コード例 #1
0
 def __init__(self, tv, tile_pos, sequence=None, layer='animations'):
     # Create the first frame
     if sequence is None:
         sequence = self.SEQUENCE
     self.iter = iter(sequence)
     self.layer = layer
     Sprite.__init__(self, self.iter.next(), tv.tile_to_view(tile_pos))
     tv.sprites.append(self, layer=self.layer)
コード例 #2
0
ファイル: sprite_cursor.py プロジェクト: davidfraser/rinkhals
    def __init__(self, image_name, tv, cost=None):
        self._font = pygame.font.SysFont('Vera', 20, bold=True)
        image = imagecache.load_image(image_name, ["sprite_cursor"])

        if cost is not None:
            image = self._apply_text(image, str(cost))

        # Create the sprite somewhere far off screen
        Sprite.__init__(self, image, (-1000, -1000))
        self._tv = tv
コード例 #3
0
 def __init__(self, g):
     self.image = g.images['inventory'][0].subsurface((4 * 32, 7 * 32, 32, 32))
     Sprite.__init__(self, self.image, Rect(0,0,32,32))
     self.orginalimage = self.image
     self.init_position(g)
     self.rect.x = random.randint(0, g.view.w) + g.view.x
     self.g = g
     self.groups = g.string2groups('shot')
     self.rotateamount = random.randint(-3, 3)
     self.rotatecounter = 0
     g.sprites.append(self)
     g.removeOnLeave.append(self)
コード例 #4
0
ファイル: enemy.py プロジェクト: torleif/Dystopian-Future
 def __init__(self, g, pos, name):
     # texture for the avatar
     self.image = pygame.Surface((32,32), SRCALPHA)
     Sprite.__init__(self, self.image, Rect(0,0,32,32)) # you may want to override this
     g.removeOnLeave.append(self)
     self.groups = g.string2groups('shot')
     self.g = g
     self.rect.x,self.rect.y = pos[0],pos[1] # meh hack
     self._rect.x,self._rect.y = self.rect.x,self.rect.y
     self.startrect = Rect(pos[0], pos[1], 32,32)
     self.name = name
     g.sprites.append(self)
     hitSoundFile = os.path.join("effects",  "exp1.wav")
     self.destryoed = pygame.mixer.Sound(hitSoundFile)
コード例 #5
0
ファイル: animal.py プロジェクト: davidfraser/rinkhals
 def __init__(self, tile_pos, gameboard):
     # load images
     self._image_left = imagecache.load_image(self.IMAGE_FILE)
     self._image_right = imagecache.load_image(self.IMAGE_FILE,
                                               ("right_facing", ))
     # Create the animal somewhere far off screen
     Sprite.__init__(self, self._image_left, (-1000, -1000))
     self.image_left = self._image_left.copy()
     self.image_right = self._image_right.copy()
     if hasattr(tile_pos, 'to_tile_tuple'):
         self.pos = tile_pos
     else:
         self.pos = Position(tile_pos[0], tile_pos[1], 0)
     self.equipment = []
     self.accoutrements = []
     self.abode = None
     self.facing = 'left'
     self.gameboard = gameboard
コード例 #6
0
ファイル: player.py プロジェクト: torleif/Dystopian-Future
    def __init__(self, g, t):
        g.clayer[t.ty][t.tx] = 0
        self.rect = Rect(t.rect.x + 16 - g.view.x, t.rect.y - g.view.y, 32, 32)
        Sprite.__init__(self, g.images["player"], self.rect)
        self.renderoffset = (-13, 0)  # must be called after sprite init

        g.sprites.append(self)
        g.removeOnLeave.append(self)
        self.groups = g.string2groups("player")
        g.player = self
        g.infobox = 0
        self.orginalImage = self.image

        hitSoundFile = os.path.join("effects", "hit.wav")
        self.hitSound = pygame.mixer.Sound(hitSoundFile)
        hitSoundFile = os.path.join("effects", "ground.wav")
        self.hitground = pygame.mixer.Sound(hitSoundFile)
        hitSoundFile = os.path.join("effects", "jump.wav")
        self.jumpsound = pygame.mixer.Sound(hitSoundFile)

