예제 #1
0
    def __init__(self,
                 filename,
                 framesperdir,
                 initpos=[0, 0],
                 initdir=None,
                 speed=None,
                 stats=None,
                 id=None,
                 width=32,
                 height=64):
        self._images = []
        self._start = pygame.time.get_ticks()
        self._delay = 250
        self._last_update = 0
        self.pos = initpos
        self.speed = speed
        self.moving = False
        self.direction = initdir
        self.framesperdir = framesperdir
        self.animoffset = initdir
        self.frame = 0
        self._lastPos = initpos
        self._lastFacing = initdir
        self.stats = stats
        self.id = id
        self.width = width
        self.height = height
        self.colrect = pygame.Rect(initpos[0] + 2, initpos[1] + 36, 30, 28)
        # fullrect is for checking full body collision to geometry system
        self.fullrect = pygame.Rect(initpos[0], initpos[1], 32, 64)
        self.exploding_image = pygame.image.load("guts.png").convert()
        self.exploding_image.set_colorkey((0, 0, 0))
        self.exploding = False
        self.exploding_seq = range(1, 640, 4)
        self.exploding_iterator = -1
        self.exploded = False
        self.damage_iterator = 0
        self.damage_threshhold = 30
        self.hp_meter = meter(0,
                              self.stats.hp,
                              self.stats.hp,
                              1,
                              width=30,
                              height=4,
                              x=initpos[0],
                              y=initpos[1])

        #Based on 32x64 sprites
        self.rect = (initpos[0], initpos[1], 32, 64)
        image = pygame.image.load(filename).convert()

        for j in range(0, (image.get_height() / 64)):
            for i in range(0, (image.get_width() / 32)):
                self._images.append(
                    image.subsurface(Rect((i * 32, j * 32, 32, 64))).convert())
                self._images[len(self._images) - 1].set_colorkey((0, 0, 0))
예제 #2
0
파일: piece.py 프로젝트: jyota/vHunter
	def __init__(self, filename, framesperdir, initpos = [0,0],  initdir = None, speed = None, stats = None, id = None, width = 32, height = 64):
		self._images = []
		self._start = pygame.time.get_ticks()
		self._delay = 250
		self._last_update = 0
		self.pos = initpos
		self.speed = speed
		self.moving = False
		self.direction = initdir
		self.framesperdir = framesperdir
		self.animoffset = initdir
		self.frame = 0
		self._lastPos = initpos
		self._lastFacing = initdir
		self.stats = stats
		self.id = id
		self.width = width
		self.height = height	
		self.colrect = pygame.Rect(initpos[0]+2, initpos[1]+36, 30,28)
		# fullrect is for checking full body collision to geometry system
		self.fullrect = pygame.Rect(initpos[0], initpos[1], 32, 64)
		self.exploding_image = pygame.image.load("guts.png").convert()
		self.exploding_image.set_colorkey((0, 0, 0))
		self.exploding = False
		self.exploding_seq = range(1, 640, 4)
		self.exploding_iterator = -1
		self.exploded = False
		self.damage_iterator = 0
		self.damage_threshhold = 30
		self.hp_meter = meter(0, self.stats.hp, self.stats.hp, 1, width = 30, height = 4, x = initpos[0], y = initpos[1])

		#Based on 32x64 sprites
		self.rect = (initpos[0], initpos[1], 32,64)
		image = pygame.image.load(filename).convert()

		for j in range(0, (image.get_height()/64)):
			for i in range(0, (image.get_width()/32)):
				self._images.append(image.subsurface(Rect((i*32, j*32, 32, 64))).convert())
				self._images[len(self._images) - 1].set_colorkey((0, 0, 0))
예제 #3
0
            0] + " mapwidth mapheight maplayers tilesetfile mapname mapscript\n\n the above is to create a new map.\n\nTo load a map: " + sys.argv[
                0] + " mapfilename\n"
        sys.exit()

currentLayer = 0
showDetails = True
showScriptTiles = False
offs_x, offs_y = (0, 0)
currentScript = 0
scriptTiles = []
eventDelay = 750
timeTicks = 0
lastScriptEventTime = 0
map_renderer = MapRenderer(ourMap)
map_renderer.prepare_layers()
action_meter = meter(0, 300, 300, 1, True, color=(255, 0, 255))
geom_system = geom_draw_system()
# code for testing animated line geometry
#testLine = animated_line([(480, 32), (480, 32), (480, 32), (480, 32)], [(360, 64), (400, 98), (440, 128), (480, 164)], (255, 0, 0), 2, 10, anim_looping = True)

for k in range(ourScript.header[0]):
    if k != 0:
        currTile = Surface((32, 32)).convert()
        currTile.fill((0, 255, 255))
        currTile.set_alpha(75)
        gui.draw_text_block(1, 1, currTile, str(k + 1))
        print ourScript.defs[k][1]
        scriptTiles.append(currTile)

# just testing pathfinding with A*
ourEntities._list[0].calculate_astar_path(astar.script_to_grid(ourScript))
예제 #4
0
파일: engine.py 프로젝트: jyota/vHunter
	elif(len(sys.argv)<7):
		print "\nUsage: " + sys.argv[0] + " mapwidth mapheight maplayers tilesetfile mapname mapscript\n\n the above is to create a new map.\n\nTo load a map: " + sys.argv[0] + " mapfilename\n"
		sys.exit()

currentLayer = 0
showDetails = True
showScriptTiles = False
offs_x, offs_y = (0, 0)
currentScript = 0
scriptTiles = []
eventDelay = 750
timeTicks = 0
lastScriptEventTime = 0
map_renderer = MapRenderer(ourMap)
map_renderer.prepare_layers()
action_meter = meter(0, 300, 300, 1, True, color = (255, 0, 255))
geom_system = geom_draw_system()
# code for testing animated line geometry
#testLine = animated_line([(480, 32), (480, 32), (480, 32), (480, 32)], [(360, 64), (400, 98), (440, 128), (480, 164)], (255, 0, 0), 2, 10, anim_looping = True)

for k in range(ourScript.header[0]):
	if k != 0:
		currTile = Surface((32, 32)).convert()
		currTile.fill((0, 255, 255))
		currTile.set_alpha(75)
		gui.draw_text_block(1, 1, currTile, str(k+1))
		print ourScript.defs[k][1]
		scriptTiles.append(currTile)


# just testing pathfinding with A*