def __init__(self, x, y): Player.__init__(self, x, y) # initialize list for walking sprites ss = SpriteSheet(path.join(get_art_dir(), 'Biggie', 'Biggie_spritesheet.png'), 10) self.sprites_walk_right = ss.get_sprites(size=(96, 96)) self.sprites_walk_left = [pygame.transform.flip(s, True, False) for s in self.sprites_walk_right] ss = SpriteSheet(path.join(get_art_dir(), 'Biggie', 'Bridge.png'), 8) self.sprites_bridge = ss.get_sprites(size=(256, 32)) ss = SpriteSheet(path.join(get_art_dir(), 'Biggie', 'Ladder.png'), 8) self.sprites_ladder = ss.get_sprites(size=(32, 256)) ss = SpriteSheet(path.join(get_art_dir(), 'Biggie', 'Umbrella.png'), 8) self.sprites_wall = ss.get_sprites(size=(200, 83)) self.heading = Directions.Left self.image = self.sprites_walk_left[0] self.rect = self.image.get_rect() self.rect.x = x self.rect.y = y self.rect.width = BIGGIE_WIDTH self.rect.height = BIGGIE_HEIGHT self.image = pygame.transform.scale(self.image, self.rect.size) ladder = Ladder() self.abilities[ladder.getKey()] = ladder bridge = Bridge() self.abilities[bridge.getKey()] = bridge wall = Wall() self.abilities[wall.getKey()] = wall self.status = Transformed.Default self.wallUnlocked = False
def __init__(self, width, height, x, y, owner=None): Projectile.__init__(self, 25, 25, x, y) self.owner = owner self.speed = 5 # initialize sprite lists ss = SpriteSheet(path.join(get_art_dir(), 'Monkey', 'Banana_spritesheet.png'), 8) self.sprites_throw_right = ss.get_sprites(size=(25, 25)) self.sprites_throw_left = [pygame.transform.flip(s, True, False) for s in self.sprites_throw_right]
def __init__(self, width, height, x, y): Enemy.__init__(self, width, 20, x, y) self.dir = 'D' self.speed = 1 # initialize sprite lists ss = SpriteSheet(path.join(get_art_dir(), 'Spider', 'Spider_spritesheet.png'), 4) self.sprites_walk_left = ss.get_sprites(size=(30, 20)) self.sprites_walk_right = [pygame.transform.flip(s, True, False) for s in self.sprites_walk_left] self.image = self.sprites_walk_left[0]
def __init__(self, x, y): Player.__init__(self, x, y) # initialize lists for walking sprites ss = SpriteSheet(path.join(get_art_dir(), 'Tracy', 'Tracy_spritesheet.png'), 8) self.sprites_walk_left = ss.get_sprites(size=(32, 64)) self.sprites_walk_right = [pygame.transform.flip(s, True, False) for s in self.sprites_walk_left] ss = SpriteSheet(path.join(get_art_dir(), 'Tracy', 'Tracy_climb_spritesheet.png'), 8) self.sprites_climb = ss.get_sprites(size=(46, 64)) self.image = self.sprites_walk_right[0] self.rect = self.image.get_rect() self.rect.x = x self.rect.y = y climbUp = ClimbUp() self.abilities[climbUp.getKey()] = climbUp climbDown = ClimbDown() self.abilities[climbDown.getKey()] = climbDown self.climbing = False
def __init__(self, width, height, x, y): Enemy.__init__(self, 80, 41, x, y) self.dir = "R" self.speed = 2 # initialize sprite lists ss = SpriteSheet(path.join(get_art_dir(), "Wolf", "Wolf_spritesheet.png"), 6) self.sprites_walk_left = ss.get_sprites(size=(80, 41)) self.sprites_walk_right = [pygame.transform.flip(s, True, False) for s in self.sprites_walk_left] self.image = self.sprites_walk_right[0] self.rect = self.image.get_rect() self.rect.x = width self.rect.y = height
def __init__(self, width, height, x, y): Enemy.__init__(self, 55, 25, x, y) self.dir = 'L' self.speed = 1 self.radius = 100 self.dist = 0 self.spawn = [x,y] # initialize sprite lists ss = SpriteSheet(path.join(get_art_dir(), 'Crab', 'Crab_spritesheet.png'), 4) self.sprites_walk_right = ss.get_sprites(size=(55, 25)) self.sprites_walk_left = [pygame.transform.flip(s, True, False) for s in self.sprites_walk_right] self.image = self.sprites_walk_right[0]
def __init__(self, width, height, x, y): Enemy.__init__(self, 45, 45, x, y) self.dir = 'R' self.speed = 2 # initialize sprite lists ss = SpriteSheet(path.join(get_art_dir(), 'Monkey', 'Monkey_spritesheet.png'), 7) self.sprites_walk_left = ss.get_sprites(size=(45, 45)) self.sprites_walk_right = [pygame.transform.flip(s, True, False) for s in self.sprites_walk_left] self.image = self.sprites_walk_right[0] self.aggroRange = 200 self.cooldown = 2000 self.last = pygame.time.get_ticks()