        if g.loadPosition != None:
            pop = g.tile_to_screen(g.loadPosition)
            self.rect.x = pop[0] + g.view.x
            self.rect.y = pop[1] + g.view.y
            g.loadPosition = None
        self.g = g
        self.health = g.saveData["health"]
        self.healthmax = g.saveData["healthmax"]
        self._rect.x, self._rect.y = self.rect.x, self.rect.y
        self.jumping = 0
        self.rect.width = 8
        # place the camera on the player
        if not g.intermission:
            if self.rect.x > g.view.width:
                g.view.x = self.rect.x - g.view.width / 2
            if self.rect.y > g.view.height:
                g.view.y = self.rect.y - g.view.height / 2
コード例 #7
0
ファイル: buildings.py プロジェクト: davidfraser/rinkhals
    def __init__(self, pos, gameboard):
        """Initial image, tile vid position, size and tile number for building."""
        self._set_images()
        self.pos = pos
        self.gameboard = gameboard
        self.size = self.SIZE
        self.tile_no = self.TILE_NO
        self._buy_price = self.BUY_PRICE
        self._sell_price = self.SELL_PRICE
        self._repair_price = getattr(self, 'REPAIR_PRICE', None)
        self._sun_on = True
        self._font = pygame.font.SysFont('Vera', 30, bold=True)
        self._font_image = pygame.Surface(
            self.images['fixed']['day'].get_size(), flags=SRCALPHA)
        self._font_image.fill((0, 0, 0, 0))
        self._broken = False
        self._predators = []

        self._floors = []
        if self.FLOORS:
            for f, z in enumerate(self.FLOORS):
                places = []
                for j in range(self.size[1]):
                    row = []
                    for i in range(self.size[0]):
                        row.append(Place(self, (i, j, z)))
                    places.append(row)
                floor = Floor("Floor %s" % (f + 1, ), places)
                self._floors.append(floor)

