예제 #1
0
	def __init__(self):
		#FIXME: remove these defaults
		self.to_remove = False
		self.sprite = sprite.get_sprite( FOE_BITMAP )
		self.bullet_sprite = sprite.get_sprite( BULLET_BITMAP )
		self.life = FOE_LIFE
		self.frame = 0
예제 #2
0
 def __init__(self):
     #FIXME: remove these defaults
     self.to_remove = False
     self.sprite = sprite.get_sprite(FOE_BITMAP)
     self.bullet_sprite = sprite.get_sprite(BULLET_BITMAP)
     self.life = FOE_LIFE
     self.frame = 0
예제 #3
0
	def create(self, ml, x, y, frame, bullet, sprite_name):
		foe = BulletMLFoe(BEHAV_PATH + ml)
		foe.x = x
		foe.y = y
		foe.sprite = sprite.get_sprite(BITMAP_PATH + sprite_name)
		foe.bullet_sprite = sprite.get_sprite(BITMAP_PATH + bullet)
		foe.frame = frame
		self.launch_list.append(foe)
예제 #4
0
	def __init__(self, context):
		self._context = context

		self.x = 0.0
		self.y = - context._field_height * .25
		self.frame = 0
		self.id = len(context.player_list) # Won't work when a death occurs
		context.update_list.append(self)
		context.player_list.append(self)
		self.to_remove = False
		self.speed = PLAYER_SPEED

		self.sprite = sprite.get_sprite(SHIP_BITMAP)

		i = 1
		while gl.glIsList(i):
			i += 1
		gl.glNewList(i, gl.GL_COMPILE)
		
		gl.glColor4f(1.0, 0.0, 1.0, 0.5)
		gl.glDisable(gl.GL_TEXTURE_2D)
		gl.glBegin(gl.GL_TRIANGLE_FAN)
		NB_STRIPS = 32
		gl.glVertex2f(0., 0.)
		for k in xrange(NB_STRIPS+1):
			gl.glVertex2f(RADIUS * math.cos(2 * math.pi * k / NB_STRIPS),
			           RADIUS * math.sin(2 * math.pi * (-k) / NB_STRIPS))
		gl.glEnd()
		gl.glColor4f(1., 1., 1., 1.)

		gl.glEndList()
		self.circle_list = i

		self.t=0
예제 #5
0
    def __init__(self, context):
        self._context = context

        self.x = 0.0
        self.y = -context._field_height * .25
        self.frame = 0
        self.id = len(context.player_list)  # Won't work when a death occurs
        context.update_list.append(self)
        context.player_list.append(self)
        self.to_remove = False
        self.speed = PLAYER_SPEED

        self.sprite = sprite.get_sprite(SHIP_BITMAP)

        i = 1
        while gl.glIsList(i):
            i += 1
        gl.glNewList(i, gl.GL_COMPILE)

        gl.glColor4f(1.0, 0.0, 1.0, 0.5)
        gl.glDisable(gl.GL_TEXTURE_2D)
        gl.glBegin(gl.GL_TRIANGLE_FAN)
        NB_STRIPS = 32
        gl.glVertex2f(0., 0.)
        for k in xrange(NB_STRIPS + 1):
            gl.glVertex2f(RADIUS * math.cos(2 * math.pi * k / NB_STRIPS),
                          RADIUS * math.sin(2 * math.pi * (-k) / NB_STRIPS))
        gl.glEnd()
        gl.glColor4f(1., 1., 1., 1.)

        gl.glEndList()
        self.circle_list = i

        self.t = 0
예제 #6
0
	def __init__(self, context):
	
		self._context = context
		
		context.update_list.append(self)
		self.index = len(self._context.bullet_list)
		context.bullet_list.append(self)
		
		self.controller = BulletMLController()
		self.controller.game_object = self
		
		self.wait = 0

		self.sprite = sprite.get_sprite(BULLET_BITMAP)
예제 #7
0
    def __init__(self, context):

        self._context = context

        context.update_list.append(self)
        self.index = len(self._context.bullet_list)
        context.bullet_list.append(self)

        self.controller = BulletMLController()
        self.controller.game_object = self

        self.wait = 0

        self.sprite = sprite.get_sprite(BULLET_BITMAP)
예제 #8
0
def export_chr(chr_file, png_file, palette=palette, width=8):
    sprs = sprite.load_sprites(chr_file)
    spr_len = sprite.length(sprs)
    height = spr_len / width
    size = (width * 8, height * 8)

    img = Image.new('RGB', size)
    draw = ImageDraw.Draw(img)

    for s_index in range(spr_len):
        spr = sprite.get_sprite(s_index, sprs)
        dx = s_index % width
        dy = s_index / width
        for y in range(8):
            for x in range(8):
                color = spr[y][x]
                draw.point((x+(8*dx),y+(8*dy)), palette[color])
    img.save(png_file, 'PNG')
예제 #9
0
def export_nametable(nametable_file, chr_file, png_file, palette=palette):
    nts = nametable.load_nametable(nametable_file)
    sprs = sprite.load_sprites(chr_file)

    nt = nametable.get_nametable(0, nts)
    size = (256, 256)
    img = Image.new('RGB', size)
    draw = ImageDraw.Draw(img)

    nt_index = 0

    num_nt = nametable.length(nts)

    for y in range(32):
        for x in range(32):
            dx = nt_index / 32
            dy = nt_index % 32
            spr_index = nt[y][x] + 256
            spr = sprite.get_sprite(spr_index, sprs)
            draw_sprite(spr, dx, dy, draw, palette)
            nt_index += 1

    img.save(png_file, 'PNG')