def __init__(self): """ Constructor function """ # Call the parent's constructor pygame.sprite.Sprite.__init__(self) sprite_sheet = spritesheet_functions.SpriteSheet("p_walk_sheet.png") # Load all the right facing images into a list image = sprite_sheet.get_image(0, 0, 75, 200) self.walking_frames_r.append(image) image = sprite_sheet.get_image(75, 0, 75, 200) self.walking_frames_r.append(image) image = sprite_sheet.get_image(150, 0, 75, 200) self.walking_frames_r.append(image) image = sprite_sheet.get_image(225, 0, 75, 200) self.walking_frames_r.append(image) image = sprite_sheet.get_image(300, 0, 75, 200) self.walking_frames_r.append(image) image = sprite_sheet.get_image(375, 0, 75, 200) self.walking_frames_r.append(image) image = sprite_sheet.get_image(450, 0, 75, 200) self.walking_frames_r.append(image) image = sprite_sheet.get_image(525, 0, 75, 200) self.walking_frames_r.append(image) image = sprite_sheet.get_image(600, 0, 75, 200) self.walking_frames_r.append(image) # Load all the right facing images, then flip them # to face left. image = sprite_sheet.get_image(0, 0, 75, 200) image = pygame.transform.flip(image, True, False) self.walking_frames_l.append(image) image = sprite_sheet.get_image(75, 0, 75, 200) image = pygame.transform.flip(image, True, False) self.walking_frames_l.append(image) image = sprite_sheet.get_image(150, 0, 75, 200) image = pygame.transform.flip(image, True, False) self.walking_frames_l.append(image) image = sprite_sheet.get_image(225, 0, 75, 200) image = pygame.transform.flip(image, True, False) self.walking_frames_l.append(image) image = sprite_sheet.get_image(300, 0, 75, 200) image = pygame.transform.flip(image, True, False) self.walking_frames_l.append(image) image = sprite_sheet.get_image(375, 0, 75, 200) image = pygame.transform.flip(image, True, False) self.walking_frames_l.append(image) image = sprite_sheet.get_image(450, 0, 75, 200) image = pygame.transform.flip(image, True, False) self.walking_frames_l.append(image) image = sprite_sheet.get_image(525, 0, 75, 200) image = pygame.transform.flip(image, True, False) self.walking_frames_l.append(image) image = sprite_sheet.get_image(600, 0, 75, 200) image = pygame.transform.flip(image, True, False) self.walking_frames_l.append(image) # Set the image the player starts with self.image = self.walking_frames_r[0] # Set a referance to the image rect. self.rect = self.image.get_rect()
def player_hud(screen, player_health, player_stamina, estus_rn): player_maxhealth = 100 player_maxstamina = 50 estus_n = constants.estus_BF.render(str(estus_rn), True, constants.WHITE, None) estus_n_rect = estus_n.get_rect() estus_n_rect.x = 37 estus_n_rect.y = 30 image = spritesheet_functions.SpriteSheet("images/link.png") if estus_rn > 0: image = image.get_image(219, 1074, 12, 15, constants.BLACK) else: image = image.get_image(169, 1074, 12, 15, constants.BLACK) image = pygame.transform.scale(image, (25, 31)) screen.blit(image, [10, 10]) screen.blit(estus_n, estus_n_rect) pygame.draw.rect(screen, constants.WHITE, (49, 14, (3 * player_maxhealth) + 2, 12)) pygame.draw.rect(screen, constants.GRAY, (50, 15, 3 * player_maxhealth, 10)) if player_health > 0: pygame.draw.rect(screen, constants.RED, (50, 15, 3 * player_health, 10)) pygame.draw.rect(screen, constants.WHITE, (49, 29, (3 * player_maxstamina) + 2, 12)) pygame.draw.rect(screen, constants.GRAY, (50, 30, 3 * player_maxstamina, 10)) if player_stamina > 0: pygame.draw.rect(screen, constants.GREEN, (50, 30, 3 * player_stamina, 10))
