def __init__(self): Entity.__init__(self) self.collide_walls = True self.walk_speed = 100 self._movement_vectors = [] self._walking = { Character.Direction.UP : False, Character.Direction.RIGHT : False, Character.Direction.DOWN : False, Character.Direction.LEFT : False } self.max_hitpoints = self.current_hitpoints = 10 self.hitbar_health_color = 0, 255, 0 self.hitbar_damage_color = 255, 0, 0 self.sprites = { Character.Direction.UP : 0, Character.Direction.RIGHT : 0, Character.Direction.DOWN : 0, Character.Direction.LEFT : 0 } self.facing = Character.Direction.DOWN
def __init__(self, number:int=0, name:str='<Default Company Name>', address:list=list(['<Default Address, line %u>' %(n+1) for n in range(4)]), btwNumber:str='', # => don't show BTW number on factuur, do charge BTW reference:str='', paymentTerms:list=[ "Betaling naar bankrekening (zie gegevens boven) binnen 30 dagen wordt op prijs gesteld.", "Bij betaling svp factuurnummer vermelden.", ], restitutionTerms:list=[ "Het positieve van de hierbovengenoemde negatieve totaal wordt vandaag overgeboekt ", "volgens uw instructies.", ], companyLogo:str='', cars:list=[], ): Entity.__init__(self, number=number, name=name, address=address, btwNumber=btwNumber, reference=reference, paymentTerms=paymentTerms, restitutionTerms=restitutionTerms, companyLogo=companyLogo, cars=cars, )
def __init__(self, level, cord, color): self.cord = cord self.space = level.tileSpace self.level = level self.color = color Entity.__init__(self, None) self.stone = None
def __init__(self, pos=[0, 0], vel=[0, 0], group=None, width=0, height=0, **kwargs): img = pygame.Surface((width, height)).convert() Entity.__init__(self, pos, [0, 0], img, group, pygame.Rect(0, 0, width, height), animated=False, **kwargs) self.visible = 0 if PureSensor.instanceSpecificVars is None: attrList = list(self.__dict__.keys()) self.w, self.h = width, height if PureSensor.instanceSpecificVars is None: PureSensor.instanceSpecificVars = dict([ (eachKey, eachVal) for eachKey, eachVal in self.__dict__.items() if eachKey not in attrList ])
def __init__(self, player): Entity.__init__(self, player.level, player.y, player.x) self.player = player self.num_ticks = NUM_TICKS self.curr_tick = NUM_TICKS self.radius = 3 self.created_at = time.time()
def __init__(self, level): Entity.__init__(self) self._category = '_Environment' self._level = level self.animPath = '' self.graphics = '' self.physics = ''
def __init__(self): Entity.__init__(self) self.slash_duration = 64 self.damage_output = 1 self._force = 640 #TODO: This is just a placeholder value. self.setVisible(False) #TODO: Put sprites into a spritesheet self.hold_sprites = {} self.hold_sprites[Character.Direction.UP] = loadImage('knifeb.bmp') self.hold_sprites[Character.Direction.RIGHT] = loadImage('knifer.bmp') self.hold_sprites[Character.Direction.DOWN] = loadImage('knifef.bmp') self.hold_sprites[Character.Direction.LEFT] = loadImage('knifel.bmp') #TODO: For dual-handed whatevers, these shouldn't be keyed to character directions after all. (If I ever do that.) self.swing_sprites = {} self.swing_sprites[Character.Direction.UP] = loadImage('knifeslashne.bmp') self.swing_sprites[Character.Direction.RIGHT] = loadImage('knifeslashse.bmp') self.swing_sprites[Character.Direction.DOWN] = loadImage('knifeslashsw.bmp') self.swing_sprites[Character.Direction.LEFT] = loadImage('knifeslashnw.bmp') self.sprites = self.hold_sprites #Change self.sprites to the appropriate set...? self.facing = Character.Direction.DOWN self.attacker = None self.attacking = False self.is_slash = False self._atk_origin = [0, 0] self.slash_timer = Timer(self.slash_duration, self.finishSlash) self.slash_timer.pause()