        # 0: the main image
        # 1: above, -1: below
        self.draw_stack = {"main": (0, self.images['fixed']['day'])}

        # Create the building somewhere far off screen
        Sprite.__init__(self, self.images['fixed']['day'], (-1000, -1000))
コード例 #8
0
ファイル: inventory.py プロジェクト: torleif/Dystopian-Future
    def __init__(self, g, name, pos = (0,0)):
        spawnonce = 0
        # texture for the avatar
        self.orginalimg = g.images['inventory'][0].subsurface((0, 0, 32, 32))
        self.image = self.orginalimg
        self.extraimg = None
        if name == 'save': # save
            self.orginalimg = g.images['inventory'][0].subsurface((4 * 32, 0, 32, 32))
            self.image = self.orginalimg
            self.savetimer = 0
            activateSoundFile = os.path.join("effects",  "save.wav")
            self.savesound = pygame.mixer.Sound(activateSoundFile)
        elif name == 'health': # health one up
            self.orginalimg = g.images['inventory'][0].subsurface((0, 2*32, 32, 32))
            self.image = self.orginalimg
        # increase Max Health. Many of these.
        elif name.find('healthincrease', 0) == 0:
            self.orginalimg = g.images['inventory'][0].subsurface((1*32, 3*32, 32, 32))
            self.image = self.orginalimg
            self.open = 0
            self.displaymsg = 0
        elif name == 'shot2': # a green shot that comes from birds. -2
            self.orginalimg = g.images['inventory'][0].subsurface((2 * 32, 2*32, 32, 32))
            self.image = self.orginalimg
            sprimg = g.images['inventory'][0].subsurface((3 * 32, 2*32, 32, 32))
            self.extraimg = Sprite(sprimg, Rect(0,0,32,32))
            g.sprites.append(self.extraimg)
            g.removeOnLeave.append(self.extraimg)
            self.max_bullet = 3 # max bullets for shot1
        elif name == 'shot4': # blue shot from monsters
            self.orginalimg = g.images['inventory'][0].subsurface((2 * 32, 2*32, 32, 32))
            self.image = self.orginalimg
            sprimg = g.images['inventory'][0].subsurface((5 * 32, 2*32, 32, 32))
            self.extraimg = Sprite(sprimg, Rect(0,0,32,32))
            g.sprites.append(self.extraimg)
            g.removeOnLeave.append(self.extraimg)
            self.max_bullet = 4 # max bullets for shot1
        elif name == 'shot7': # eletric shot from monsters
            self.orginalimg = g.images['inventory'][0].subsurface((2 * 32, 2*32, 32, 32))
            self.image = self.orginalimg
            sprimg = g.images['inventory'][0].subsurface((0, 7*32, 32, 32))
            self.extraimg = Sprite(sprimg, Rect(0,0,32,32))
            g.sprites.append(self.extraimg)
            g.removeOnLeave.append(self.extraimg)
            self.max_bullet = 5 # max bullets for shot1
        elif name == 'switch':
            self.orginalimg = g.images['inventory'][0].subsurface((3*32, 3*32, 32, 32))
            self.image = self.orginalimg
            self.open = 0
            self.displaymsg = 0
            self.pulled = pygame.mixer.Sound(os.path.join("effects",  "switch.wav"))
        elif name == 'spike':
            self.orginalimg = g.images['inventory'][0].subsurface((0, 3*32, 32, 32))
            self.image = self.orginalimg
            self.timerloop = 200
            self.timer = random.randint(0, self.timerloop)
        elif name == 'aspike':
            self.orginalimg = g.images['inventory'][0].subsurface((4*32, 10*32, 32, 32))
            self.image = self.orginalimg
        elif name == 'arms':
            self.orginalimg = g.images['inventory'][0].subsurface((2*32, 4*32, 32, 32))
            self.image = self.orginalimg
            spawnonce = 1
        elif name == 'sprinkler':
            self.image = g.images['inventory'][0].subsurface((3*32, 4*32, 32, 32))
            self.on = 0
            self.timer = 0
        elif name == 'clonevat':
            self.orginalimg = pygame.image.load(os.path.join("textures",  "clonevats.png")).convert_alpha()
        elif name == 'plane':
            self.orginalimg = pygame.image.load(os.path.join("textures",  "plane.png")).convert_alpha()
        elif name == 'flutterbox':
            self.orginalimg = g.images['inventory'][0].subsurface((7*32, 4*32, 32, 32))
            self.image = self.orginalimg
            spawnonce = 1
        elif name == 'flutterswitch':
            self.orginalimg = g.images['inventory'][0].subsurface((0, 5*32, 32, 32))
            self.image = self.orginalimg
        elif name == 'fish0':
            self.orginalimg = pygame.image.load(os.path.join("textures",  "fish0.png")).convert_alpha()
        elif name == 'fish1':
            self.orginalimg = pygame.image.load(os.path.join("textures",  "fish1.png")).convert_alpha()
        elif name == 'skyberry':
            self.orginalimg = g.images['inventory'][0].subsurface((3*32, 5*32, 8, 8))
            self.image = self.orginalimg
            self.rotate_timer = 0
            self.xvel = float(random.randint(-20, 20))
            self.rotate_amount = self.xvel / 2
            self.gravity = 3.0
            self.canget = 1
        elif name == 'newspaper':
            self.gotten = 0
            self.orginalimg = g.images['inventory'][0].subsurface((0, 10*32, 32, 32))
            self.image = self.orginalimg
            spawnonce = 1
        elif name == 'drawingwater':
            # (6, 19)  ( 192 536 + 64 )
            self.orginalimg = g.images['inventory'][0].subsurface((1*32, 10*32, 32, 32))
            print 'drawingwater'
        elif name == 'waterfall':
            # (6, 19)  ( 192 536 + 64 )
            self.orginalimg1 = g.images['inventory'][0].subsurface((2*32, 10*32, 32, 32))
            self.orginalimg2 = g.images['inventory'][0].subsurface((3*32, 10*32, 32, 32))
        elif name == 'coin':
            self.orginalimg = g.images['inventory'][0].subsurface((6*32, 10*32, 32, 32))
            self.image = self.orginalimg
            spawnonce = 1
        elif name == 'jailkey':
            self.orginalimg = g.images['inventory'][0].subsurface((5*32, 10*32, 32, 32))
            self.image = self.orginalimg
            spawnonce = 1
        elif name == 'tape': # imas backup tape
            self.orginalimg = g.images['inventory'][0].subsurface((7*32, 10*32, 32, 32))
            self.image = self.orginalimg
            spawnonce = 1

