Exemplo n.º 1
0
def load():
    global blockSS
    global townSS
    global grass
    global cactus
    blockSS = spriteSheet.SpriteSheet("spritesheet_complete.png")
    townSS = spriteSheet.SpriteSheet("town_spritesheet.png")
    grass = pygame.image.load("grass.png").convert_alpha()
    cactus = pygame.image.load("cactus.png").convert_alpha()
Exemplo n.º 2
0
def load():
    global inventory
    global genericSS
    global fishSS
    genericSS = spriteSheet.SpriteSheet("genericItems.png")
    fishSS = spriteSheet.SpriteSheet("fishSpritesheet.png")
    inventory.append([
        "Spatula", 0,
        pygame.transform.scale(genericSS.img(462, 1132, 88, 140), (22, 35)),
        "Melee", 50, True, "Order up!"
    ])
    inventory.append([
        "Rock", 0,
        pygame.transform.scale(fishSS.img(320, 359, 53, 32), (25, 15)),
        "Ranged", 50, True, "It's just a rock."
    ])
Exemplo n.º 3
0
    def __init__(self):
        super().__init__()
        self.sprite = 0
        self.SS = spriteSheet.SpriteSheet("p1_walk.png")
        self.leftImages = []
        self.rightImages = []
        self.isWalking = False
        self.isLeft = False
        self.detectLeft = 0
        self.detectRight = 0
        self.ableLeft = True
        self.ableRight = True
        self.collisionList = []
        self.case = 0
        self.moveY = 0
        self.ableJump = True
        self.jumpHeight = 3
        self.jumpArc = [int(height) * 10 for height in range(1, 5)]
        self.health = 100
        self.hitList = []
        self.isAlive = True
        self.collectList = []

        # Get Sprites
        coords = ((0, 0, 66, 90), (66, 0, 66, 90), (133, 0, 66, 90),
                  (0, 93, 66, 90), (67, 93, 65, 90), (132, 93, 72, 90),
                  (0, 186, 70, 90), (71, 186, 70, 90), (142, 186, 72, 90),
                  (0, 279, 71, 90), (71, 279, 66, 90))
        for i in range(len(coords)):
            self.leftImages.append(
                pygame.transform.flip(
                    self.SS.img(coords[i][0], coords[i][1], coords[i][2],
                                coords[i][3]), True, False))
            self.rightImages.append(
                self.SS.img(coords[i][0], coords[i][1], coords[i][2],
                            coords[i][3]))

        # Default Position
        self.image = self.rightImages[0]
        self.image = pygame.transform.scale(self.image, (36, 50))
        self.rect = self.image.get_rect()
        self.rect.x = 234
        self.rect.y = 460
        self.mask = pygame.mask.from_surface(self.image)
        self.mask.fill()
Exemplo n.º 4
0
def load():
    global enemySS
    enemySS = spriteSheet.SpriteSheet("spritesheet_complete.png")
Exemplo n.º 5
0
    def intro(screen):
        # Intro cutscene
        global counter
        global isOver
        bg = pygame.image.load("planets.png").convert()
        bg2 = pygame.image.load("space2.png").convert()
        rocket = pygame.image.load("rocket.png").convert_alpha()
        rocket = pygame.transform.scale(rocket, (312, 158))
        shipInterior = pygame.image.load("shipInterior.png").convert()
        warningScreen = pygame.image.load("warningScreen.png").convert()
        exclamationMark = pygame.image.load("!.png").convert_alpha()
        sky = pygame.Surface((800, 600))
        sky.fill((0, 175, 175))
        rocketSS = spriteSheet.SpriteSheet("space_spritesheet.png")
        rocketPart1 = rocketSS.img(1555, 512, 136, 156).convert_alpha()  # Tip
        rocketPart2 = rocketSS.img(1519, 0, 136, 512).convert_alpha()  # Body
        rocketPart3 = rocketSS.img(1763, 0, 93, 169).convert_alpha()  # Wings
        bloo = pygame.transform.scale(
            spriteSheet.SpriteSheet("p1_walk.png").img(0, 0, 66, 90), (33, 45))
        ground = pygame.Surface((800, 600))
        ground.fill((0, 175, 0))