def __init__(self, sprite_sheet_data): """ Platform constructor. Assumes constructed with user passing in an array of 5 numbers like what's defined at the top of this code. """ pygame.sprite.Sprite.__init__(self) sprite_sheet = spritesheet_functions.SpriteSheet("tile_sheet.png") # Grab the image for this platform self.image = sprite_sheet.get_image(sprite_sheet_data[0], sprite_sheet_data[1], sprite_sheet_data[2], sprite_sheet_data[3]) self.rect = self.image.get_rect()
def __init__(self): super().__init__() self.maxhealth = 100 self.health = 100 self.maxstamina = 50 self.stamina = 50 self.estus_rn = 5 self.defending = False # Define o vetor velocidade do player self.change_x = 0 self.change_y = 0 # Armazena todas as imagens da animação de descanço esquerda/direita do player self.waiting_frames_l = [] self.waiting_frames_r = [] # Armazena todas as imagens da animação de andar para esquerda/direita do player self.walking_frames_l = [] self.walking_frames_r = [] # Armazena todas as imagens da animação de pular para a esquerda/direita do player self.jumping_frames_l = [] self.jumping_frames_r = [] # Armazena todas as imagens da animação de defesa para a esquerda/direita self.defense_frames_l = [] self.defense_frames_r = [] # Armazena todas as imagens da animação de quebra de guarda para a esquerda/direita self.guardbreak_frames_l = [] self.guardbreak_frames_r = [] # Armazena todas as imagens da animação de parry para a esquerda/direita self.parry_frames_l = [] self.parry_frames_r = [] # Armazena todas as imagens da animação de ataque leve para a esquerda/direita self.lightatk_frames_l = [] self.lightatk_frames_r = [] # Direção que o player está virado self.direction = "R" # Lista de sprites que o player pode esbarrar self.level = None self.delay = self.i = self.s = 0 sprite_sheet = spritesheet_functions.SpriteSheet("images/link.png") # Carrega todas as sprites paradas viradas para a direita numa lista list1 = [[54, 61, 42, 42], [54, 61, 42, 42], [54, 61, 42, 42], [54, 61, 42, 42], [54, 61, 42, 42], [54, 61, 42, 42], [54, 61, 42, 42], [54, 61, 42, 42], [54, 61, 42, 42], [54, 61, 42, 42], [54, 61, 42, 42], [54, 61, 42, 42], [54, 61, 42, 42], [54, 61, 42, 42], [54, 61, 42, 42], [54, 61, 42, 42], [54, 61, 42, 42], [54, 61, 42, 42], [54, 61, 42, 42], [54, 61, 42, 42], [54, 61, 42, 42], [54, 61, 42, 42], [54, 61, 42, 42], [104, 61, 42, 42], [154, 61, 42, 42], [104, 61, 42, 42]] self.waiting_frames_r = spritesheet_functions.createSprite( sprite_sheet, list1, 0, 1, constants.BLACK) # Vira as imagens para a esquerda self.waiting_frames_l = spritesheet_functions.createSprite( sprite_sheet, list1, 1, 1, constants.BLACK) # Carrega todas as sprites correndo viradas para a direita numa lista list1 = [[204, 411, 42, 41], [154, 411, 42, 41], [104, 411, 42, 41], [54, 411, 42, 41], [4, 411, 42, 41], [204, 461, 42, 41], [154, 461, 42, 41], [104, 461, 42, 41], [54, 461, 42, 41], [4, 461, 42, 41]] self.walking_frames_r = spritesheet_functions.createSprite( sprite_sheet, list1, 0, 1, constants.BLACK) # Carrega todas as imagens correndo viradas para a direita e as vira para a esquerda list1 = [[4, 411, 42, 