Exemplo n.º 1
0
 def __init__(self, screen, tilex, tiley, set="brown", tileclass="wall"):
     x = (tilex - (FULL_TILES_HOR - TILES_HOR) + 0.5) * TILE_DIM
     y = (tiley - (FULL_TILES_VER - TILES_VER) + 0.5) * TILE_DIM
     VisibleObject.__init__(self, screen, x, y)
     self.animations["default"] = Animation(set, tileclass)
     self.image = self.animations[self.current_animation].update_and_get_image()
     self.rect = self.image.get_rect()
     self.tilex = tilex
     self.tiley = tiley
     self.tileclass = tileclass
     self.aligned = True
     return
Exemplo n.º 2
0
  def __init__(self, screen, x, y, life = -1, gravity = False, colliding = False):
    VisibleObject.__init__(self, screen, x, y)
    self.dx = 0.0
    self.dy = 0.0
    self.initial_x = x
    self.initial_y = y
    self.gravity = gravity
    self.colliding = colliding
    self.active = (self.x + self.rect.width / 2 > 0) and (self.y + self.rect.height / 2 > 0)

    self.on_ground = False

    self.life = life
    self.destructable = True
    if (self.life == -1):
      self.destructable = False

    return
Exemplo n.º 3
0
  def __init__(self, screen, x = None, y = None, set = "brown", itemclass = "key", max_activations = 1, trigger_type = None):
    VisibleObject.__init__(self, screen, x, y)
    self.animations["default"] = Animation(set, itemclass)

    try:
      self.animations["broken"] = Animation(set, itemclass + "_broken")
    except:
      self.animations["broken"] = self.animations["default"]

    self.image = self.animations[self.current_animation].update_and_get_image()
    self.rect = self.image.get_rect()
    self.itemclass = itemclass
    self.activated_times = 0
    self.max_activations = max_activations
    self.trigger = None
    if trigger_type != None:
      self.trigger = Trigger(trigger_type, x, y)
    else:
      self.pickable = True
    return