def __init__(self, start_pos, goingRight):
 
     pygame.sprite.Sprite.__init__(self)
     
     Fireball.total_count += 1
     
     if Fireball.image is None:
         Fireball.image, rect = loadImage("fireball.png", -1)
         Fireball.blueimage, rect = loadImage("bluefireball.png", -1)
         Fireball.FX = loadSoundFile("fireball.wav")
                 
     self.blue = False
     
     if random.choice( range(1,11) ) == 10: # roughly 1 out of 10 fireballs is blue
         self.blue = True
         
     if self.blue:
         self.image = Fireball.blueimage
         self.vel_y = BLUE_Y_VEL
         self.vel_x = random.choice( BLUE_X_VELS )
     else:
         self.image = Fireball.image
         self.vel_y = RED_Y_VEL
         self.vel_x = random.choice( RED_X_VELS )
         
     if not goingRight:
         self.vel_x *= -1
     
     self.rect = self.image.get_rect()
     self.rect.center = start_pos
         
     Fireball.FX.play()
 def __init__(self, screen):
 
     pygame.sprite.Sprite.__init__(self)
     
     image, rect = loadImage('mario.png', -1)
     imagerun, rect = loadImage('mario_run.png', -1)
     self.stand = pygame.transform.scale2x(image).convert()
     self.run = pygame.transform.scale2x(imagerun).convert()
     self.standL = pygame.transform.flip(self.stand, 1, 0).convert()
     self.runL = pygame.transform.flip(self.run, 1, 0).convert()
     self.image = self.stand
     self.rect = self.image.get_rect()
     self.area = screen.get_rect()
     self.rect.topleft = (250, 200)
     self.x_vel, self.y_vel = 0, 0
     self.jumping = False
     self.midair = True
     self.walkingRight = True
     self.running = False
     self.fireball_lock = False
     self.jump_count = 0
     self.score = 0
     self.isDead = False
     self.animTick = 0
     
     self.jumpFX = loadSoundFile("jump.wav")
     self.hitFX = loadSoundFile("hit.wav")
Exemplo n.º 3
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    def __init__(self, screen):

        pygame.sprite.Sprite.__init__(self)

        image, rect = loadImage('mario.png', -1)
        imagerun, rect = loadImage('mario_run.png', -1)
        self.stand = pygame.transform.scale2x(image).convert()
        self.run = pygame.transform.scale2x(imagerun).convert()
        self.standL = pygame.transform.flip(self.stand, 1, 0).convert()
        self.runL = pygame.transform.flip(self.run, 1, 0).convert()
        self.image = self.stand
        self.rect = self.image.get_rect()
        self.area = screen.get_rect()
        self.rect.topleft = (250, 200)
        self.x_vel, self.y_vel = 0, 0
        self.jumping = False
        self.midair = True
        self.walkingRight = True
        self.running = False
        self.fireball_lock = False
        self.jump_count = 0
        self.score = 0
        self.isDead = False
        self.animTick = 0

        self.jumpFX = loadSoundFile("jump.wav")
        self.hitFX = loadSoundFile("hit.wav")
Exemplo n.º 4
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    def __init__(self, start_pos, goingRight):

        pygame.sprite.Sprite.__init__(self)

        Fireball.total_count += 1

        if Fireball.image is None:
            Fireball.image, rect = loadImage("fireball.png", -1)
            Fireball.blueimage, rect = loadImage("bluefireball.png", -1)
            Fireball.FX = loadSoundFile("fireball.wav")

        self.blue = False

        if random.choice(range(
                1, 11)) == 10:  # roughly 1 out of 10 fireballs is blue
            self.blue = True

        if self.blue:
            self.image = Fireball.blueimage
            self.vel_y = BLUE_Y_VEL
            self.vel_x = random.choice(BLUE_X_VELS)
        else:
            self.image = Fireball.image
            self.vel_y = RED_Y_VEL
            self.vel_x = random.choice(RED_X_VELS)

        if not goingRight:
            self.vel_x *= -1

        self.rect = self.image.get_rect()
        self.rect.center = start_pos

        Fireball.FX.play()
    def __init__(self, start_pos, goingRight, blue):
    
        pygame.sprite.Sprite.__init__(self)
        