        if counter <= 200:
            # Rocket floats in space
            screen.blit(bg, (0, 0))
            screen.blit(rocket, (800 - 3 * counter,
                                 221 + 0.1 * np.rad2deg(np.sin(counter / 10))))
            counter += 1
            if counter >= 150:
                # SCREEN FADE
                blackBg.set_alpha(10 * (counter - 150))
                screen.blit(blackBg, (0, 0))
        elif counter <= 360:
            # Inside rocket
            screen.blit(shipInterior, (0, 0))
            if counter <= 250:
                # NEXT SCENE
                blackBg.set_alpha(5 * (250 - counter))
                screen.blit(blackBg, (0, 0))
            elif counter >= 275 and counter % 10 <= 5:
                # Panel flashes
                screen.blit(warningScreen, (480, 284))
            if counter >= 300:
                # Exclamation mark appears over head
                screen.blit(exclamationMark, (170, 300))
        elif counter <= 430:
            # Back in space
            if counter <= 400:
                screen.blit(bg2, (0, 0))
                screen.blit(rocket, (400 - 3 * (counter - 360), 300))
            elif counter >= 410:
                screen.blit(bg2, (0, 0))
                screen.blit(rocket, (277, 300 + 20 * (counter - 410)))
                # Top: 1555, 512, 136, 156
                # Body: 1519, 0, 136, 512
                # Wings: 1763, 0, 93, 169
        elif counter <= 600:
            if counter <= 450:
                screen.blit(sky, (0, 0))
                screen.blit(pygame.transform.rotozoom(rocketPart1, 180, 0.5),
                            (336, 256))
                screen.blit(pygame.transform.rotozoom(rocketPart2, 180, 0.5),
                            (336, 0))
                screen.blit(pygame.transform.rotozoom(rocketPart3, 180, 0.5),
                            (290, 43))
                screen.blit(
                    pygame.transform.rotozoom(
                        pygame.transform.flip(rocketPart3, True, False), 180,
                        0.5), (405, 43))
            elif counter <= 470:
                screen.blit(sky, (0, 0))
                screen.blit(pygame.transform.rotozoom(rocketPart1, 180, 0.5),
                            (336, 256))
                screen.blit(pygame.transform.rotozoom(rocketPart2, 180, 0.5),
                            (336, 0))
                screen.blit(pygame.transform.rotozoom(rocketPart3, 180, 0.5),
                            (290 - 10 * (counter - 450), 43 - 10 *
                             (counter - 450)))
                screen.blit(
                    pygame.transform.rotozoom(
                        pygame.transform.flip(rocketPart3, True, False), 180,
                        0.5),
                    (405 + 10 * (counter - 450), 43 - 10 * (counter - 450)))

            elif counter <= 500:
                screen.blit(sky, (0, 0))
                screen.blit(pygame.transform.rotozoom(rocketPart1, 180, 0.5),
                            (336, 256))
                screen.blit(bloo, (360, 200))
                screen.blit(pygame.transform.rotozoom(rocketPart2, 180, 0.5),
                            (336, 0 - 10 * (counter - 470)))
            elif counter <= 550:
                screen.blit(sky, (0, 0))
                screen.blit(pygame.transform.rotozoom(rocketPart1, 180, 0.5),
                            (336, 256 - 10 * (counter - 500)))
                screen.blit(bloo, (360, 200))
            elif counter <= 575:
                screen.blit(sky, (0, 0))
                screen.blit(bloo, (360, 200))
                screen.blit(ground, (0, 600 - 10 * (counter - 550)))
            else:
                isOver = True

        counter += 1
Exemplo n.º 6
0
def load():
    global coinSS
    coinSS = spriteSheet.SpriteSheet("spritesheet_complete.png")
Exemplo n.º 7
0
titleScroll = -200
titleAcceleration = 5
titleBounce = 10
titleHeight = -titleBounce
titlePhase = False
menu = False
cutscene = True
# Shop
shop = False
purchased = False
ableAfford = False
purchasedItem = None
equipped = 0
preview = -1
equipButton = pygame.image.load("Equip.png").convert_alpha()
blockSS = spriteSheet.SpriteSheet("spritesheet_complete.png")
weaponSS = spriteSheet.SpriteSheet("genericItems.png")
storeInventory = [  # [Name, Price, Image, Weapon type, Damage, isBought, tip]
    [
        "Spare limb", 1,
        pygame.image.load("tint1_arm.png").convert_alpha(), "Melee", 60, False,
        "Hopefully it can lend you a hand!"
    ],
    [
        "Money", 2,
        weaponSS.img(268, 650, 101, 106), "Ranged", 70, False,
        "The exchange rate is high these days..."
    ],
    [
        "Toothbrush", 5,
        weaponSS.img(552, 507, 74, 106), "Melee", 90, False,