def __init__(self, rectangle): MySprite.__init__(self) # The platforms will be rectangles self.rect = rectangle # The position will be set as the size of the platform self.setPosition((self.rect.left, self.rect.bottom)) # The platforms are invisible self.image = pygame.Surface((0, 0))
def __init__(self, rectangle): MySprite.__init__(self) # The flag will be a rectangle self.rect = rectangle # The position will be set as the size of the Flag self.setPosition((self.rect.left, self.rect.bottom)) # The flag area is invisible self.image = pygame.Surface((0, 0))
def __init__(self, imageFile, coordFile, nImages, runSpeed, jumpSpeed, animDelay): # First we call parent's constructor MySprite.__init__(self) # Loading the spritesheet. self.sheet = ResourcesManager.loadImage(imageFile, -1) self.sheet = self.sheet.convert_alpha() # Starting movement self.movement = STILL self.looking = RIGHT # Reading the coordinates data = ResourcesManager.loadFileCoordinates(coordFile) data = data.split() self.numStance = 1 self.numImageStance = 0 counter = 0 self.sheetCoords = [] for line in range(0, 3): self.sheetCoords.append([]) tmp = self.sheetCoords[line] for stance in range(1, nImages[line] + 1): tmp.append( pygame.Rect( (int(data[counter]), int(data[counter + 1])), (int(data[counter + 2]), int(data[counter + 3])))) counter += 4 self.rect = pygame.Rect( 100, 100, self.sheetCoords[self.numStance][self.numImageStance][2], self.sheetCoords[self.numStance][self.numImageStance][3]) # Default running and jumping speed self.runSpeed = runSpeed self.jumpSpeed = jumpSpeed # Default stance is standing self.numStance = STILL self.animationDelay = animDelay # Constant to reset sprite change self.movementDelay = 0 # Counter to delay sprite change self.jumpTime = PLAYER_BASE_JUMP # Time you can keep jumping to increase height self.attackTime = 0 # If this is larger than 0 character has to wait to attack self.attacking = False # This indicates if character should attack on current frame self.dead = False # This indicates if character should die on current frame self.stunDelay = 0 # This is to reset the stun counter self.stunnedTime = 0 # If this is larger than 0 character is hitstunned and cannot move self.invulTime = 0 # If this is larger than 0 character is invulnerable and cannot be hit # For most enemies these two are the same self.updateStance()
def __init__(self, imageFile, coordFile, nImages, moveSpeed, animDelay, looking): # First we call parent's constructor MySprite.__init__(self) # Loading the spritesheet. self.sheet = ResourcesManager.loadImage(imageFile, -1) self.sheet = self.sheet.convert_alpha() # Starting movement self.movement = looking self.looking = looking # Reading the coordinates data = ResourcesManager.loadFileCoordinates(coordFile) data = data.split() self.numStance = 1 self.numImageStance = 0 counter = 0 self.sheetCoords = [] line = 0 self.sheetCoords.append([]) tmp = self.sheetCoords[line] for stance in range(1, nImages[line] + 1): tmp.append( pygame.Rect((int(data[counter]), int(data[counter + 1])), (int(data[counter + 2]), int(data[counter + 3])))) counter += 4 # Delay when changing sprite image self.movementDelay = 0 self.numStance = STILL self.moveSpeed = moveSpeed self.animationDelay = animDelay self.rect = pygame.Rect( 100, 100, self.sheetCoords[self.numStance][self.numImageStance][2], self.sheetCoords[self.numStance][self.numImageStance][3]) self.updateStance()
def __init__(self, pos_x, pos_y, image1, image2, image3): #Initialise MyHero avec une position (x, y), deux images et l'objet lui-meme. MySprite.__init__(self, pos_x, pos_y, image1, image2, image3) self.rect = pygame.Rect(pos_x, pos_y, 33, 80)
def __init__( self, pos_x, pos_y, image1, image2, image3 ): #Initialise MyHero avec une position (x, y), deux images et l'objet lui-meme. MySprite.__init__(self, pos_x, pos_y, image1, image2, image3) self.rect = pygame.Rect(pos_x, pos_y, 33, 80)
def __init__(self, pos_x, pos_y, image1, image2, image3, speed): MySprite.__init__(self, pos_x, pos_y, image1, image2, image3) self.rect = pygame.Rect(pos_x, pos_y, 28, 30) self.speed = speed
def __init__(self, pos_x, pos_y, image1, image2): MySprite.__init__(self, pos_x, pos_y, image1, image2)
def __init__(self, pos_x, pos_y, image1, image2, speed): MySprite.__init__(self, pos_x, pos_y, image1, image2) self.speed = speed