def generate_random_enemies(self): if self.player.points < 100: number_of_enemies = random.randint(0, 6) position_Y = random.randint(0, self.height - 70) while number_of_enemies > 0: y = random.randint(0,self.height-50) self.player.enemies.append(Enemy(self.weight - 50 * number_of_enemies, y, -1, 50, 50)) number_of_enemies -= 1 else: self.player.points = 0 self.boss = True if self.level == 1: self.player.enemies.append(Enemy(self.weight - 100, self.height / 2, -1, 76, 77)) for enemy in self.player.enemies: enemy.health = 15000 enemy.image = pygame.image.load("images/monster_lvl1.png") elif self.level == 2: self.player.enemies.append(Enemy(self.weight - 100, self.height / 2, -1, 69, 77)) for enemy in self.player.enemies: enemy.image = pygame.image.load("images/monster_lvl2.png") enemy.health = 20000 else: self.player.enemies.append(Enemy(self.weight - 100, self.height / 2, -1, 51, 67)) for enemy in self.player.enemies: enemy.image = pygame.image.load("images/monster_lvl3.png") enemy.health = 50000
def respawn(self, enemies): if len(enemies) < 2: sx = 640 width = 400 - int(self.score / 10) if width < 300: width = 300 if len(enemies) == 1: sx = enemies[0].x + width if sx < 640: sx = 640 rand = random.randint(1, 8) if rand <= 4: enemy = Enemy(random.randint(sx, sx + width), 290, 64, 192, pygame.image.load("image/obj2.png")) enemy.set_speed(-10, 0) enemy.set_attack_type(1) enemies.append(enemy) if 4 < rand <= 8: enemy = Enemy(random.randint(sx, sx + width), 290, 64, 128, pygame.image.load("image/obj1.png")) enemy.set_speed(-10, 0) enemy.set_attack_type(2) enemies.append(enemy) if 8 < rand: enemy = Enemy(random.randint(sx, sx + width), 290, 64, 192, pygame.image.load("image/obj3.png")) enemy.set_speed(-10, 0) enemy.set_attack_type(3) enemies.append(enemy)
def spawn(): if wave%10 == 0: enemy = Boss(10,10,height) enemies.append(enemy) elif wave%5 == 0: picture = "Enemy.png" columns = 7 for y in range(50, 500, 150): for x in range(50, 850, 150): enemy = Enemy(x,y,wave,picture,columns) enemies.append(enemy ) elif wave%2 == 1: picture = "curtn.png" columns =3 for y in range(50, 500, 150): for x in range(50, 850, 150): enemy = Enemy(x,y,wave,picture,columns) enemies.append(enemy) elif wave%2 == 0: picture = "sone.png" columns = 4 for y in range(50, 500, 150): for x in range(50, 850, 150): enemy = Enemy(x,y,wave,picture,columns) enemies.append(enemy)
def make_enemies(self): laser = sprite.groupcollide(self.bullets, self.mysteryGroup, True, True) if laser: for value in mysterydict.values(): for currentSprite in value: currentSprite.mysteryEntered.stop() self.sounds['mysterykilled'].play() score = self.calculate_score(currentSprite.row) explosion = Explosion(currentSprite.rect.x, currentSprite.rect.y, currentSprite.row, False, True, score, self) self.explosionsGroup.add(explosion) self.allSprites.remove(currentSprite) self.laserGroup.remove(currentSprite) newShip = Highlaser(game, self.player.rect.x, self.player.rect.x) self.allSprites.add(newShip) self.laserGroup.add(newShip) break print self.boss if self.boss % 2 == 1: self.mobs_shape = 'BOSS' enemies = EnemiesGroup(10, 5, 'BOSS') for row in range(5): for column in range(10): enemy = Enemy(row, column, self) enemy.rect.x = 157 + (column * 1) enemy.rect.y = self.enemyPosition + (row * 1) enemies.add(enemy) else: mobs_grp_choice = randint(0, 1) if mobs_grp_choice == 0: self.mobs_shape = 'EXPLODED' enemies = EnemiesGroup(10, 5, 'EXPLODED') for row in range(5): for column in range(10): enemy = Enemy(row, column, self) enemy.rect.x = randint(0, 750) enemy.rect.y = randint(100, 400) enemies.add(enemy) else: self.mobs_shape = 'GROUP' enemies = EnemiesGroup(10, 5, 'GROUP') for row in range(5): for column in range(10): enemy = Enemy(row, column, self) enemy.rect.x = 157 + (column * 50) enemy.rect.y = self.enemyPosition + (row * 45) enemies.add(enemy) self.enemies = enemies self.allSprites = sprite.Group(self.player, self.enemies, self.livesGroup, self.mysteryShip, self.highlaser)
