def __init__(self, element, xoffset=0.0, yoffset=0.0, level=0): QObject.__init__(self) Tile.__init__(self, element) self.__board = None self.graphics = GraphicsTileItem(self) self.__xoffset = xoffset self.__yoffset = yoffset self.__dark = False self.level = level self.activeAnimation = dict() # key is the property name self.queuedAnimations = []
def __init__(self, element, xoffset = 0.0, yoffset = 0.0, level=0): QObject.__init__(self) Tile.__init__(self, element) self.__board = None self.graphics = GraphicsTileItem(self) self.__xoffset = xoffset self.__yoffset = yoffset self.__dark = False self.level = level self.activeAnimation = dict() # key is the property name self.queuedAnimations = []
def __init__(self, name: str = "null", glyph: int = 0, tile: int = None, fg: str = None, bg: str = None, walk: bool = False, see: bool = False): Tile.__init__(self, glyph, tile, fg, bg) self.walk = walk self.see = see self.name = name
def __init__(self, spritesheet, sprite_loc, world_coords, dest_world, dest_coords): Tile.__init__(self, spritesheet, sprite_loc, world_coords) self.dest_world = None self.dest_coords = None self.dest_world = dest_world self.dest_coords = dest_coords width = constants.TILE_WIDTH # The alternate image for a door makes obvious that it's a door in level editor door_overlay = pygame.image.load( constants.DOOR_OVERLAY_PATH).convert_alpha() self.door_overlay = pygame.transform.smoothscale( door_overlay, (width, width)) self.alt_img = self.image.copy() self.alt_img.blit(self.door_overlay, (0, 0))
def __init__(self,posX,posY): Tile.__init__(self,posX,posY) self.collide = False self.win = False self.desc = ' _ '
def __init__(self, initialValue): Tile.__init__(self, initialValue) self.can_grow = True
def __init__(self, value): Tile.__init__(self, value) self.can_grow = True
def __init__(self, img, text): Tile.__init__(self, img, text) self.startx = -100 self.starty = -100
def __init__(self, block_size, position=(0, 0)): Tile.__init__(self, block_size, block_size, "Sprites/end.png", starting_position=position)
def __init__(self, screen, tilex, tiley, set = "brown"): Tile.__init__(self, screen, tilex, tiley, set, "spikes") self.itemclass = "spikes" self.y = round((self.y/TILE_DIM), 1)*TILE_DIM + SPIKES_VER_OFFSET return
def __init__(self, action, text="button"): Tile.__init__(self) self.action = action self.text = text
def __init__(self, position): """Creates a new Door tile.""" Tile.__init__(self, 'door', position)
def __init__(self): Tile.__init__(self)
def __init__(self, monitor): Tile.__init__(self, monitor) self.root = None self.catchall = None
def __init__(self, posX, posY): Tile.__init__(self, posX, posY) self.collide = True self.win = False self.desc = ' # '
def __init__(self, monitor): Tile.__init__(self, monitor) self.store = None self.cycle_index = 0
def __init__(self, screen, tilex, tiley, set = "brown"): Tile.__init__(self, screen, tilex, tiley, set, "spikes") self.itemclass = "spikes" self.realign() return
def __init__(self, screen, tilex, tiley, set="brown"): Tile.__init__(self, screen, tilex, tiley, set, "spikes") self.itemclass = "spikes" self.y = round((self.y / TILE_DIM), 1) * TILE_DIM + SPIKES_VER_OFFSET return
def __init__(self, text, width, height, posy=-0.3): Tile.__init__(self, text, width, height, halo_img="halo_sun.png") self.posy = posy