        Sprite.__init__(self, self.image, Rect(pos[0],pos[1],32,32))
        self.rect.x,self.rect.y = pos[0],pos[1]
        self._rect.x,self._rect.y = self.rect.x,self.rect.y
        g.sprites.append(self)
        self.groups = g.string2groups('inventory')
        self.g = g

        if name == 'microwave' or spawnonce: # spawn once items
            if 'i_' + name in g.saveData:
                g.sprites.remove(self)
                print 'found i_' + name
        elif name.find('healthincrease', 0) == 0: # open once
            if 'i_' + name in g.saveData:
                self.open = 1
        self.name = name
        g.removeOnLeave.append(self)
        
        # small skyberry
        if name == 'skyberry':
            self.rect.width,self.rect.height = 8,8
コード例 #9
0
ファイル: character.py プロジェクト: torleif/Dystopian-Future
    def __init__(self, file, avatar, g, type = None):
        #load the image
        tileTexture = os.path.join("textures",  file)
        self.orginalImage = pygame.image.load(tileTexture)
        self.orginalImage = self.orginalImage.convert_alpha()

        # texture for the avatar
        tileTexture = os.path.join("textures",  avatar)
        self.orginalAvatar = pygame.image.load(tileTexture)
        # fox = 96 x 64
        # set the sprite image
        if type == 'fox':
            self.image = self.orginalImage.subsurface((0, 0, 96, 64))
            self.attacking = 0
            self.timer = 0
            self.jumping = 0    # ai bull shit
            self.health = 15
            self.jumpvec = 0
            self.healthmax = 15
            tileTexture = os.path.join("effects",  "shoot1.wav")
            self.hitme = pygame.mixer.Sound(tileTexture)
            self.teleport = pygame.mixer.Sound(os.path.join("effects",  "teleport1.wav"))
            self.lastframehidden = -1
        elif type == 'mushroom':
            self.secondImage = pygame.image.load(os.path.join("textures",  "mushroomhit.png"))
            self.image = self.orginalImage.subsurface((0, 0, 256, 256))
            self.attacking = 0
            self.timer = 0
            self.jumping = 0    # ai bull shit
            self.health = 60
            self.healthmax = 60
            self.dead = 0
            tileTexture = os.path.join("effects",  "critter5.wav")
            self.hitme = pygame.mixer.Sound(tileTexture)
            self.exp2 = pygame.mixer.Sound(os.path.join("effects",  "exp2.wav"))
            self.squirt = pygame.mixer.Sound(os.path.join("effects",  "squirt.wav"))
            self.squirt2 = pygame.mixer.Sound(os.path.join("effects",  "squirt2.wav"))
        elif type == 'doctor':
            self.squirt = pygame.mixer.Sound(os.path.join("effects",  "squirt3.wav"))
            self.hitme = pygame.mixer.Sound(os.path.join("effects",  "cry.wav"))
            self.attack = pygame.mixer.Sound(os.path.join("effects",  "doctor.wav"))

            self.imagea = pygame.image.load(os.path.join("textures",  "monster3a.png"))
            self.imageb = pygame.image.load(os.path.join("textures",  "monster3b.png"))
            self.imagec = pygame.image.load(os.path.join("textures",  "monster3c.png"))
            self.imaged = pygame.image.load(os.path.join("textures",  "monster3d.png"))
            self.imagee = pygame.image.load(os.path.join("textures",  "monster3e.png"))
            self.imagef = pygame.image.load(os.path.join("textures",  "monster3f.png"))
            self.imageg = pygame.image.load(os.path.join("textures",  "monster3g.png"))
            self.imageh = pygame.image.load(os.path.join("textures",  "monster3h.png"))
            self.imagei = pygame.image.load(os.path.join("textures",  "monster3i.png"))
            self.imagej = pygame.image.load(os.path.join("textures",  "monster3j.png"))
            self.imagek = pygame.image.load(os.path.join("textures",  "monster3k.png"))
            self.imagel = pygame.image.load(os.path.join("textures",  "monster3l.png"))
            self.image = self.orginalImage.subsurface((0, 0, 256, 256))
            self.attacking = 0
            self.timer = 0
            self.jumping = 0    # ai bull shit
            self.health = 130   # ha oh man that's a nasty fight lol
            self.healthmax = 130
            self.dead = 0
            self.dx = 0.0
            self.attackright = 0
            self.attackleft = 0
            self.cache_image = 0
            self.spawnedspecialnurse = 0

