def load_resources(): imglist = core.load_spritesheet_alpha(core.Var.path_hero, 128, 3, 1) Hero.img_hero_body = imglist[0] Hero.img_hero_hands = [imglist[1], imglist[2]] Hero.img_flash = core.load_image_alpha(core.Var.path_flash) sabersprites = core.load_spritesheet_alpha(core.Var.path_starwars, 256, 3, 5)[0:14] Hero.img_saber = [sabersprites[0], sabersprites[7], sabersprites[1:7], sabersprites[8:14]] Hero.img_shell = core.load_spritesheet_alpha(core.Var.path_shell, 16, 2, 1)
def load_resources(): Zombie.img.clear() Zombie.img_gore_particles.clear() Zombie.img_gore_particles = core.load_spritesheet_alpha(core.Var.path_zombiegore, 64, 3, 2) Zombie.img = core.load_spritesheet_alpha(core.Var.path_zombie, 128, 2, 2) Devil.img = core.load_image_alpha(core.Var.path_devil) Devil.img_gore_particles = core.load_spritesheet_alpha(core.Var.path_zombiegore, 64, 3, 2) Devil.img_fireball = core.load_image_alpha(core.Var.path_fireball)
def on_start(self): self.next_wave_started = True self.wave = False self.end_wave = True core.monster.Monster.load_resources() core.player.Hero.load_resources() weapon_imgs = core.load_spritesheet_alpha(core.Var.path_weapon, 96, 4, 3) core.player.Hero.img_weapons = weapon_imgs[0:4] core.player.Hero.img_weapons.append(weapon_imgs[9]) core.Item.img_weaponground = weapon_imgs[4:8] core.Item.img_weaponground.insert(0, weapon_imgs[8]) core.Item.img_weaponground.append(weapon_imgs[10]) core.Var.level_boundries = (0, round(core.Var.SCREEN_WIDTH*1.5), 0, round(core.Var.SCREEN_HEIGHT*1.5)) core.Var.level_background = core.p.Surface((core.Var.level_boundries[1] - core.Var.level_boundries[0], core.Var.level_boundries[3] - core.Var.level_boundries[2])) core.Var.level_background.fill(core.Var.BLACK) tile = core.load_image(core.Var.path_grassybk) tile_x = tile.get_width() tile_y = tile.get_height() for x in range(core.Var.level_background.get_width()//tile_x+1): for y in range(core.Var.level_background.get_height()//tile_y+1): core.Var.level_background.blit(tile, (x*tile_x, y*tile_y)) core.Var.level_background.convert() core.Gameobj.reset() if not core.Var.game_loaded: core.Var.reset_score() core.Gameobj.reset_hero() core.Gameobj.hero = core.player.Hero(0, 0, core.Var.hero_max_health, core.Var.hero_speed) core.Gameobj.hero.x = core.Var.level_boundries[1] / 2 core.Gameobj.hero.y = core.Var.level_boundries[3] / 2 core.Var.survival_wave = 1 else: core.Var.game_loaded = False self.time_wave_end = time()