41], [54, 411, 42, 41], [104, 411, 42, 41], [154, 411, 42, 41], [204, 411, 42, 41], [4, 461, 42, 41], [54, 461, 42, 41], [104, 461, 42, 41], [154, 461, 42, 41], [204, 461, 42, 41]] self.walking_frames_l = spritesheet_functions.createSprite( sprite_sheet, list1, 1, 1, constants.BLACK) # Carrega todas as imagens pulando viradas para a direita numa lista list1 = [[304, 0, 42, 54], [354, 0, 42, 54], [404, 0, 42, 54]] self.jumping_frames_r = spritesheet_functions.createSprite( sprite_sheet, list1, 0, 1, constants.BLACK) # Vira as imagens para a esquerda self.jumping_frames_l = spritesheet_functions.createSprite( sprite_sheet, list1, 1, 1, constants.BLACK) # Carrega todas as imagens de defesa viradas para a direita numa lista list1 = [[259, 311, 32, 42]] self.defense_frames_r = spritesheet_functions.createSprite( sprite_sheet, list1, 0, 1, constants.BLACK) # Vira as imagens para a esquerda self.defense_frames_l = spritesheet_functions.createSprite( sprite_sheet, list1, 1, 1, constants.BLACK) # Carrega todas as imagens de quebra de guarda viradas para a direita numa lista list1 = [[255, 562, 39, 44]] self.guardbreak_frames_r = spritesheet_functions.createSprite( sprite_sheet, list1, 0, 1, constants.BLACK) # vira as imagens para a esquerda self.guardbreak_frames_l = spritesheet_functions.createSprite( sprite_sheet, list1, 1, 1, constants.BLACK) # Carrega todas as imagens de parry viradas para a direita numa lista list1 = [[258, 363, 63, 38], [106, 757, 37, 49]] self.parry_frames_r = spritesheet_functions.createSprite( sprite_sheet, list1, 0, 1, constants.BLACK) # Vira as imagens para a esquerda self.parry_frames_l = spritesheet_functions.createSprite( sprite_sheet, list1, 1, 1, constants.BLACK) # Carrega todas as imagens de ataque leve viradas para a direita numa lista list1 = [[204, 59, 41, 45], [328, 313, 63, 38]] self.lightatk_frames_r = spritesheet_functions.createSprite( sprite_sheet, list1, 0, 1, constants.BLACK) # Vira as imagens para a esquerda self.lightatk_frames_l = spritesheet_functions.createSprite( sprite_sheet, list1, 1, 1, constants.BLACK) # Define a sprite que o player começa self.image = self.waiting_frames_r[0] # Define uma referência para o retângulo da sprite self.rect = self.image.get_rect()
def __init__(self): super().__init__() # Define o vetor velocidade do player self.change_x = 0 self.change_y = 0 # Armazena todas as imagens da animação de descanço esquerda/direita do player self.waiting_frames_l = [] self.waiting_frames_r = [] # Armazena todas as imagens da animação de andar para esquerda/direita do player self.walking_frames_l = [] self.walking_frames_r = [] # Armazena todas as imagens da animação de pular para a esquerda/direita do player self.jumping_frames_l = [] self.jumping_frames_r = [] # Direção que o player está virado self.direction = "L" # Lista de sprites que o player pode esbarrar self.level = None sprite_sheet = spritesheet_functions.SpriteSheet("images/ganon1.png") # Carrega todas as sprites paradas viradas para a direita list1 = [[11, 890, 48, 62], [65, 890, 48, 62], [121, 890, 48, 62], [178, 890, 48, 62]] self.waiting_frames_r = spritesheet_functions.createSprite(sprite_sheet,list1, 0, 1, constants.DARKBLUE) # Carrega todas as sprites paradas viradas para a direita e as vira para a esquerda list1 = [[178, 890, 48, 62], [121, 890, 