def __init__(self, level): Entity.__init__(self) self._category = '_Environment' self._level = level self.animPath = '' self.graphics = '' self.physics = ''
def __init__(self, player): Entity.__init__(self, player.level, player.y, player.x) self.player = player self.num_ticks = NUM_TICKS self.curr_tick = NUM_TICKS self.radius = 3 self.created_at = time.time()
def __init__(self, level): Entity.__init__(self) self.level = level self.enemy_type = random.randint(0, self.num_enemy_types) self.init_stats() for i in range(0, level): self.give_rand_adj()
def __init__( self, max_speed=1.0, average_turn=20.0, turn_std_dev=5.0, probability_positive_turn=0.5, x_pos=0.0, y_pos=0.0, parent=None): Entity.__init__(self, x_pos=x_pos, y_pos=y_pos, parent=parent) # basic attributes self.direction = 0.0 self.max_speed = max_speed self.average_turn = average_turn self.turn_std_dev = turn_std_dev self.positive_turn = probability_positive_turn self.curr_x = x_pos self.curr_y = y_pos # Memory of movement self.X = [] # x position self.Y = [] # y position self.A = [] # angle turned self.X.append(self.curr_x) self.Y.append(self.curr_y) self.A.append(0.0)
def __init__(self, ip, uid, x=200, y=200): Entity.__init__(self, x, y, (40, 60), "player", uid) self.ip = ip # LEFT RIGHT UP DOWN ATTACK INTERACT self.buttons = { "jump": False, "left": False, "down": False, "right": False, "attack": False, "interact": False } self.held = { "jump": False, "left": False, "down": False, "right": False, "attack": False, "interact": False } self.facing = "right" self._movementModifier = 10 self._jumpModifier = 30 self.shot = False # just shot a bullet - TODO self.sprite = "stillUnarmed"
def __init__(self, name, **properties): self._account = None Entity.__init__(self, 'category', name, **properties) # Category id is it's name self._id = name
def __init__(self, text="<no text specified>", width=None, height=None, collision=Entity.BLOCK, draworder=10, rsize=None, halo_img="default", width_ofs=0, height_ofs=0, double=False, permute=True, dropshadow=False, dropshadow_color=sf.Color(30,30,30,150), colored_halo=True): self.colored_halo = colored_halo # Note: the 'constants' from defaults may change during startup, but # this file may get parsed BEFORE this happens, so we can't # access defaults safely from default arguments which are # stored at parse-time. height = height or Tile.AUTO width = width or Tile.AUTO rsize = rsize or defaults.letter_size[1] scale = rsize / defaults.letter_size[1] self.permute = permute Entity.__init__(self) self.scale = scale self.rsize = rsize self.collision = collision self.text = text self.double = double self.dropshadow = dropshadow self.dropshadow_color = dropshadow_color self.optimized_text_elem = None self.draworder = draworder self.halo_img = halo_img # if either width and height are AUTO, compute the minimum bounding # rectangle for all glyph bounding rectangles. if width==Tile.AUTO or height==Tile.AUTO: self.dim,self.ofs = self._GuessRealBB(self.text) elif width==Tile.AUTO_QUICK or height==Tile.AUTO_QUICK: self.dim,self.ofs = self._GuessRealBB_Quick(self.text) else: self.dim = self._LetterToTileCoords(width,height) self.ofs = (width_ofs,height_ofs) if self.permute: self.text = self._Permute(self.text) self._Recache()
def __init__(self, country_id: int, year: int, life_expectancy: float, population: int, gdp_per_capita: float): Entity.__init__(self) self.country_id = country_id self.year = year self.life_expectancy = life_expectancy self.population = population self.gdp_per_capita = gdp_per_capita