        Fireball.total_count += 1
        
        if Fireball.image is None:
            Fireball.image, rect = loadImage("fireball.png", -1)
            Fireball.blueimage, rect = loadImage("bluefireball.png", -1)
            Fireball.FX = loadSoundFile("fireball.wav")
                    
        self.blue = False

        ### If the blue parameter is true then use a blue fireball
        if blue:
            self.blue = True
            
        if self.blue:
            self.image = Fireball.blueimage
            self.vel_y = BLUE_Y_VEL
            self.vel_x = random.choice( BLUE_X_VELS )
        else:
            self.image = Fireball.image
            self.vel_y = RED_Y_VEL
            self.vel_x = random.choice( RED_X_VELS )
            
        if not goingRight:
            self.vel_x *= -1
        
        self.rect = self.image.get_rect()
        self.rect.center = start_pos
            
        Fireball.FX.play()
Exemplo n.º 6
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def init_mainMenu(data):

    data.candyLocation = None
    data.mainMenuObjects = []
    data.mainMenu_title = loadImage('main_menu_2.png')
    data.mainMenu = loadImage('background.png')
    data.mainMenu = pygame.transform.scale(data.mainMenu, 
                                        (data.width, data.height))
    setUp_main_Menu(data)
Exemplo n.º 7
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 def __init__(self):
     super().__init__()
     
     
     self.pulledByGravity = False
     self.image = loadImage('bubble.png')
     self.rect = self.image.get_rect()
Exemplo n.º 8
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 def __init__(self, x, y):
     super().__init__()
     self.x = x
     self.y = y
     self.pulledByGravity = False
     self.image = loadImage('omNom.png')
     self.rect = self.image.get_rect()
     self.rect.x = x
     self.rect.y = y
Exemplo n.º 9
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 def __init__(self, x, y):
     super().__init__()
     self.x = x
     self.y = y
     self.pulledByGravity = False
     self.image = loadImage('nail.png')
     self.rect = self.image.get_rect()
     self.rect.x = x
     self.rect.y = y
     self.isRopeAttached = False
Exemplo n.º 10
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def init(data):
    data.mode = "mainMenu"
    data.time = 0
    data.timer = 0
    data.countdown = 60
    # data.mode = 'testLevel'
    data.margin = 30
    data.gravity = 2
    data.backButtonPos = (data.width-50,data.height-20)
    data.caption = 'Cut the Rope'
    pygame.display.set_caption(data.caption)
    gameIcon = loadImage('gameIcon.png',-1) 
    pygame.display.set_icon(gameIcon)
    data.level_bg = loadImage('background.png')
    data.font = pygame.font.Font('freesansbold.ttf', 20)

    init_mainMenu(data)
    init_levelsMenu(data)
    init_LevelTest(data)
Exemplo n.º 11
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 def __init__(self, x, y):
     super().__init__()
     self.x = x
     self.y = y
     self.pulledByGravity = True
     self.image = loadImage('candy.png')
     self.rect = self.image.get_rect()
     self.rect.x = x
     self.rect.y = y
     self.ropeAttached = False
     self.attachedRopes = []
 def __init__(self, pos):
 
     pygame.sprite.Sprite.__init__(self)
     
     if PowBlock.image is None:
         PowBlock.image, rect = loadImage("pow.png", -1)
         PowBlock.image = pygame.transform.scale2x(PowBlock.image).convert()
         
     self.image = PowBlock.image
     self.rect = self.image.get_rect()
     self.rect.center = pos
     #self.rect.topleft = pos
     self.onGround = False
Exemplo n.º 13
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    def __init__(self, pos):

        pygame.sprite.Sprite.__init__(self)

        if PowBlock.image is None:
            PowBlock.image, rect = loadImage("pow.png", -1)
            PowBlock.image = pygame.transform.scale2x(PowBlock.image).convert()

        self.image = PowBlock.image
        self.rect = self.image.get_rect()
        self.rect.center = pos
        #self.rect.topleft = pos
        self.onGround = False
Exemplo n.º 14
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    def __init__(self, screen, start_pos):

        pygame.sprite.Sprite.__init__(self)

        if Shell.image is None:
            tempimage, rect = loadImage("shell.png", -1)
            Shell.image = pygame.transform.scale2x(tempimage).convert()

