def init(g, r, n, *params): s = sprite.Sprite3( g, r, 'player/right', (5, 10, 9, 20)) #(0,0,19,25))#(43-14,8,28,48))#left,top,width,height s.rect.bottom = r.bottom s.rect.centerx = r.centerx s.groups.add('player') s.groups.add('solid') g.sprites.append(s) s.loop = loop s.vx = 0 s.vy = 0 s.walk_frame = 1 s.jumping = 0 s.facing = 'right' s.flash_counter = 0 s.flash_timer = 0 s.shooting = 0 s.powered_up = False if hasattr(g.game, 'powerup'): s.powered_up = g.game.powerup s.powerup_transition = 0 s.door_timer = None s.current_door = None s.door_pos = None g.player = s s.event = event s.pan = pan_screen s.damage = damage s.kill = kill s.god_mode = False s.death_counter = -1 s._prev = pygame.Rect(s.rect) s._prev2 = pygame.Rect(s.rect) s.looking = False sprite.init_bounds(g, s) sprite.init_view(g, s) sprite.init_codes(g, s) s.no_explode = False return s
def hit(self, pos, b): cx, cy = pos dx = 1 while self.game.data[2][cy][cx + dx] in DOOR_CODES: dx += 1 n_code = g.data[2][cy][cx + dx] if n_code == 0: return layer = self.game.data[2] w, h = self.game.size xx = cx yy = cy for y in xrange(h): for x in xrange(w): if layer[y][x] in DOOR_CODES and layer[y][x - 1] == n_code: xx = x yy = y #t = g.layer[yy][xx] self.rect = pygame.Rect(xx * TW, yy * TH, TW, TH) self = b self.rect.centerx = rect.centerx s.rect.bottom = rect.bottom if self.standing != None: self.stop_standing() sprite.init_bounds(self.game, self) sprite.init_view(self.game, self) sprite.init_codes(self.game, self) self.prev = pygame.Rect(self.rect) self._prev = pygame.Rect(self.rect) self.game.status = 'transition' self.game.game.sfx['door'].play()
def init(g,r,n,*params): s = sprite.Sprite3(g,r,'player/right',(5,10,9,20)) #(0,0,19,25))#(43-14,8,28,48))#left,top,width,height s.rect.bottom = r.bottom s.rect.centerx = r.centerx s.groups.add('player') s.groups.add('solid') g.sprites.append(s) s.loop = loop s.vx = 0 s.vy = 0 s.walk_frame = 1 s.jumping = 0 s.facing = 'right' s.flash_counter = 0 s.flash_timer = 0 s.shooting = 0 s.powered_up = False if hasattr(g.game, 'powerup'): s.powered_up = g.game.powerup s.powerup_transition = 0 s.door_timer = None s.current_door = None s.door_pos = None g.player = s s.event = event s.pan = pan_screen s.damage = damage s.kill = kill s.god_mode = False s.death_counter = -1 s._prev = pygame.Rect(s.rect) s._prev2 = pygame.Rect(s.rect) s.looking = False sprite.init_bounds(g,s) sprite.init_view(g,s) sprite.init_codes(g,s) s.no_explode = False return s
def hit(g, pos, b): cx, cy = pos import sprite # n_code = sprite.get_code(g,a,1,0) dx = 1 while g.codes_data[cy][cx + dx] in DOOR_CODES: dx += 1 n_code = g.codes_data[cy][cx + dx] if n_code == 0: return layer = g.codes_data w, h = g.size xx, yy = cx, cy for y in xrange(h): for x in xrange(w): if layer[y][x] in DOOR_CODES and layer[y][x - 1] == n_code: xx, yy = x, y # t = g.layer[yy][xx] rect = pygame.Rect(xx * TW, yy * TH, TW, TH) s = b s.rect.centerx = rect.centerx s.rect.bottom = rect.bottom if s.standing is not None: sprite.stop_standing(g, s) sprite.init_bounds(g, s) sprite.init_view(g, s) sprite.init_codes(g, s) s.prev = pygame.Rect(s.rect) s._prev = pygame.Rect(s.rect) g.status = 'transition' g.game.sfx['door'].play()