def createEnemies(): Enemy1 = Enemy(4, 3, 'E', 0, 3, Board.x-6, Board.y, 2, 1) lists.Enemies.append(Enemy1) Enemy2 = Enemy(2, 2, 'E', 0, 2, int(Board.x/2), Board.y, 1, 0) lists.Enemies.append(Enemy2) Enemy2 = Enemy(3, 2, 'E', 0, 2, Board.x, Board.y, 1, 1) lists.Enemies.append(Enemy2) Enemy2 = Enemy(3, 2, 'E', 0, 2, 2*Board.length + int(Board.x/2)+2, Board.y, 1, 1) lists.Enemies.append(Enemy2) Enemy2 = Enemy(3, 2, 'E', 0, 2, 2*Board.length + int(Board.x/2), Board.y, 1, 1) lists.Enemies.append(Enemy2)
def create_enemies(self): """生成敌机""" if len(self.enemies1) >= 5: return if self.enemy_fre % 50 == 0: enemy1 = Enemy() if enemy1.type == 2: if self.boss_alive: while enemy1.type == 2: enemy1 = Enemy() else: self.boss_alive = True self.enemies1.add(enemy1) self.enemy_fre += 1 if self.enemy_fre >= 100: self.enemy_fre = 0
def update(self): self.copies.update() if self.wave == 2: self.alive = True self.game.player.setPos(self.spawn2[0], self.spawn2[1]) self.boss = Boss(self, self.bossSpawn[0], self.bossSpawn[1]) self.sound.playMusic(1, 1) self.wave = 0 elif len(self.copies.sprites()) == 0 and len(self.game.enemies.sprites( )) == 0 and not self.changedPos and not self.alive: self.game.player.setPos(self.spawn1[0], self.spawn1[1]) self.changedPos = True self.wave += 1 if self.wave != 2: for i in self.enemies: Enemy(self.game, i[0], i[1], 16, 16) elif len(self.game.enemies.sprites() ) == 0 and self.changedPos and not self.alive: self.game.player.setPos(self.spawn[0], self.spawn[1]) self.spawnCopies() if self.wave == 1: self.spawnAfterEnemies() self.changedPos = False if len(self.bossGroup.sprites()) > 0: self.boss.update()
def __init__(self): pyxel.init(WINDOW_W, WINDOW_H, caption="Boss") pyxel.load("assets/Boss.pyxres") self.player_x = 100 self.player_y = 100 self.player_dx = 0 self.player_dy = 0 self.player_hp = 1000 self.enemy_hp = 100 self.pc_before_direction = 3 self.is_jump = False self.is_OP = True self.is_game_over = False self.is_game_clear = False # make instance self.pc = pc.pc() self.Balls = [] self.Enemies = [] self.enemy_particles = [] self.player_particles = [] self.Items = [] self.enemy_core = enemy.Enemy() self.enemy_move = enemymov.EnemyMove() self.for_move_point = ENEMY_CORE_NORMAL_Y self.origin_time = 0 self.orioir = 0 self.oni = 0 self.on = 0 pyxel.run(self.update, self.draw)
def addEnemy(lvl, name=None): """ Add an enemy to the level @param lvl: Dictionnary containing all information about one \"Level\" object @type lvl: dict @param name: enemy's name to add @type name: str @return: - @rtype: void """ assert type(name) is str or name == None assertLevel(lvl) if (name == None): #if no name specified, random choice listNames = os.listdir("./Enemys/") enemyName = listNames[randint(0, len(listNames) - 1)] if (enemyName in lvl["availableEnemys"]): lvl["enemyList"].append(Enemy.Enemy(enemyName)) return
def load_enemy(self): for i in range(0, len(self.map)): for j in range(0, len(self.map[0])): if self.map[i][j] == 'E': self.mediator.all_game_entities.append( Enemy(self.screen, j * self.tile_size, i * self.tile_size, 'enemy', self.player))
def play_game(self): """ main play function of the game""" play = True background = [ os.path.join('Images', 'environment_forestbackground.png'), os.path.join('Images', 'environment_forestbackground1-1.png'), os.path.join('Images', 'environment_forest_evening.png') ] while play: # current fps milliseconds = self.clock.tick(self.FPS) # gets user play time self.play_time += milliseconds / 1000.0 # creates new enemy self.enemy = Enemy.Enemy(self.player) # initializes background self.print_frames() self.screen.fill([255, 255, 255]) self.back = image.Image(background[random.randint(0, 2)], [0, 0]) self.screen.blit(self.back.image, self.back.rect) # asks user to fight text_surface = self.font.render('Press space to fight!!', False, (0, 0, 0)) self.screen.blit(text_surface, (240, 300)) # begins battle play = self.battle()
