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))
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()))
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))
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))
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()))
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))