48, 62], [65, 890, 48, 62], [11, 890, 48, 62]] self.waiting_frames_l = spritesheet_functions.createSprite(sprite_sheet,list1, 1, 1, constants.DARKBLUE) # Carrega todas as sprites correndo viradas para a direita numa lista list1 = [[10, 976, 52, 57], [71, 976, 52, 57], [128, 976, 52, 57], [181, 976, 52, 57], [238, 976, 52, 57], [300, 976, 52, 57], [356, 976, 52, 57], [410, 976, 52, 57]] self.walking_frames_r = spritesheet_functions.createSprite(sprite_sheet,list1, 0, 1, constants.DARKBLUE) # Carrega todas as imagens correndo viradas para a direita e as vira para a esquerda list1 = [[410, 976, 52, 57], [356, 976, 52, 57], [300, 976, 52, 57], [238, 976, 52, 57], [181, 976, 52, 57], [128, 976, 52, 57], [71, 976, 52, 57], [10, 976, 52, 57]] self.walking_frames_l = spritesheet_functions.createSprite(sprite_sheet,list1, 1, 1, constants.DARKBLUE) # Carrega todas as imagens pulando viradas para a direita numa lista list1 = [[15, 1064, 41, 52], [64, 1047, 41, 70], [108, 1047, 41, 70]] self.jumping_frames_r = spritesheet_functions.createSprite(sprite_sheet,list1, 0, 1, constants.DARKBLUE) # Carrega todas as imagens pulando viradas para a direita e as vira para a esquerda list1 = [[15, 1064, 41, 52], [64, 1047, 41, 70], [108, 1047, 41, 70]] self.jumping_frames_l = spritesheet_functions.createSprite(sprite_sheet,list1, 1, 1, constants.DARKBLUE) # Define a sprite que o player começa self.image = self.waiting_frames_r[0] # Define uma referência para o retângulo da sprite self.rect = self.image.get_rect()
def __init__(self): """ Constructor function """ # Call the parent's constructor super().__init__() constants.Hp_Max = 100 self.hp = constants.Hp = constants.Hp_Max constants.Mp_Max = 50 self.mp = constants.Mp = constants.Mp_Max self.Atk = constants.Atk = 20 self.Def = constants.Def = 10 #Carrega a Spritesheet: sprite_sheet = spritesheet_functions.SpriteSheet("Fotos\MrSatan.PNG") #Face do personagem: self.Face = sprite_sheet.get_image(1378, 348, 174, 227, 0) self.Face = pygame.transform.scale(self.Face, (58, 67)) #Sprites Para Personagem Parado: self.Para_Frames_R = spritesheet_functions.createSprite( sprite_sheet, [[4, 155, 72, 110, 0], [82, 155, 72, 110, 0], [159, 155, 72, 111, 0]]) self.Para_Frames_L = spritesheet_functions.createSprite( sprite_sheet, [[4, 155, 72, 110, 0], [82, 155, 72, 110, 0], [159, 155, 72, 111, 0]], 1) """Movimentos:""" #Sprites para Personagem Andando: self.Move_Frames_R = spritesheet_functions.createSprite( sprite_sheet, [[338, 155, 66, 110, 0], [414, 155, 64, 110, 0], [482, 155, 64, 110, 0], [552, 155, 64, 110, 0], [623, 155, 64, 110, 0]]) self.Move_Frames_L = spritesheet_functions.createSprite( sprite_sheet, [[338, 155, 66, 110, 0], [414, 155, 64, 110, 0], [482, 155, 64, 110, 0], [552, 155, 64, 110, 0], [623, 155, 64, 110, 0]], 1) #Sprites para Salto Parado self.Salto_Para_Frames_R = spritesheet_functions.createSprite( sprite_sheet, [[90, 520, 70, 110, 0], [170, 511, 66, 119, 0], [249, 517, 64, 113, 0], [321, 525, 64, 103, 0], [392, 520, 70, 110, 0]]) self.Salto_Para_Frames_L = spritesheet_functions.createSprite( sprite_sheet, [[90, 520, 70, 110, 0], [170, 511, 66, 119, 0], [249, 517, 64, 113, 0], [321, 525, 64, 103, 0], [392, 520, 70, 110, 0]], 1) #Sprites Para Salto em Movimento: self.Salto_Move_Frames_R = spritesheet_functions.createSprite( sprite_sheet, [[90, 