def __init__( self, pos ): super( TinyWorld, self ).__init__( pos, "sprites/worlds/"+str(Game.level)+"/tiny-1.png", 9 ) Game.addSprite( "tiny-worlds", self ) self.addAnimState( "panic", 0, 3, 12 ) self.setAnimState( "panic" )
def __init__( self, pos, target ): pos[0] -= 0 pos[1] -= 16 super( PaintSplat, self ).__init__( pos, "sprites/player/paint-splat-"+str(random.randint(1,6))+".png", 8 ) Game.addSprite( "player-paint", self ) self.addAnimState( "move", 0, 0, 1 ) self.addAnimState( "splat-idle", 1, 1, 1 ) self.addAnimState( "splat-drip", 2, 10, 4 ) self.setAnimState( "move" ) self.target = [target[0] - 24, target[1] - 24]
def __init__( self ): super( Player, self ).__init__( [Game.screen_width/2,50], "sprites/player/player-"+str(Game.level)+".png", 9 ) Game.addSprite( "player", self ) self.addAnimState( "idle", 0, 0, 1 ) self.addAnimState( "move", 1, 4, 6 ) self.setAnimState( "idle" ) # Add weapons self.paintgun = PaintGun( [0,0] ) self.hoover = Hoover( [0,0] ) self.hoover.visible = False self.active_weapon = 'paintgun' self.target = PlayerWeaponTarget( [0,0] ) self.target.weapon = self.active_weapon
def update( self, player ): if player.move_X != 0: if player.pos[0] < Game.screen_move_x or player.pos[0] > Game.screen_width - Game.screen_move_x: if player.move_X > 0: move_X = self.scroll_adjust else: move_X = -self.scroll_adjust if move_X > -1 and move_X < 1: self.move_X += move_X else: self.move_X = move_X far_left = Game.screen_width + 1 far_right = -1 for i in range(0, len(self.tiles)): if self.tiles[i].pos[0] < -self.tiles[i].rect.width: self.tiles[i].kill( ) self.tiles[i].remove if self.move_X <= -1 or self.move_X >= 1: for i in range(0, len(self.tiles)): self.tiles[i].pos[0] -= int( self.move_X ) if self.tiles[i].pos[0] < far_left: far_left = self.tiles[i].pos[0] if self.tiles[i].pos[0] > far_right: far_right = self.tiles[i].pos[0] self.move_X = 0 if far_left > 0: for y in range(0, self.count_y): self.tiles.append( Sprite( [far_left - self.tile.rect.width, Game.screen_height - (y+1)*self.tile.rect.height], self.bgsrc, self.zindex ) ) Game.addSprite( "background", self.tiles[len(self.tiles)-1] ) if far_right < Game.screen_width - self.tile.rect.width: for y in range(0, self.count_y): #print self.bgsrc self.tiles.append( Sprite( [far_right + self.tile.rect.width, Game.screen_height - (y+1)*self.tile.rect.height], self.bgsrc, self.zindex ) ) Game.addSprite( "background", self.tiles[len(self.tiles)-1] )
def __init__( self, src, zindex, repeat_y, scroll_adjust ): self.tile = Sprite( [0,0], src, zindex ) self.tiles = [] self.scroll_adjust = float(scroll_adjust) self.bgsrc = src self.zindex = zindex count_x = int( math.ceil( float(Game.screen_width) / float(self.tile.rect.width) ) ) if repeat_y: count_y = int( math.ceil( float(Game.screen_height) / float(self.tile.rect.height) ) ) else: count_y = 1 self.count_x = count_x self.count_y = count_y for x in range(0, count_x): for y in range(0, count_y): self.tiles.append( Sprite( [x*self.tile.rect.width, Game.screen_height - (y+1)*self.tile.rect.height], src, zindex ) ) Game.addSprite( "background", self.tiles[len(self.tiles)-1] )
def __init__( self, pos ): super( HooverSuction, self ).__init__( pos, "sprites/player/hoover-suction-2.png", 8 ) Game.addSprite( "player-weapon", self ) self.addAnimState( "suck", 0, 1, 12 ) self.setAnimState( "suck" )
def __init__( self, pos ): super( PlayerWeaponTarget, self ).__init__( pos, "sprites/player/mouse.png", 10 ) Game.addSprite( "player-weapon", self )
def __init__( self, pos, src ): super( PlayerWeapon, self ).__init__( pos, src, 10 ) Game.addSprite( "player-weapon", self )
def __init__(self, pos, src): super(Enemy, self).__init__(pos, src, 9) Game.addSprite("enemies", self)
def __init__( self, pos ): super( Platform, self ).__init__( pos, "sprites/worlds/"+str(Game.level)+"/platform-1.png", 5 ) Game.addSprite( "world", self )