def __init__(self, position): Entity.__init__(self) # Physics stuff self.position = position self.velocity = Vector2(0, 0) self.acceleration = Vector2(0, 0) # Image stuff self.animations = {} self.currentAnimation = None self.flipHorizontal = False self.offset = Vector2(0, 0) self.visible = True # z self.z = 0 self.zVelocity = 0 # self.shadow = content.images["shadow.png"] self.shadowSize = 14 self.shadowOffset = Vector2(0, 0) self.shadowVisible = True # layering self.layerIndex = 0 # rotation self.angle = 0
def __init__(self, ent, anim=None): self.flagName = ent.name Entity.__init__(self, ent, anim) self.invincible = True if self.flagName in savedata.__dict__: self.remove()
def __init__( self, number: int = 0, name: str = '<Default Company Name>', address: list = list( ['<Default Address, line %u>' % (n + 1) for n in range(4)]), btwNumber: str = '', # => don't show BTW number on factuur, do charge BTW reference: str = '', paymentTerms: list = [ "Betaling naar bankrekening (zie gegevens boven) binnen 30 dagen wordt op prijs gesteld.", "Bij betaling svp factuurnummer vermelden.", ], restitutionTerms: list = [ "Het positieve van de hierbovengenoemde negatieve totaal wordt vandaag overgeboekt ", "volgens uw instructies.", ], companyLogo: str = '', cars: list = [], ): Entity.__init__( self, number=number, name=name, address=address, btwNumber=btwNumber, reference=reference, paymentTerms=paymentTerms, restitutionTerms=restitutionTerms, companyLogo=companyLogo, cars=cars, )
def __init__(self, engine, color, axis_get_func): Entity.__init__(self, engine) self.color = color self.get_axis = axis_get_func self.pos = pos(0, 0) self.velocity = pos(0, 0) self._speed = 1.0
def __init__(self, x, y, level, color = None): Entity.__init__(self) self.image = Surface((16, 16)) if color: self.image.fill(color) self.image.convert() self.rect = Rect(x, y, 16, 16) self.level = level
def __init__(self, id: int, quest: Quest) -> None: Entity.__init__(self, quest) FromDB.__init__(self, id) if self._data is None: self.hp.set_base_max(self._data["_HP"]) self.quest.set_enemy(self)
def __init__(self, board): size = 15 x = board.getWidth()/2 - size/2 y = board.getHeight()/2 - size/2 Entity.__init__(self, x, y, size) self.speed = 100 self.dead = False
def __init__(self, position, mailbox, user, direction): self.user = user Entity.__init__(self, position, mailbox) self.direction = direction self.entities_to_kill = set() # Start detonation self.state_interval = self.STATE_INTERVAL
def __init__(self, Surface, pos = (0,0), direction = (0,0), speed = (0,0), friction = 0.2, damage = 10, density = 0.91, shooter = None): self.damage = damage self.shooter = shooter Entity.__init__(self, Surface, pos = pos, direction = direction, speed = speed, density = density, friction = 0.2)
def __init__(self, name, **properties): self._due = None self._recurrence = None self._priority = "low" self._memo = None self._completed = None Entity.__init__(self, "task", name, **properties)
def __init__(self, group, pos=[0, 0], vel=[0, 0]): Entity.__init__(self, pos, vel, image=None, group=group, rect=None, animated=None)
def __init__(self, x, y, image, folder=''): pygame.sprite.Sprite.__init__(self) self.image, self.rect = load_image(image, colorkey=(255, 255, 255), folder=folder) Entity.__init__(self, x, y, self.rect.w, self.rect.h) self.rect.left = x self.rect.top = y
def __init__(self, pos_x, pos_y, angle_rad, surface, dt): Entity.__init__(self, pos_x, pos_y, surface, dt, self.VERTICES) self.speed = 500.0 self.angle = angle_rad self.time = 0.0 self.velocity[0] = self.speed * math.cos(self.angle) self.velocity[1] = self.speed * math.sin(self.angle)
def __init__(self, entity_id, pos_y, pos_x, symbol, aggressive, name, range_of_vision, hp, minimum_damage, maximum_damage, effects, accuracy): Entity.__init__(self, entity_id, pos_y, pos_x, symbol, range_of_vision, hp, minimum_damage, maximum_damage, effects, accuracy) self.name = name self.aggressive = aggressive self.hit_by_player = False self.visible = [] self.drugged_pos_y = -1 self.drugged_pos_x = -1