676, 70, 110, 0], [171, 689, 80, 97, 0], [362, 673, 64, 113, 0], [432, 676, 61, 110, 0], [502, 676, 69, 110, 0]]) self.Salto_Move_Frames_L = spritesheet_functions.createSprite( sprite_sheet, [[90, 676, 70, 110, 0], [171, 689, 80, 97, 0], [362, 673, 64, 113, 0], [432, 676, 61, 110, 0], [502, 676, 69, 110, 0]], 1) # Defesa: self.Def_R = spritesheet_functions.createSprite( sprite_sheet, [[16, 971, 72, 103, 0], [93, 971, 61, 103, 0]]) self.Def_L = spritesheet_functions.createSprite( sprite_sheet, [[16, 971, 72, 103, 0], [93, 971, 61, 103, 0]], 1) #Recebe Dano: self.Dmg_R = spritesheet_functions.createSprite( sprite_sheet, [[184, 1098, 71, 110, 0], [261, 1098, 81, 110, 0]]) self.Dmg_L = spritesheet_functions.createSprite( sprite_sheet, [[184, 1098, 71, 110, 0], [261, 1098, 81, 110, 0]], 1) #Morte: self.Dead_R = spritesheet_functions.createSprite( sprite_sheet, [[12, 1239, 115, 110, 0], [137, 1239, 115, 110, 0], [266, 1239, 112, 110, 0], [385, 1239, 119, 110, 0], [510, 1239, 118, 110, 0]]) self.Dead_L = spritesheet_functions.createSprite( sprite_sheet, [[12, 1239, 115, 110, 0], [137, 1239, 115, 110, 0], [266, 1239, 112, 110, 0], [385, 1239, 119, 110, 0], [510, 1239, 118, 110, 0]], 1) """Golpes:""" #ATAQUE BASICO: self.Atk_P1_R = spritesheet_functions.createSprite( sprite_sheet, [[8, 1933, 70, 110, 0], [85, 1933, 72, 110, 0], [162, 1933, 99, 110, 0], [162, 1933, 99, 110, 0]]) self.Atk_P2_R = spritesheet_functions.createSprite( sprite_sheet, [[286, 1933, 72, 110, 0], [362, 1933, 72, 110, 0], [438, 1933, 98, 110, 0], [438, 1933, 98, 110, 0]]) self.Atk_P1_L = spritesheet_functions.createSprite( sprite_sheet, [[8, 1933, 70, 110, 0], [85, 1933, 72, 110, 0], [162, 1933, 99, 110, 0], [162, 1933, 99, 110, 0]], 1) self.Atk_P2_L = spritesheet_functions.createSprite( sprite_sheet, [[286, 1933, 72, 110, 0], [362, 1933, 72, 110, 0], [438, 1933, 98, 110, 0], [438, 1933, 98, 110, 0]], 1) #Chutes: self.Atk_K1_R = spritesheet_functions.createSprite( sprite_sheet, [[276, 2067, 73, 110, 0], [362, 2067, 63, 110, 0], [431, 2067, 97, 110, 0], [431, 2067, 97, 110, 0], [431, 2067, 97, 110, 0]]) self.Atk_K1_L = spritesheet_functions.createSprite( sprite_sheet, [[276, 2067, 73, 110, 0], [362, 2067, 63, 110, 0], [431, 2067, 97, 110, 0], [431, 2067, 97, 110, 0], [431, 2067, 97, 110, 0]], 1) #Comemoraçao self.Com_R = spritesheet_functions.createSprite( sprite_sheet, [[6, 37, 51, 116, 0], [65, 37, 66, 116, 0], [141, 37, 86, 116, 0], [233, 37, 82, 116, 0], [326, 37, 82, 116, 0], [419, 37, 83, 116, 0], [511, 37, 66, 116, 0], [587, 37, 51, 116, 0]]) # Set the image the player starts with self.image = self.Para_Frames_R[0] # Set a reference to the image rect. self.rect = self.image.get_rect()
def __init__(self): """ Constructor function """ # Call the parent's constructor super().__init__() self.Hp_Max = 100 self.hp = self.Hp_Max self.Mp_Max = 50 self.mp = self.Mp_Max self.Atk = 20 self.Def = 10 #Carrega a Spritesheet: sprite_sheet = spritesheet_functions.SpriteSheet( "Fotos\SB2_CellJr.PNG") #Sprites Para Personagem Parado: self.Para_Frames_R = spritesheet_functions.createSprite( sprite_sheet, [[5, 5, 38, 49, 0], [47, 5, 39, 49, 0]]) self.Para_Frames_L = spritesheet_functions.createSprite( sprite_sheet, [[5, 5, 38, 49, 0], [47, 5, 39, 49, 0]], 1) """Movimentos:""" #Sprites para