード例 #30
0
class MenuState:
    def __init__(self, gsm):
        print("MenuState initialized")
        # GameStateManager reference
        self.gsm = gsm

        # Background Image
        # FIND A WAY TO ADD ANIMATION TIME SO THAT IT DOESNT PLAY TOO FAST
        self.bgSpriteSheet = SpriteSheet(
            os.path.join("res", "MapState", "menu background.png"), 4)
        self.bgImage = None
        self.bgIndex = 1

        # Menu Option
        self.currentOption = 0
        self.maxOptions = 3
        self.boat = pygame.image.load(
            os.path.join("res", "MapState", "menu boat.png"))
        self.boatX = 175
        self.boatY = 0

        self.animationTimer = 0
        self.animationTime = 10

    def update(self):

        #Runs the animation for the background
        self.bgImage = self.bgSpriteSheet.grabImage(1, self.bgIndex, 800, 600)
        if self.animationTimer >= self.animationTime:
            if self.bgIndex < self.bgSpriteSheet.amountOfSprites:
                self.bgIndex += 1
                self.animationTimer = 0
            else:
                self.bgIndex = 1
                self.animationTimer = 0
        else:
            self.animationTimer += 1

        # Calculates the position of the boat according to the current option
        if self.currentOption == 0:
            self.boatY = 150 + (100 * self.currentOption)
        if self.currentOption == 1:
            self.boatY = 150 + (100 * self.currentOption)
        if self.currentOption == 2:
            self.boatY = 150 + (100 * self.currentOption)

    def draw(self, window):

        window.blit(self.bgImage, (0, 0))
        window.blit(self.boat, (self.boatX, self.boatY))

        # Text
        # Title
        font = pygame.font.Font(os.path.join("res", "arcade.ttf"), 50)
        title = font.render("Treasure Hunter", True, Color.RED)
        titleLocationRect = title.get_rect()
        titleLocationRect.center = (800 / 2, 50)
        window.blit(title, titleLocationRect)

        # Menu Options
        for option in range(self.maxOptions):
            if option == 0:
                play = font.render("Play", True, Color.AQUA)
                playLocationRect = play.get_rect()
                playLocationRect.center = (800 / 2, 200 + (100 * option))
                window.blit(play, playLocationRect)
            if option == 1:
                help = font.render("Help", True, Color.AQUA)
                helpLocationRect = help.get_rect()
                helpLocationRect.center = (800 / 2, 200 + (100 * option))
                window.blit(help, helpLocationRect)
            if option == 2:
                quit = font.render("Quit", True, Color.AQUA)
                quitLocationRect = quit.get_rect()
                quitLocationRect.center = (800 / 2, 200 + (100 * option))
                window.blit(quit, quitLocationRect)

    def keyHandler(self):
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                quit()

            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_DOWN:
                    if self.currentOption == self.maxOptions - 1:
                        self.currentOption = 0
                    else:
                        self.currentOption += 1
                if event.key == pygame.K_UP:
                    if self.currentOption == 0:
                        self.currentOption = self.maxOptions - 1
                    else:
                        self.currentOption -= 1

                if event.key == pygame.K_RETURN:
                    if self.currentOption == 0:
                        self.gsm.setState(self.gsm.MAPSTATE)
                    if self.currentOption == 1:
                        self.gsm.setState(self.gsm.HELPSTATE)
                    if self.currentOption == 2:
                        pygame.quit()
                        quit()
コード例 #31
0
ファイル: game.py プロジェクト: 2monsta/shooting_things
#TODO: render a play page and then add scores on top
#TODO: add new enemy when it hits at random locations
#TODO: add power ups after hitting power ups, speed goes up by 5

pygame.init()

W, H = 800, 500
HW, HH, = W / 2, H / 2
Area = W * H

screen = pygame.display.set_mode((W, H))
background_image_original = pygame.image.load("./images/background3.png")
background_image = pygame.transform.scale(background_image_original,
                                          [800, 500])
s_original = pygame.image.load("./images/archer.png")
s = SpriteSheet(s_original, 13, 1, screen)
arrows = Group()
bird = Enemy(screen, 5, 4, 10)
bird_two = Enemy(screen, 5, 4, 650)
enemy_group_left = Group()
enemy_group_right = Group()
enemy_group_left.add(bird)
enemy_group_right.add(bird_two)


def check_collision():
    pygame.sprite.groupcollide(arrows, enemy_group_left, False, True)
    pygame.sprite.groupcollide(arrows, enemy_group_right, False, True)


def message_players_name(text, name):
コード例 #32
0
    def __init__(self, playerFile, window):
        # Init
        self.window = window

        # Personalized
        self.playerFile = playerFile
        self.playerData = self.playerFile.getJson()

        self.ID = 'Player'
        self.width = 16 * self.window.scaleFactor
        self.height = 32 * self.window.scaleFactor
        self.velX = 0
        self.velY = 0
        self.map = self.playerData['map']
        self.x = self.playerData['x']
        self.y = self.playerData['y']
        self.speed = self.playerData['speed']
        self.health = self.playerData['health']
        self.maxHealth = self.playerData['maxHealth']

        # State
        self.playerState = PlayerState.IDLE
        self.direction = Direction(self.playerData['direction'])

        # Creating Spritesheet
        self.spriteSheet = SpriteSheet('./assets/art/character.png')

        # Load sprites into array
        self._sprites = self.spriteSheet.getImageArray(16, 32, self.width,
                                                       self.height)

        # Active sprites
        self.activeSprite = None

        # Collision | Must set offsets and width/height  for colliders
        self.colliderOffsetX = 20
        self.colliderOffsetY = 90
        self.colliderWidth = 25
        self.colliderHeight = 10

        self.swordColliderOffsetX = [0, -5, 0, 45]
        self.swordColliderOffsetY = [25, 50, 90, 50]

        self.collider = pygame.Rect(self.x + self.colliderOffsetX,
                                    self.y + self.colliderOffsetY,
                                    self.colliderWidth, self.colliderHeight)
        self.topCollider = pygame.Rect(
            self.collider.x + self.collider.width * 0.1, self.collider.y,
            self.collider.width * 0.8, self.collider.height * 0.1)
        self.leftCollider = pygame.Rect(
            self.collider.x, self.collider.y + self.collider.height * 0.1,
            self.collider.width * 0.1, self.collider.height * 0.8)
        self.bottomCollider = pygame.Rect(
            self.collider.x + self.collider.width * 0.1,
            self.collider.y + self.collider.height * 0.9,
            self.collider.width * 0.8, self.collider.height * 0.1)
        self.rightCollider = pygame.Rect(
            self.collider.x + self.collider.width * 0.9,
            self.collider.y + self.collider.height * 0.1,
            self.collider.width * 0.1, self.collider.height * 0.8)

        self.swordColliderTop = pygame.Rect(
            self.x + self.swordColliderOffsetX[0],
            self.y + self.swordColliderOffsetY[0], self.width, 30)
        self.swordColliderLeft = pygame.Rect(
            self.x + self.swordColliderOffsetX[1],
            self.y + self.swordColliderOffsetY[1], 30, 50)
        self.swordColliderBottom = pygame.Rect(
            self.x + self.swordColliderOffsetX[2],
            self.y + self.swordColliderOffsetY[2], self.width, 30)
        self.swordColliderRight = pygame.Rect(
            self.x + self.swordColliderOffsetX[3],
            self.y + self.swordColliderOffsetY[3], 30, 50)

        # Animation Setup
        self.lastTick = 0
        self.animationFrame = 0

        # Knockback Setup
        self.knockLastTick = 0
        self.knockTicks = 0
        self.knockBack = False