def hit(g,pos,b): cx,cy = pos import sprite #n_code = sprite.get_code(g,a,1,0) dx = 1 while g.data[2][cy][cx+dx] in DOOR_CODES: dx += 1 n_code = g.data[2][cy][cx+dx] if n_code == 0: return layer = g.data[2] w,h = g.size xx,yy = cx,cy for y in xrange(0,h): for x in xrange(0,w): if layer[y][x] in DOOR_CODES and layer[y][x-1] == n_code: xx,yy = x,y #t = g.layer[yy][xx] rect = pygame.Rect(xx*TW,yy*TH,TW,TH) s = b s.rect.centerx = rect.centerx s.rect.bottom = rect.bottom if s.standing != None: sprite.stop_standing(g,s) sprite.init_bounds(g,s) sprite.init_view(g,s) sprite.init_codes(g,s) s.prev = pygame.Rect(s.rect) s._prev = pygame.Rect(s.rect) g.status = 'transition' g.game.sfx['door'].play()
def init(g, r, n, *params): s = sprite.Sprite3(g, r, 'player/right', (5, 2, 9, 28)) # left,top,width,height s.rect.bottom = r.bottom s.rect.centerx = r.centerx s.groups.add('player') s.groups.add('solid') g.sprites.append(s) s.loop = loop s.vx = 0 s.vy = 0 s.walk_frame = 1 s.jumping = 0 s.double_jumping = 0 s.facing = 'right' s.flash_counter = 0 s.flash_timer = 0 s.shooting = 0 s.powered_up = '' if hasattr(g.game, 'powerup'): s.powered_up = g.game.powerup s.powerup_transition = 0 s.door_timer = None s.current_door = None s.door_pos = None g.player = s s.event = event s.pan = pan_screen s.damage = damage s.damaged_transition = 0 s.kill = kill s.god_mode = False s.death_counter = -1 s.canshoot = True s.got_hit = 0 s.jump_timer = 0 s.keep_jump = False s.jetpack = "jump" s.drone = None s.drone_sprite = None s.shield = False s.shield_sprite = None s.shield_countdown = 5 * 30 s.shield_counter = 0 s._prev = pygame.Rect(s.rect) s._prev2 = pygame.Rect(s.rect) s.looking = False sprite.init_bounds(g, s) sprite.init_view(g, s) sprite.init_codes(g, s) s.no_explode = False s.view_counter = 0 s.speed = 1 if hasattr(g.game, 'strength'): s.strength = g.game.strength return s
def init(g, r, n, *params): s = sprite.Sprite3(g, r, 'player/right', (5, 2, 9, 28)) # left,top,width,height s.rect.bottom = r.bottom s.rect.centerx = r.centerx s.groups.add('player') s.groups.add('solid') g.sprites.append(s) s.loop = loop s.vx = 0 s.vy = 0 s.walk_frame = 1 s.jumping = 0 s.double_jumping = 0 s.facing = 'right' s.flash_counter = 0 s.flash_timer = 0 s.shooting = 0 s.powered_up = '' if hasattr(g.game, 'powerup'): s.powered_up = g.game.powerup s.powerup_transition = 0 s.door_timer = None s.current_door = None s.door_pos = None g.player = s s.event = event s.pan = pan_screen s.damage = damage s.damaged_transition = 0 s.kill = kill s.god_mode = False s.death_counter = -1 s.canshoot = True s.got_hit = 0 s.jump_timer = 0 s.keep_jump = False s.jetpack = "jump" s.drone = None s.drone_sprite = None s.shield = False s.shield_sprite = None s.shield_countdown = 5*30 s.shield_counter = 0 s._prev = pygame.Rect(s.rect) s._prev2 = pygame.Rect(s.rect) s.looking = False sprite.init_bounds(g, s) sprite.init_view(g, s) sprite.init_codes(g, s) s.no_explode = False s.view_counter = 0 s.speed = 1 if hasattr(g.game, 'strength'): s.strength = g.game.strength return s