Personagem Andando: self.Move_Frames_R = spritesheet_functions.createSprite( sprite_sheet, [[5, 58, 38, 49, 0], [47, 58, 39, 49, 0], [90, 58, 38, 49, 0], [132, 58, 38, 49, 0]]) self.Move_Frames_L = spritesheet_functions.createSprite( sprite_sheet, [[5, 58, 38, 49, 0], [47, 58, 39, 49, 0], [90, 58, 38, 49, 0], [132, 58, 38, 49, 0]], 1) #Sprites para Salto Parado self.Salto_Para_Frames_R = spritesheet_functions.createSprite( sprite_sheet, [[5, 118, 38, 49, 0], [121, 111, 39, 56, 0], [164, 111, 42, 42, 0], [210, 111, 36, 56, 0], [5, 118, 38, 49, 0]]) self.Salto_Para_Frames_L = spritesheet_functions.createSprite( sprite_sheet, [[5, 118, 38, 49, 0], [121, 111, 39, 56, 0], [164, 111, 42, 42, 0], [210, 111, 36, 56, 0], [5, 118, 38, 49, 0]], 1) #Sprites Para Salto em Movimento: # self.Salto_Move_Frames_R = spritesheet_functions.createSprite(sprite_sheet,[[17,448,65,108,0],[91,448,77,108,0],[176,448,85,108,0],[270,448,77,108,0],[355,589,65,108,0]]) # self.Salto_Move_Frames_L = spritesheet_functions.createSprite(sprite_sheet,[[17,448,65,108,0],[91,448,77,108,0],[176,448,85,108,0],[270,448,77,108,0],[355,589,65,108,0]],1) #Recebe Dano: self.Dmg_R = spritesheet_functions.createSprite( sprite_sheet, [[43, 984, 42, 50, 0]]) self.Dmg_L = spritesheet_functions.createSprite( sprite_sheet, [[43, 984, 42, 50, 0]], 1) #Morte: self.Dead_R = spritesheet_functions.createSprite( sprite_sheet, [[5, 1038, 38, 45, 0], [47, 1034, 42, 49, 0], [93, 1034, 43, 49, 0], [140, 1034, 42, 49, 0], [186, 1034, 51, 49, 0]]) self.Dead_L = spritesheet_functions.createSprite( sprite_sheet, [[5, 1038, 38, 45, 0], [47, 1034, 42, 49, 0], [93, 1034, 43, 49, 0], [140, 1034, 42, 49, 0], [186, 1034, 51, 49, 0]], 1) """Golpes:""" #ATAQUE BASICO: self.Atk_P1_R = spritesheet_functions.createSprite( sprite_sheet, [[189, 386, 41, 48, 0], [234, 386, 47, 48, 0], [234, 386, 47, 48, 0]]) self.Atk_P2_R = spritesheet_functions.createSprite( sprite_sheet, [[284, 386, 43, 48, 0], [332, 386, 46, 48, 0], [332, 386, 46, 48, 0]]) self.Atk_P1_L = spritesheet_functions.createSprite( sprite_sheet, [[189, 386, 41, 48, 0], [234, 386, 47, 48, 0], [234, 386, 47, 48, 0]], 1) self.Atk_P2_L = spritesheet_functions.createSprite( sprite_sheet, [[284, 386, 43, 48, 0], [332, 386, 46, 48, 0], [332, 386, 46, 48, 0]], 1) #Chutes: self.Atk_K1_R = spritesheet_functions.createSprite( sprite_sheet, [[5, 275, 34, 52, 0], [43, 275, 47, 52, 0], [43, 275, 47, 52, 0], [94, 275, 34, 52, 0]]) self.Atk_K1_L = spritesheet_functions.createSprite( sprite_sheet, [[5, 275, 34, 52, 0], [43, 275, 47, 52, 0], [43, 275, 47, 52, 0], [94, 275, 34, 52, 0]], 1) """Define a imagem inicial""" self.image = self.Para_Frames_R[0] # Set a reference to the image rect. self.rect = self.image.get_rect()
def __init__(self): """ Constructor function """ # Call the parent's constructor super().__init__() self.Hp_Max = 100 self.hp = self.Hp_Max self.Mp_Max = 50 self.mp = self.Mp_Max self.Atk = 20 self.Def = 10 self.nome = "Cell" #Carrega a Spritesheet: sprite_sheet = spritesheet_functions.SpriteSheet("Fotos\CellHD.PNG") #Sprites Para Personagem Parado: self.Para_Frames_R = spritesheet_functions.createSprite( sprite_sheet, [[17, 35, 44, 108, 0], [71, 35, 44, 108, 0], [125, 35, 44, 108, 0], [179, 35, 44, 108, 0]]) self.Para_Frames_L = spritesheet_functions.createSprite( sprite_sheet, [[17, 