def calc_pos(self, deltatime): if (self.rect.right > self.area.width or self.rect.left < 0): if (self.rect.right > self.area.width): self.velY = 500 self.velX = 0 self.image, self.rect = load_png('playerd.png') elif (self.rect.left < 0): self.velY = -500 self.velX = 0 self.image, self.rect = load_png('playert.png') if (self.rect.bottom > self.area.height - 200 or self.rect.top < 0): if (self.rect.bottom > self.area.height - 200): self.velX = -500 self.velY = 0 self.image, self.rect = load_png('playerl.png') elif (self.rect.top < 0): self.velX = 500 self.velY = 0 self.image, self.rect = load_png('playerr.png') self.velX = self.velX + self.accX * deltatime self.velY = self.velY + self.accY * deltatime self.posX = self.posX + self.velX * deltatime self.posY = self.posY + self.velY * deltatime self.update_bounds()
def __init__(self, shelfnum): pygame.sprite.Sprite.__init__(self) self.image, self.rect = load_png('shelf.png') self.image = pygame.transform.scale(self.image, (100, 500)) self.rect = self.image.get_rect() if shelfnum == 0: self.x = 180 self.y = 128 self.rect.x = 180 self.rect.y = 128 elif shelfnum == 1: self.x = 460 self.y = 128 self.rect.x = 460 self.rect.y = 128 elif shelfnum == 2: self.x = 740 self.y = 128 self.rect.x = 740 self.rect.y = 128 else: self.x = 1020 self.y = 128 self.rect.x = 1020 self.rect.y = 128 screen = pygame.display.get_surface() self.area = screen.get_rect()
def input(self, up, down, left, right): lastangle = 0 previousRect = self.rect if (up): self.velY = -self.speed self.image, self.rect = load_png('playert.png') self.rect.x = previousRect.x self.rect.y = previousRect.y elif (down): self.velY = self.speed self.image, self.rect = load_png('playerd.png') self.rect.x = previousRect.x self.rect.y = previousRect.y else: self.velY = 0 if (left): self.velX = -self.speed self.image, self.rect = load_png('playerl.png') self.rect.x = previousRect.x self.rect.y = previousRect.y elif (right): self.velX = self.speed self.image, self.rect = load_png('playerr.png') self.rect.x = previousRect.x self.rect.y = previousRect.y else: self.velX = 0 if (up and right): self.image, self.rect = load_png('playertr.png') self.rect.x = previousRect.x self.rect.y = previousRect.y self.velX = self.diagspeed self.velY = -self.diagspeed elif (up and left): self.image, self.rect = load_png('playertl.png') self.rect.x = previousRect.x self.rect.y = previousRect.y self.velX = -self.diagspeed self.velY = -self.diagspeed elif (down and left): self.image, self.rect = load_png('playerdl.png') self.rect.x = previousRect.x self.rect.y = previousRect.y self.velX = -self.diagspeed self.velY = self.diagspeed elif (down and right): self.image, self.rect = load_png('playerdr.png') self.rect.x = previousRect.x self.rect.y = previousRect.y self.velX = self.diagspeed self.velY = self.diagspeed
def __init__(self): pygame.sprite.Sprite.__init__(self) self.image, self.rect = load_png('../assets/Cloud.png') self.x = 1080 self.y = 140 self.v = 1 #Velocity self.move = True screen = pygame.display.get_surface() self.area = screen.get_rect()
def __init__(self): pygame.sprite.Sprite.__init__(self) self.image, self.rect = load_png('../assets/img/gondolaframe-1.png') screen = pygame.display.get_surface() self.originalX = 500 self.area = screen.get_rect() self.state = "still" self.reinit() self.imageCounter = 0 self.rect.y = 212 self.rect.x = 500 self.reversed = False
def __init__(self): pygame.sprite.Sprite.__init__(self) self.image, self.rect = load_png('../assets/Cactus.png') self.x = 1080 self.y = 425 self.v = 2 screen = pygame.display.get_surface() self.area = screen.get_rect() self.state = "moving" self.imageCounter = 0 self.counter = 10
def __init__(self): pygame.sprite.Sprite.__init__(self) self.image, self.rect = load_png('../assets/Cactus2.png') self.rect = self.rect.inflate(-40, -40) self.x = 1080 self.y = 420 self.rect.x = 1080 self.rect.y = 420 self.v = 8 #Velocity self.move = True screen = pygame.display.get_surface() self.area = screen.get_rect()
def __init__(self, speed, x, y): pygame.sprite.Sprite.__init__(self) screen = pygame.display.get_surface() self.image, self.rect = load_png('../assets/img/boomerangframe-0.png') self.rect.x = x self.imageCounter = 0 self.rect.y = y self.orignalx = x self.orignaly = y self.reversed = False self.speed = speed self.area = screen.get_rect() self.movepos = [self.rect.x,self.rect.y] if(self.speed < 1): self.rect.x = 1280 - self.rect.x else: self.rect.x = self.rect.x self.rect.y = self.rect.y - 20
def __init__(self): '''Initializes kangaroo sprite''' pygame.sprite.Sprite.__init__(self) self.image, self.rect = load_png('../assets/kangaroo-frame-0.png') self.rect = self.rect.inflate(-64, -64) self.jumpup = False self.colliding = False self.x = 0 self.y = 415 self.rect.x = 0 self.rect.y = 415 self.v = -20 #Velocity self.g = 1 #Gravity constant screen = pygame.display.get_surface() self.area = screen.get_rect() self.imageCounter = 0 #For images self.counter = 10
def __init__(self): '''Initializes kangaroo sprite''' pygame.sprite.Sprite.__init__(self) self.image, self.rect = load_png('../assets/kangaroo-frame-0.png') self.jumpup = False self.x = 0 self.y = 415 self.v = -20 self.g = 1 screen = pygame.display.get_surface() self.area = screen.get_rect() self.state = "still" self.imageCounter = 0 self.counter = 10 #self.reinit() #def reinit(self): '''Moves kangaroo to position'''
def __init__(self): pygame.sprite.Sprite.__init__(self) #pygame.display.init() self.image, self.rect = load_png('playerr.png') self.isMoving = False self.key = pygame.K_m #can't create an empty variable or something smh screen = pygame.display.get_surface() self.velX = 500 self.velY = 0 self.accX = 0 self.accY = 0 self.posX = random.randint(1, 11) * 100 self.posY = 50 self.rect.x = 700 self.rect.y = 100 self.speed = 500 self.diagspeed = 354 self.area = screen.get_rect()
def __init__(self, yesno): pygame.sprite.Sprite.__init__(self) if (yesno): self.image, self.rect = load_png('buttony.png') else: self.image, self.rect = load_png('buttonn.png')