Exemplo n.º 1
0
 def __init__(self,pos,lvl):
     self.anim = Animation(data.Camera.anim,True)
     AnimatedSprite.__init__(self)
     self.rect.center = pos
     if lvl:
         lvl.all.add(self)
         lvl.cameras.add(self)
     self.image.set_colorkey(self.image.get_at((0,0)))
     self.anim.index = random.randint(0,len(self.anim.seq))
     self.direction = 'right'
     self.level = None
Exemplo n.º 2
0
    def update(self,level=None):
        self.level = level
        AnimatedSprite.update(self)
        if self.anim.index < 35 or self.anim.index > 205:
            self.direction = 'right'
        elif 138 > self.anim.index > 103:
            self.direction = 'left'
        else:
            self.direction = 'center'
        self.image.set_colorkey(self.image.get_at((0,0)))

        if self.level.player.rect.centery > self.rect.bottom \
           and self._dist(self.level.player.rect) < 500:

            if self.direction == 'left' and \
               self.level.player.rect.right < self.rect.left and \
               200 > self._dist(self.level.player.rect.right,self.rect.left) > 20:
                eventnet.driver.post('alarm',pos=self.rect.center)
            elif self.direction == 'right' and \
                 self.level.player.rect.left > self.rect.right and \
                 200 > self._dist(self.level.player.rect.left,self.rect.right) > 20:
                eventnet.driver.post('alarm',pos=self.rect.center)
Exemplo n.º 3
0
 def __init__(self,level):
     #for name in ['walk_left',
     #             'walk_right',
     #             'die_back_left',
     #             'die_back_right',
     #             'die_forward_left',
     #             'die_forward_right']:
     #    anim = getattr(self.animation_set,name)
     #    setattr(self.animation_set,name,Animation(anim,True))
     self.audio = Audio()
     self.audio.volume = 0.5
     self.anim = self.animation_set.walk_right
     AnimatedSprite.__init__(self)
     self.level = level
     self.vy = 3
     self.vx = 0
     self.capture()
     self.image.set_colorkey(self.image.get_at((0,0)))
     self.punching = False
     self.kicking = False
     self.dying = False
     self.direction = 'right'
     self.enemies = []
Exemplo n.º 4
0
    def update(self,level):
        self.level = level
        self.level.enemies.sprites()
        if self.anim in [self.animation_set.walk_left,
                         self.animation_set.punch_left,
                         self.animation_set.die_forward_left,
                         self.animation_set.die_back_left]:
            self.direction = 'left'
        else:
            self.direction = 'right'
        self.level = level
        self.image = self.anim.seq[0]
        old = self.rect.center
        self.rect.centery += self.vy
        if self.vy:
            self.vy += 0.1

        if pygame.sprite.spritecollideany(self,self.level.floors) or \
           pygame.sprite.spritecollideany(self,self.level.walls):
            self.rect.center = old
            self.vy = 0.1

        old = self.rect.center
        self.rect.centerx += self.vx
        if pygame.sprite.spritecollideany(self,self.level.floors) or \
           pygame.sprite.spritecollideany(self,self.level.walls):
            self.rect.center = old
            if self.flying:
                self.audio.play(random.choice(data.punch))

        if self.punching or self.kicking:
            if self.anim.index == len(self.anim.seq)-1:
                self.recover()
            else:
                AnimatedSprite.update(self)
        elif self.dying:
            if self.anim.index < len(self.anim.seq)-1:
                AnimatedSprite.update(self)
                self.rect.centery += 0.5
                if self.anim in [self.animation_set.die_back_left,
                                 self.animation_set.die_back_right]:
                    if self.direction == 'right':
                        self.rect.centerx -= 2
                    else:
                        self.rect.centerx += 2
                else:
                    if self.direction == 'right':
                        self.rect.centerx += 2
                    else:
                        self.rect.centerx -= 2
        elif self.vx > 0:
            i = self.anim.index
            self.anim = self.animation_set.walk_right
            self.anim.index = i
            AnimatedSprite.update(self)
        elif self.vx < 0:
            i = self.anim.index
            self.anim = self.animation_set.walk_left
            self.anim.index = i
            AnimatedSprite.update(self)
        self.image.set_colorkey(self.image.get_at((0,0)))
Exemplo n.º 5
0
 def kill(self):
     self.release()
     AnimatedSprite.kill(self)