35, 44, 108, 0], [71, 35, 44, 108, 0], [125, 35, 44, 108, 0], [179, 35, 44, 108, 0]], 1) """Movimentos:""" #Sprites para Personagem Andando: self.Move_Frames_R = spritesheet_functions.createSprite( sprite_sheet, [[17, 180, 49, 108, 0], [76, 180, 44, 108, 0], [130, 180, 45, 108, 0], [185, 180, 45, 108, 0]]) self.Move_Frames_L = spritesheet_functions.createSprite( sprite_sheet, [[17, 180, 49, 108, 0], [76, 180, 44, 108, 0], [130, 180, 45, 108, 0], [185, 180, 45, 108, 0]], 1) #Sprites para Salto Parado self.Salto_Para_Frames_R = spritesheet_functions.createSprite( sprite_sheet, [[17, 589, 65, 108, 0], [91, 589, 77, 108, 0], [176, 589, 85, 108, 0], [270, 589, 77, 108, 0], [355, 589, 65, 108, 0]]) self.Salto_Para_Frames_L = spritesheet_functions.createSprite( sprite_sheet, [[17, 589, 65, 108, 0], [91, 589, 77, 108, 0], [176, 589, 85, 108, 0], [270, 589, 77, 108, 0], [355, 589, 65, 108, 0]], 1) #Sprites Para Salto em Movimento: self.Salto_Move_Frames_R = spritesheet_functions.createSprite( sprite_sheet, [[17, 448, 65, 108, 0], [91, 448, 77, 108, 0], [176, 448, 85, 108, 0], [270, 448, 77, 108, 0], [355, 589, 65, 108, 0]]) self.Salto_Move_Frames_L = spritesheet_functions.createSprite( sprite_sheet, [[17, 448, 65, 108, 0], [91, 448, 77, 108, 0], [176, 448, 85, 108, 0], [270, 448, 77, 108, 0], [355, 589, 65, 108, 0]], 1) #Recebe Dano: self.Dmg_R = spritesheet_functions.createSprite( sprite_sheet, [[285, 3496, 50, 108, 0]]) self.Dmg_L = spritesheet_functions.createSprite( sprite_sheet, [[285, 3496, 50, 108, 0]], 1) #Morte: self.Dead_R = spritesheet_functions.createSprite( sprite_sheet, [[17, 3631, 55, 108, 0], [81, 3631, 80, 108, 0], [17, 3631, 55, 108, 0], [170, 3631, 109, 108, 0], [287, 3631, 104, 108, 0]]) self.Dead_L = spritesheet_functions.createSprite( sprite_sheet, [[17, 3631, 55, 108, 0], [81, 3631, 80, 108, 0], [17, 3631, 55, 108, 0], [170, 3631, 109, 108, 0], [287, 3631, 104, 108, 0]], 1) """Golpes:""" #ATAQUE BASICO: self.Atk_P1_R = spritesheet_functions.createSprite( sprite_sheet, [[775, 731, 75, 108, 0], [839, 731, 78, 108, 0], [927, 731, 66, 108, 0]]) self.Atk_P2_R = spritesheet_functions.createSprite( sprite_sheet, [[775, 731, 75, 108, 0], [839, 731, 78, 108, 0], [927, 731, 66, 108, 0]]) self.Atk_P1_L = spritesheet_functions.createSprite( sprite_sheet, [[775, 731, 75, 108, 0], [839, 731, 78, 108, 0], [927, 731, 66, 108, 0]], 1) self.Atk_P2_L = spritesheet_functions.createSprite( sprite_sheet, [[775, 731, 75, 108, 0], [839, 731, 78, 108, 0], [927, 731, 66, 108, 0]], 1) #Chutes: self.Atk_K1_R = spritesheet_functions.createSprite( sprite_sheet, [[17, 731, 65, 108, 0], [91, 731, 76, 108, 0], [176, 731, 99, 108, 0], [285, 731, 76, 108, 0], [369, 731, 65, 108, 0]]) self.Atk_K1_L = spritesheet_functions.createSprite( sprite_sheet, [[17, 731, 65, 108, 0], [91, 731, 76, 108, 0], [176, 731, 99, 108, 0], [285, 731, 76, 108, 0], [369, 731, 65, 108, 0]], 1) """Define a imagem inicial""" self.image = self.Para_Frames_R[0] # Set a reference to the image rect. self.rect = self.image.get_rect()
