예제 #1
0
 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)
예제 #2
0
 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)
예제 #3
0
 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()