        self.image = Shell.image
        self.rect = self.image.get_rect()
        self.rect.center = start_pos
        self.area = screen.get_rect()
        self.onGround = False
        self.falling = False

        self.vel_y = SHELL_Y_VEL
        self.vel_x = SHELL_X_VEL

        if start_pos[0] > self.area.width / 2:
            self.vel_x *= -1
 def __init__(self, screen, start_pos):
 
     pygame.sprite.Sprite.__init__(self)
     
     if Shell.image is None:
         tempimage, rect = loadImage("shell.png", -1)
         Shell.image = pygame.transform.scale2x(tempimage).convert()
         
     self.image = Shell.image
     self.rect = self.image.get_rect()
     self.rect.center = start_pos
     self.area = screen.get_rect()
     self.onGround = False
     self.falling = False
     
     self.vel_y = SHELL_Y_VEL
     self.vel_x = SHELL_X_VEL
     
     if start_pos[0] > self.area.width / 2:
         self.vel_x *= -1
Exemplo n.º 16
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def init():

    global screen, clock, gameoverFX, hitFX, background, background_orig, mario

    # initialize main pygame stuff
    os.environ['SDL_VIDEO_CENTERED'] = '1'
    pygame.mixer.pre_init() #default buffer size is 4096, causes a small delay when asking for a sound to play
    pygame.init()
    clock = pygame.time.Clock()
    screen = pygame.display.set_mode( SCREEN_SIZE )
    pygame.display.set_caption("Mario Shell Defense")
        
    # load sounds
    gameoverFX = loadSoundFile("gameover.wav")
    hitFX = loadSoundFile("hit.wav")
    
    # load music
    if pygame.mixer:
        pygame.mixer.music.load( BG_MUSIC )
    
    # set up background
    #background = pygame.Surface(screen.get_size()).convert()
    #background.fill((255,255,255))

    # changed the background to a different image. 
    # superMario.jpg
    bg, rect = loadImage("superMario.jpg")
    background_orig = pygame.transform.scale2x(bg).convert()
    background = pygame.transform.scale2x(bg).convert()
    
    BLOCKS.add( PowBlock((250,390)) )
    BLOCKS.add( PowBlock((250+34,390)) )
    BLOCKS.add( PowBlock((250+34+34,390)) )
    BLOCKS.add( PowBlock((250+34+34+34,390)) )

    # set up sprites
    mario = Mario(screen)
    HERO.add( mario )
    
    if pygame.mixer:
        pygame.mixer.music.play(-1)
def init():

    global screen, clock, gameoverFX, hitFX, background, background_orig, mario

    # initialize main pygame stuff
    os.environ['SDL_VIDEO_CENTERED'] = '1'
    pygame.mixer.pre_init() #default buffer size is 4096, causes a small delay when asking for a sound to play
    pygame.init()
    clock = pygame.time.Clock()
    screen = pygame.display.set_mode( SCREEN_SIZE )
    pygame.display.set_caption("Mario Shell Defense")
        
    # load sounds
    gameoverFX = loadSoundFile("gameover.wav")
    hitFX = loadSoundFile("hit.wav")
    
    # load music
    if pygame.mixer:
        pygame.mixer.music.load( BG_MUSIC )
    
    # set up backgrounddd
    #background = pygame.Surface(screen.get_size()).convert()
    #background.fill((255,255,255))
    bg, rect = loadImage("background.jpg")
    background_orig = pygame.transform.scale2x(bg).convert()
    background = pygame.transform.scale2x(bg).convert()
    
    BLOCKS.add( PowBlock((250,390)) )
    BLOCKS.add( PowBlock((250+34,390)) )
    BLOCKS.add( PowBlock((250+34+34,390)) )
    BLOCKS.add( PowBlock((250+34+34+34,390)) )

    # set up sprites
    mario = Mario(screen)
    HERO.add( mario )
    
    if pygame.mixer:
        pygame.mixer.music.play(-1)
Exemplo n.º 18
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 def __init__(self):
     super().__init__()
     self.pulledByGravity = True
     self.image = loadImage('candy.png')
     self.rect = self.image.get_rect()
     self.ropeAttached = False