def __init__(self, position, newcolor=choice(color.LIST), special=False): GameObject.__init__(self) self._anim = 0 self.color = newcolor self.temp_color = self.color self.current_frame_list = _block_frames_color_blind if settings.SETTINGS['color_blind'] else _block_frames self.image = self.current_frame_list[id(self.color)][0] self.position = position self.rect = pygame.Rect(position, self.image.get_size()) #(x, y) self._special = special self.state = Block.STATES.IDLE
def __init__(self, position, newcolor=choice(color.LIST), special=False): GameObject.__init__(self) self._anim = 0 self.color = newcolor self.temp_color = self.color self.current_frame_list = _block_frames_color_blind if settings.SETTINGS[ 'color_blind'] else _block_frames self.image = self.current_frame_list[id(self.color)][0] self.position = position self.rect = pygame.Rect(position, self.image.get_size()) #(x, y) self._special = special self.state = Block.STATES.IDLE
def __init__(self, startpos=(-300.0, -300.0), newcolor=choice(color.LIST)): GameObject.__init__(self) self._anim = 0 self.color = newcolor self.current_frame_list = _ball_frames_color_blind if settings.SETTINGS['color_blind'] else _ball_frames self.image = self.current_frame_list[id(newcolor)][0] size = self.image.get_size() self.rect = Rect(startpos, size) self.position = list(self.rect.topleft) self.progress = 0 self._target = [None, 0] self.startpos = startpos self.state = BallOfLight.STATES.IDLE del self.acceleration, self.velocity
def __init__(self, startpos=(-300.0, -300.0), newcolor=choice(color.LIST)): GameObject.__init__(self) self._anim = 0 self.color = newcolor self.current_frame_list = _ball_frames_color_blind if settings.SETTINGS[ 'color_blind'] else _ball_frames self.image = self.current_frame_list[id(newcolor)][0] size = self.image.get_size() self.rect = Rect(startpos, size) self.position = list(self.rect.topleft) self.progress = 0 self._target = [None, 0] self.startpos = startpos self.state = BallOfLight.STATES.IDLE del self.acceleration, self.velocity
def __init__(self, settings): pyasge.ASGEGame.__init__(self, settings) self.gamedata = GameData() self.gamedata.inputs = self.inputs self.scene = GameMenu(self.gamedata) self.handler = self.inputs.addCallback( pyasge.EventType.E_KEY, self.scene.key_handler ) self.inputs.setCursorMode(pyasge.CursorMode.HIDDEN) self.gamedata.background = GameObject("/data/images/background.jpg") self.gamedata.background.sprite.z_order = -50 self.gamedata.background.sprite.width = 608 self.gamedata.background.sprite.height = 1080 self.gamedata.parallax = [] self.gamedata.parallax.append(GameObject("/data/images/spr_stars00.png")) self.gamedata.parallax.append(GameObject("/data/images/spr_stars01.png")) self.gamedata.parallax[0].sprite.z_order = -20 self.gamedata.parallax[0].sprite.width = 608 self.gamedata.parallax[0].sprite.height = 1080 self.gamedata.parallax[0].sprite.src_rect[3] = 1080 / 6 self.gamedata.parallax[0].sprite.texture.setUVMode( Texture.UVWrapMode.REPEAT, Texture.UVWrapMode.REPEAT ) self.gamedata.parallax[1].sprite.z_order = -10 self.gamedata.parallax[1].sprite.width = 608 self.gamedata.parallax[1].sprite.height = 1080 self.gamedata.parallax[1].sprite.src_rect[3] = 1080 / 6 self.gamedata.parallax[1].sprite.texture.setUVMode( Texture.UVWrapMode.REPEAT, Texture.UVWrapMode.REPEAT ) self.gamedata.font = self.renderer.loadFont( "/data/fonts/kenvector_future.ttf", 96 )
def update(self): GameObject.update(self)