예제 #1
0
 def render(self, screen, looker=None):
     looker = looker or camera
     px, py = self.screenpos(looker)
     if not looker.isvisible(px, py, 100):
         return
     self.rendershadow(screen)
     if not self.frames:
         self.frames.update(images.spritesheet(self.fname, 1, 2))
     self.drawtractor(screen, looker)
     self.fcounter += 1
     a = [0, 1][int(self.fcounter * 0.5) % 2]
     frame = self.frames[(0, a)]
     screen.blit(frame, (px - 12, py - 15))
예제 #2
0
    def render(self, screen):
        if not self.visible: return
        if not little_yous:
            little_yous.update(images.spritesheet('playersprite.png', 8, 3))
        i = 0
        if self.moving:
            i = int(self.counter * self.v * 1 // 1) % 4
        img = little_yous[(self.last_direction, (0, 1, 0, 2)[i])]

        #		self.rendershadow(screen)
        px, py = self.screenpos()
        #pygame.draw.circle(screen, (255, 0, 0), (px, py-21), 4)
        screen.blit(img, (px - img.get_width() // 2, py - img.get_height()))
예제 #3
0
	def render(self, screen, looker=None):
		looker = looker or camera
		px, py = self.screenpos(looker)
		if not looker.isvisible(px, py, 100):
			return
		self.rendershadow(screen)
		if not self.frames:
			self.frames.update(images.spritesheet(self.fname, 1, 2))
		self.drawtractor(screen, looker)
		self.fcounter += 1
		a = [0,1][int(self.fcounter * 0.5) % 2]
		frame = self.frames[(0, a)]
		screen.blit(frame, (px-12, py-15))
예제 #4
0
	def render(self, screen, looker=None):
		looker = looker or camera
		px, py = self.screenpos(looker)
		if not looker.isvisible(px, py, 100):
			return
#		self.rendershadow(screen)
		if not self.frames:
			self.frames.update(images.spritesheet(self.fname, 4, 3))
		self.drawtractor(screen, looker)
		self.fcounter += 1
		a = [0,1,0,2][int(self.fcounter * self.v * 3) % 4] if self.vx or self.vy else 0
		frame = self.frames[(self.last_direction//2, a)]
		screen.blit(frame, (px-10, py-15))
예제 #5
0
	def render(self, screen):
		if not self.visible: return
		if not little_yous:
			little_yous.update(images.spritesheet('playersprite.png', 8, 3))
		i = 0
		if self.moving:
			i = int(self.counter * self.v * 1 // 1) % 4
		img = little_yous[(self.last_direction, (0,1,0,2)[i])]
		
#		self.rendershadow(screen)
		px, py = self.screenpos()
		#pygame.draw.circle(screen, (255, 0, 0), (px, py-21), 4)
		screen.blit(img, (px - img.get_width() // 2, py - img.get_height()))
예제 #6
0
    def render(self, screen, looker=None):
        looker = looker or camera
        px, py = self.screenpos(looker)
        if not looker.isvisible(px, py, 100):
            return


#		self.rendershadow(screen)
        if not self.frames:
            self.frames.update(images.spritesheet(self.fname, 4, 3))
        self.drawtractor(screen, looker)
        self.fcounter += 1
        a = [0, 1, 0, 2][int(self.fcounter * self.v * 3) %
                         4] if self.vx or self.vy else 0
        frame = self.frames[(self.last_direction // 2, a)]
        screen.blit(frame, (px - 10, py - 15))