def __init__(self): """ Constructor function """ # Call the parent's constructor super().__init__() self.Hp_Max = 100 self.hp = self.Hp_Max self.Mp_Max = 50 self.mp = self.Mp_Max self.Atk = 20 self.Def = 10 #Carrega a Spritesheet: sprite_sheet = spritesheet_functions.SpriteSheet("Fotos\MrSatan.PNG") #Sprites Para Personagem Parado: self.Para_Frames_R = spritesheet_functions.createSprite( sprite_sheet, [[4, 155, 72, 110, 0], [82, 155, 72, 110, 0], [159, 155, 72, 111, 0]]) self.Para_Frames_L = spritesheet_functions.createSprite( sprite_sheet, [[4, 155, 72, 110, 0], [82, 155, 72, 110, 0], [159, 155, 72, 111, 0]], 1) """Movimentos:""" #Sprites para Personagem Andando: self.Move_Frames_R = spritesheet_functions.createSprite( sprite_sheet, [[338, 155, 66, 110, 0], [414, 155, 64, 110, 0], [482, 155, 64, 110, 0], [552, 155, 64, 110, 0], [623, 155, 64, 110, 0]]) self.Move_Frames_L = spritesheet_functions.createSprite( sprite_sheet, [[338, 155, 66, 110, 0], [414, 155, 64, 110, 0], [482, 155, 64, 110, 0], [552, 155, 64, 110, 0], [623, 155, 64, 110, 0]], 1) #Sprites para Salto Parado self.Salto_Para_Frames_R = spritesheet_functions.createSprite( sprite_sheet, [[90, 520, 70, 110, 0], [170, 511, 66, 119, 0], [249, 517, 64, 113, 0], [321, 525, 64, 103, 0], [392, 520, 70, 110, 0]]) self.Salto_Para_Frames_L = spritesheet_functions.createSprite( sprite_sheet, [[90, 520, 70, 110, 0], [170, 511, 66, 119, 0], [249, 517, 64, 113, 0], [321, 525, 64, 103, 0], [392, 520, 70, 110, 0]], 1) #Sprites Para Salto em Movimento: self.Salto_Move_Frames_R = spritesheet_functions.createSprite( sprite_sheet, [[90, 676, 70, 110, 0], [171, 689, 80, 97, 0], [362, 673, 64, 113, 0], [432, 676, 61, 110, 0], [502, 676, 69, 110, 0]]) self.Salto_Move_Frames_L = spritesheet_functions.createSprite( sprite_sheet, [[90, 676, 70, 110, 0], [171, 689, 80, 97, 0], [362, 673, 64, 113, 0], [432, 676, 61, 110, 0], [502, 676, 69, 110, 0]], 1) #Recebe Dano: self.Dmg_R = spritesheet_functions.createSprite( sprite_sheet, [[184, 1098, 71, 110, 0], [261, 1098, 81, 110, 0]]) self.Dmg_L = spritesheet_functions.createSprite( sprite_sheet, [[184, 1098, 71, 110, 0], [261, 1098, 81, 110, 0]], 1) #Morte: self.Dead_R = spritesheet_functions.createSprite( sprite_sheet, [[12, 1239, 115, 110, 0], [137, 1239, 115, 110, 0], [266, 1239, 112, 110, 0], [385, 1239, 119, 110, 0], [510, 1239, 118, 110, 0]]) self.Dead_L = spritesheet_functions.createSprite( sprite_sheet, [[12, 1239, 115, 110, 0], [137, 1239, 115, 110, 0], [266, 1239, 112, 110, 0], [385, 1239, 119, 110, 0], [510, 1239, 118, 110, 0]], 1) """Golpes:""" #ATAQUE BASICO: self.Atk_P1_R = spritesheet_functions.createSprite( sprite_sheet, [[8, 1933, 70, 110, 0], [85, 1933, 72, 110, 0], [162, 1933, 99, 110, 0]]) self.Atk_P2_R = spritesheet_functions.createSprite( sprite_sheet, [[286, 1933, 72, 110, 0], [362, 1933, 72, 110, 0], [438, 1933, 98, 110, 0]]) self.Atk_P1_L = spritesheet_functions.createSprite( sprite_sheet, [[8, 1933, 70, 110, 0], [85, 1933, 72, 110, 0], [162, 1933, 99, 110, 0]], 1) self.Atk_P2_L = spritesheet_functions.createSprite( sprite_sheet, [[286, 1933, 72, 110, 0], [362, 1933, 72, 110, 0], [438, 1933, 98, 110, 0]], 1) #Chutes: self.Atk_K1_R = spritesheet_functions.createSprite( sprite_sheet, [[276, 2067, 73, 110, 0], [362, 2067, 63, 110, 0], [431, 2067, 97, 110, 0]]) self.Atk_K1_L = spritesheet_functions.createSprite( sprite_sheet, [[276, 2067, 73, 110, 0], [362, 2067, 63, 110, 0], [431, 2067, 97, 110, 0]], 1) """Define a imagem inicial""" self.image = self.Para_Frames_R[0] # Set a reference to the image rect. self.rect = self.image.get_rect()