def __init__(self, ent): Entity.__init__(self, ent, self._anim) self.anim = 'default' self.invincible = True self.state = self.boomState() self.duration = 42 self.timer = 0 sound.explode.Play()
def __init__(self, x, y): Entity.__init__(self) self.xvel = x self.yvel = y self.onGround = False self.image = image.load(img_heror) (hauteur, largeur) = self.image.get_size() self.rect = Rect(x, y, hauteur, largeur)
def __init__( self, length=100, width=100, n_patches=0): Entity.__init__(self, length=length, width=width) self.create_patches(n_patches)
def __init__(self, game: 'Game'): Entity.__init__(self, game, 'Unnamed Inventory') self.game: 'Game' = game # a dict of inventory items and stack amount self.inventory = {}
def __init__( self, pos=[0,0], vel=[0,0], group=None, **kwargs ): Entity.__init__( self, pos, [0,0], None, group, pygame.Rect( 0, 0, self.width, self.height ), animated=False, **kwargs ) self.visible = 0 if EmptyPoint.instanceSpecificVars is None: attrList = list( self.__dict__.keys() ) if EmptyPoint.instanceSpecificVars is None: EmptyPoint.instanceSpecificVars = dict( [ ( eachKey, eachVal ) for eachKey, eachVal in self.__dict__.items() if eachKey not in attrList ] )
def __init__(self, pos_x, pos_y, surface, dt): Entity.__init__(self, pos_x, pos_y, surface, dt, self.VERTICES) self.angle = random.uniform(0.0, 360.0) self.spin = random.uniform(-1.0, 1.0) self.speed = 50.0 #self.scale = Vector(5, 5) self.velocity = Vector(self.speed * random.uniform(-1.0, 1.0), self.speed * random.uniform(-1.0, 1.0))
def __init__(self, x, y): Entity.__init__(self, x, y) self.img = image.load(path.join('sprites', ENITY_SPRITES[0])) self.ref_img = self.img self.offsetWidth = int(0.5 * (self.img.get_width())) self.offsetHeight = int(0.5 * (self.img.get_height())) self.centreX = int(0.5 * (self.img.get_width())) + x self.centreY = int(0.5 * (self.img.get_height())) + y
def __init__(self, pos_x, pos_y, surface, dt): Entity.__init__(self, pos_x, pos_y, surface, dt, self.VERTICES) self.angle = random.uniform(0.0, 360.0) self.spin = random.uniform(-1.0, 1.0) self.speed = 50.0 # self.scale = Vector(5, 5) self.velocity = Vector(self.speed * random.uniform(-1.0, 1.0), self.speed * random.uniform(-1.0, 1.0))
def __init__(self): Entity.__init__(self, 200, 200, 40, 40, 0, 0) self.debug_color = (23,33,220) self.is_sticky = True self.speed = 6 self.boost_multiplier = 2 self.boost_ready = False
def __init__(self, x, y, col): # Numero du niveau # num = sys.argv[1] lvlPf = generateTypePlateform(num) Entity.__init__(self) name = "graphics/decor/"+lvlPf+"/"+ col +".png" self.image = image.load(name) self.rect = Rect(x, y, 32, 32)
def __init__(self, x=0, y=0, f=Action.South): Entity.__init__(x, y, f) self.nextAction = Action.Wait # store player statistics self.moves = 0 if debug.active: print self
def __init__(self, x, y): Entity.__init__(self) self.xvel = x self.yvel = y self.onGround = False self.image = pygame.image.load(self.img_bossf) (hauteur, largeur) = self.image.get_size() self.rect = Rect(x, y, hauteur, largeur)
def __init__(self, world): Entity.__init__(self, world) self.singular = 'a priest' self.ai.addAI(task.Fallback(self)) self.ai.addAI(task.Cast(self)) self.ai.addAI(task.Follow(self)) self.ai.addAI(task.Wander(self))
def __init__(self, isEnnemy): Entity.__init__(self) self.isEnnemy = TimestampedValue('i', isEnnemy) self.champion = TimestampedValue('i', CHAMPION.UNKNOWN) self.skills = [Skill() for j in range(4)] self.range = TimestampedValue('i', -1) # 0 for melee champion ? self.mana = TimestampedValue('i', -1) self.speed = TimestampedValue('i', -1)