            self.image = pygame.Surface((256, 256), SRCALPHA)
            self.image.blit(self.imagel, (0,0))
            self.image.blit(self.imageg, (0,0)) # normal tracks
            self.image.blit(self.imagec, (0,0))
            self.image.blit(self.imagea, (0,0))
            self.image.blit(self.imaged, (0,0))
            self.image.blit(self.imageb, (0,0))
        elif type == 'robot':
            self.timer = 0
            self.image = self.orginalImage.subsurface((0, 0, 32, 32))
            self.health = 100
            self.healthmax = 100
        elif type == 'backup':
            self.walktimer = 0
            self.dy = 0.0
            self.timer = 0
            self.image = self.orginalImage.subsurface((0, 0, 32, 32))
            self.health = 100
            self.healthmax = 100
            self.dead = 0
        elif type == 'boat':
            self.image = self.orginalImage.subsurface((0, 0, 64, 32))
        else:
            self.image = self.orginalImage.subsurface((0, 0, 32, 32))
        Sprite.__init__(self, self.image, Rect(0,0,32,32))
        self.type = type
        if type == 'fox':
            self.rect.width = 96
            self.rect.height = 64
        elif type == 'doctor':
            self.rect.width = 256
            self.rect.height = 256
        elif type == 'boat':
            self.rect.width = 32
            self.rect.height = 64
        self.dontwalk = 0
        g.sprites.append(self)
        g.removeOnLeave.append(self)
        self.groups = g.string2groups('character')
        self.g = g
        self.direction = 1
コード例 #10
0
ファイル: effect.py プロジェクト: torleif/Dystopian-Future
    def __init__(self, g, name, pos, mymsg = ''):
        # texture for the avatar
        self.image = g.images['inventory'][0].subsurface((0, 0, 0, 0))
        Sprite.__init__(self, self.image, Rect(0,0,32,32))
        self.groups = g.string2groups('shot')
        self.g = g
        self.rect.x,self.rect.y = pos[0],pos[1]
        self._rect.x,self._rect.y = self.rect.x,self.rect.y
        self.name = name
        if name == 'explosion':
            self.keep_alive = 4
        elif name == 'shot':

            g.exp4.play()
        elif name == 'health':
            self.healthchange = 0
            self.keep_alive = 30
            self.rect.x += 5
            self.rect.y -= 15
        elif name == 'msg':
            self.keep_alive = 20
            self.image = self.g.font.render(mymsg,1,(0,255,0))
            self.rect.x += self.image.get_rect().x / 2
            self.rect.y -= 15
        elif name == 'snow':
            self.keep_alive = 15
            self.image = g.images['inventory'][0].subsurface((1 * 32, 4 * 32, 32, 32))
            self.mvrectx = random.randint(-2, 2)
            self.mvrecty = random.randint(0, 2)
        elif name == 'water':
            self.keep_alive = 15
            self.image = g.images['inventory'][0].subsurface((4 * 32, 4 * 32, 32, 32))
            self.mvrectx = float(random.randint(-4, 4)) / 4
            self.mvrecty = float(random.randint(5, 6)) / 3
            self.floatx = float(self.rect.x)
            self.floaty = float(self.rect.y)
        elif name == 'bubble':
            self.image = g.images['inventory'][0].subsurface((6 * 32, 4 * 32, 32, 32))
            self.keep_alive = 60
            self.startx = pos[0]
            self.timer = random.randint(0, 30)
        elif name == 'lift':
            self.image = g.images['inventory'][0].subsurface((2 * 32, 5 * 32, 32, 32))
        elif name == 'leaf'  or self.name == 'dirt':
            self.image = g.images['inventory'][0].subsurface((5 * 32, 8 * 32, 32, 32))
            self.orginalimage = self.image
            self.rotationAmount = float(random.randint(-5, 5))
            self.vecx = float(random.randint(-2, 2))
            self.vecy = float(random.randint(-6, 2))
            self.keep_alive = 25
            if self.name == 'dirt':
                self.image = g.images['inventory'][0].subsurface((5 * 32, 7 * 32, 32, 32))
                self.orginalimage = self.image
        elif name == 'foxentrance':
            Effect(g, 'leaf', pos)
            Effect(g, 'leaf', pos)
            Effect(g, 'leaf', pos)
            Effect(g, 'leaf', pos)
            Effect(g, 'dirt', pos)
            Effect(g, 'dirt', pos)
            Effect(g, 'dirt', pos)
            Effect(g, 'dirt', pos)
            self.keep_alive = 0
        if name == 'explosion0':
            self.keep_alive = 7
            self.image = g.images['inventory'][0].subsurface((0 * 32, 11 * 32, 32, 32))
            g.exp3.play()
        if name == 'explosion1':
            self.keep_alive = 4
            self.image = g.images['inventory'][0].subsurface((4 * 32, 11 * 32, 32, 32))
            g.exp5.play()

