def _load_characters(self): # Just load the knight for now knight_north = load_sprite_asset("knight/look_north") knight_west = load_sprite_asset("knight/look_west") knight_walk_west = load_sprite_animation("knight", "walk_west", 8, 0.15) knight_walk_north = load_sprite_animation("knight", "walk_north", 8, 0.15) #knight_walk_west = knight_walk_north = pyglet.image.load_animation("assets/knight/walk_west.gif") # knight_walk_west.anchor_x = knight_walk_west.width / 2 knight_x, knight_y = self.map.get_coordinates(5, 5) knight_faces = faces_from_images(north=knight_north, west=knight_west) knight_walks = [knight_walk_north, knight_walk_west, knight_walk_north, knight_walk_west] knight = MovingSprite(knight_x, knight_y, knight_faces, knight_walks) knight.scale=1 knight.is_player=True knight.zindex=10 knight_x, knight_y = self.map.get_coordinates(5, 0) knight2 = MovingSprite(knight_x, knight_y, knight_faces, knight_walks) knight2.scale=1 knight2.is_player=True knight2.zindex=10 knight2.look(2) return [knight, knight2]
def basicSpriteFactory(self , layername,tileid,x,y,img=None): if img is None: img = self.sheet[tileid] if layername == "joueur": return self.basicPlayerFactory(tileid,x,y,img) elif layername in ["ramassable","cache","personnage"]: return MovingSprite(layername,tileid,x,y,[img]) else: return MySprite(layername,tileid,x,y,[img])
def basicSpriteFactory(self, layername, tileid, x, y, img=None): if img is None: img = self.sheet[tileid] if layername == "joueur": imglist = [self.sheet[i, j] for i, j in ((10, 0), (8, 0), (9, 0), (11, 0))] p = Player(layername, tileid, x, y, imglist) if tileid[0] in [10, 8, 9, 11]: p.translate_sprite(0, 0, 90 * [10, 8, 9, 11].index(tileid[0])) return p elif layername == "personnage": return MovingSprite(layername, tileid, x, y, [img]) else: return SpriteBuilder.basicSpriteFactory(self, layername, tileid, x, y, img)
def __init__(self,*args,**kwargs): MovingSprite.__init__(self,*args,**kwargs) self.inventory = pygame.sprite.Group()
def __init__(self, *args, **kwargs): MovingSprite.__init__(self, *args, **kwargs) self.inventory = pygame.sprite.Group()
def _load_characters(self): # Just load the knight for now knight_north = load_sprite_asset("knight/look_north") knight_west = load_sprite_asset("knight/look_west") knight_walk_west = load_sprite_animation("knight", "walk_west", 8, 0.15) knight_walk_north = load_sprite_animation("knight", "walk_north", 8, 0.15) #knight_walk_west = knight_walk_north = pyglet.image.load_animation("assets/knight/walk_west.gif") # knight_walk_west.anchor_x = knight_walk_west.width / 2 knight_x, knight_y = self.map.get_coordinates(5, 5) knight_faces = faces_from_images(north=knight_north, west=knight_west) knight_walks = [ knight_walk_north, knight_walk_west, knight_walk_north, knight_walk_west ] knight = MovingSprite(knight_x, knight_y, knight_faces, knight_walks) knight.scale = 1 knight.is_player = True knight.zindex = 10 knight_x, knight_y = self.map.get_coordinates(5, 0) knight2 = MovingSprite(knight_x, knight_y, knight_faces, knight_walks) knight2.scale = 1 knight2.is_player = True knight2.zindex = 10 knight2.look(2) return [knight, knight2]