def __init__(self, fish_image_path, viewable_min_r, viewable_max_r): Entity.__init__(self) self.fish_image_path = fish_image_path self.regenerate(viewable_min_r, viewable_max_r) self.fish_direction = LEFT_TO_RIGHT self.fish_num = 1 self.fish_image_filename = "" self.y = 0
def __init__(self, filename, lineno, identifier, function): Entity.__init__(self, filename, lineno) ResolutionSymbols.__init__(self) self.identifier = identifier self.function = function
def __init__(self, x, y, size, uid, sprite=None): Entity.__init__(self, x, y, size, "platform", uid, gravity=False, sprite=None)
def __init__(self, pos_x, pos_y, angle_rad, surface, dt): Entity.__init__(self, pos_x, pos_y, surface, dt, self.VERTICES) self.speed = 500.0 self.angle = angle_rad self.time = 0.0 self.velocity[0] = self.speed * math.cos(self.angle) self.velocity[1] = self.speed * math.sin(self.angle)
def __init__(self, x, y): Entity.__init__(self) Stats.__init__(self, "graphics/character/boss/boss1/boss1r.png", 3, 8) self.xvel = x self.yvel = y self.onGround = False self.image = pygame.image.load(self.img_bossf) (hauteur, largeur) = self.image.get_size() self.rect = Rect(x, y, hauteur, largeur)
def __init__(self, x, y, velocity, uid): Entity.__init__(self, x, y, (8, 4), "bullet", uid, gravity=False, velocity=velocity, destroyOnWall=True)
def __init__(self, line=0, *args, **kwargs): self.sprites = deepcopy(alien1) self.sprites_destroy = deepcopy(alien1_destroy) Entity.__init__(self, *args, **kwargs) self.line = line self.speed = 1 self.point = 10
def __init__(self, x, y, xml_data, driver, image=None): self.dmg = int(xml_data.get("dmg")) Entity.__init__(self, x, y, xml_data, driver, image=image) # Initialize the player as their target self.player = driver.player # Stun-time, how long they are stunned on hit self.stun_time = 0
def __init__(self, filename, lineno, value = None, mappings = list()): Entity.__init__(self, filename, lineno) ResolutionSymbols.__init__(self) self.value = value self.mappings = mappings
def __init__(self, x, y): global numbombs Entity.__init__(self, x, y, Sprite("bombs"), (6, 0, 20, 16)) self.ticks = 45 # 30 ticks 'till kaboooom! numbombs += 1 if numbombs > 3: self._destroy()
def __init__(self): Entity.__init__(self) self.direction = 0 self.previousDirection = 0 self.facingDirection = 0 self.speed = 60 self.mover = FourWayMovement(self, version=3) self.velocity = Vector2D() self.overrideKeys = False
def __init__(self, x, y): Entity.__init__(self) self.xvel = x+10 self.yvel = y+10 self.image = image.load(img_swordr) (hauteur, largeur) = self.image.get_size() self.rect = Rect(x, y, hauteur, largeur) self.onGround = False
def __init__(self, pos_x, pos_y, surface, dt): Entity.__init__(self, pos_x, pos_y, surface, dt, self.VERTICES) self.alive = True self.angle = 180 self.speed = 300 #list of (angle,radius) pairs for the better looks #self.rel_points = [[0,20], [-140, 20],[180, 7.5],[140, 20]] self.scale = Vector(7, 7)
def __init__(self, rect, name=''): Entity.__init__(self, rect.getPos()) self.rect = rect self.name = name self.parent = None self.selected = False self.selectable = True
def __init__(self, pos_x, pos_y, surface,dt): Entity.__init__(self, pos_x, pos_y, surface, dt, self.VERTICES) self.alive = True self.angle = 180 self.speed = 300 #list of (angle,radius) pairs for the better looks #self.rel_points = [[0,20], [-140, 20],[180, 7.5],[140, 20]] self.scale = Vector(7,7)
def __init__(self, ent, anim=None): self.flagName = ent.name Entity.__init__(self, ent, anim) self.invincible = True #print self.flagName + ' inited' if self.flagName in savedata.__dict__: #print 'Removed ' + self.flagName self.remove()