        g.sprites.append(self)
コード例 #11
0
ファイル: shot.py プロジェクト: torleif/Dystopian-Future
 def __init__(self, g, direction, pos, type, owner = 'player'):
     # texture for the avatar
     self.orginalimg = g.images['inventory'][0].subsurface((7 * 32, 0, 32, 32))
     self.image = g.images['inventory'][0].subsurface((0, 0, 0, 0))
     Sprite.__init__(self, self.image, Rect(0,0,8,16))
     g.sprites.append(self)
     g.removeOnLeave.append(self)
     g.bullets.append(self)
     self.groups = g.string2groups('player')
     self.g = g
     self.direction = direction
     self.rect.x,self.rect.y = pos[0],pos[1]  # meh hack
     self._rect.x,self._rect.y = self.rect.x,self.rect.y  # bullshit hacks.
     self.type = type
     self.rect.width = 8
     self.rect.height = 8
     self.owner = owner
     if owner == 'player':
         mkstr = type+'_lvl'
         if mkstr in g.saveData:
             if g.saveData[mkstr] > 10:
                 self.level = 1
             if g.saveData[mkstr] > 20:
                 self.level = 2
             
     if type == 'shot1':
         g.shootSound1.play()
     elif type == 'shot3': # fox spray bullet
         g.shootSound3.play()
         self.orginalimg = g.images['inventory'][0].subsurface((5 * 32, 2*32, 32, 32))
         self.speed = 15
         self.keep_alive = 8
         self.damage = 1
         self.reload = 10
         self.yvel = random.randint(-2, 2)
     #elif type == 'shot4': # monster shot
     elif type == 'shot5': # mushroom monster shot (spawns green slime, or explodes)
         self.orginalimg = g.images['inventory'][0].subsurface((1 * 32, 7*32, 32, 32))
         #self.image = self.orginalimg
         self.speed = 0
         self.keep_alive = 200
         self.damage = 2
         self.rect.height = 10
         self.yvel = float(random.randint(-6, 0))
         self.xvel = float(random.randint(-4, 4))
         self.rebound = self.rebound_spawner
     elif type == 'shot6': # doctor spawns nurses
         self.orginalimg = g.images['inventory'][0].subsurface((6 * 32, 6*32, 32, 32))
         #self.image = self.orginalimg
         self.speed = 0
         self.keep_alive = 200
         self.damage = 2
         self.rect.height = 10
         self.yvel = float(random.randint(-6, 0))
         self.xvel = float(random.randint(-5, 5))
         self.rebound = self.rebound_spawner
     elif type == 'shot7': # an eletrical shot
         self.orginalimg = g.images['inventory'][0].subsurface((1 * 32, 7*32, 32, 32))
         #self.image = self.orginalimg
         self.speed = 12
         self.keep_alive = 18
         self.damage = 5 + self.level
         self.reload = 12 - self.level
         g.shootSound5.play()
     elif type == 'shot8': # an eletrical shot
         self.orginalimg = g.images['inventory'][0].subsurface((7 * 32, 9*32, 32, 32))
         #self.image = self.orginalimg
         self.speed = 13
         self.keep_alive = 100
         self.damage = 5 + self.level
         self.reload = 12 - self.level
         g.shootSound5.play()
     self.renderoffset = (-16, -20)