def create_enemy_matrix(self): random.seed() #enemy_types = [EnemyType.Enemy_one, EnemyType.Enemy_two, EnemyType.Enemy_tree] x, y = 0, self.y_space self.enemy_parent = [] for i in range(self.en_lines): line = [] e_type = random.choice(list(self.enemy_types.keys())) for j in range(self.en_columns): en = Enemy(self.game, x, y, e_type, self.enemy_types[e_type], 30, 100, 400) line.append(en) self.game_images_running.append(en.game_image) x += self.x_space #print("x: %d,y: %d"%(x, y)) self.enemy_parent.append(line) x = 0 y += self.y_space self.max_y = y + self.y_space self.en_columns += 1 if self.en_columns > self.max_columns: self.en_columns = 3 self.en_lines = min(self.en_lines + 1, self.max_lines) self.max_enemy_timer = self.default_en_timer self.default_en_timer *= 0.95 return
def update_spawns(self): if len(self.environmentList) < (4 + self.num_obstacles): while len(self.environmentList) < (4 + self.num_obstacles): # spawn random obstacles x_pos_tl = random.randint(100, 400) # top left coords y_pos_tl = random.randint(100, 400) tl = Point.Point(x_pos_tl, y_pos_tl) x_len = random.randint(100, 200) y_len = random.randint(100, 200) x_pos_br = random.randint(x_pos_tl, x_pos_tl + x_len) y_pos_br = random.randint(y_pos_tl, y_pos_tl + y_len) br = Point.Point(x_pos_br, y_pos_br) obs = Wall.Wall(tl, br) if self.__world_overlap(self, obs): self.spawnWall(obs) # spawn more creatures randomly if there are fewer than a certain number of creatures if len(self.enemy_list) == 0: while len(self.enemy_list) < self.num_enemies: # spawn random enemies x_pos = random.randint(30, self.xPixels - 80) y_pos = random.randint(30, self.yPixels - 80) size = random.randint(25, 45) speed = random.randint(3, 5) health = random.randint(30, 80) en = Enemy.Enemy(Point.Point(x_pos, y_pos), (Point.Point(x_pos + size, y_pos + size)), speed, health) if self.__world_overlap(self, en): self.spawn_enemy(en)
def runBattle(self, enemyNames, background, canFlee=True): combatants = list(self.partyManager.team) enemyElements = self.enemiesFile.getElementsByTagName("enemy") for name in enemyNames: found = filter(lambda e: str(e.getAttribute("name")) == name, enemyElements) if len(found): combatants += [Enemy.Enemy(found[0])] else: self.logManager.error("No enemy called " + name + " found in " + self.enemiesLocation + ".") # Choose a nice battle music. playingMusic = self.audioManager.getPlayingMusic() self.audioManager.playMusic("music/battle" + str(self.mathManager.randInt(1, 4)) + ".ogg") battle = Battle.Battle(combatants, background, canFlee) self.battleIntro() battle.run() self.audioManager.playMusic(playingMusic) return battle.won
def crearOrda(ls_enemigos,ls_todos,num,vel): for i in range(num): enemigo = Enemy('Images/enemy'+str(random.randrange(1,4))+'.png',vel) enemigo.rect.x=random.randrange(WIDTH-64) enemigo.rect.y=random.randrange(HIGH-200) ls_enemigos.add(enemigo) ls_todos.add(enemigo)
def enemyGenerator(enemyList, maxEnemies, points): x = random.randint(0, 100) tmp = points if points < 75: tmp = 75 if x < (3 * (tmp / 75)) and len( enemyList) < maxEnemies: # chance enemy will be generated x = random.randint(0, 1) if x == 1: right = True else: right = False speed = random.randint(1, 4) speed += random.randint(0, 4) speed += random.randint(0, 4) if random.randint(0, 100) < 50: # 50% chance enemy will be flying e = Enemyflying(right, speed) #if random.randint(0,10) < 3 * math.ceil(points/100): if random.randint(0, 10) < 1: e.boss = True e.speed = 8 else: e.boss = False enemyList.append(e) #enemyList.append(Enemyflying(right, speed)) else: enemyList.append(Enemy(right, speed))
def spawn_enemies(self): num = ((wave_num * 1.5) + 1) % 1 for i in range(num): x = random.randint(1, 0) if x == 1: x = 800 Enemy.Enemy(image, width, height, x)
def SpawnEnemy(self): choose = random.randint(self.enemySpawnRange[0], self.enemySpawnRange[1]) newObject = Enemy(choose) x = random.randint(20, 750) newObject.SetPosition([x, -20]) self.enemyList.append(newObject)
def create_level(n): global level for i in range(n): enemy = Enemy() actors.append(enemy) enemies.append(enemy) level += 1
def loadLevel(self, levelFile, levelNumber): f = open("Resources/Levels/" + levelFile) lines = f.readlines() f.close() newlines = [] for line in lines: newline = "" for c in line: if c != '\n': newline += c newlines += [newline] lines = newlines startIndex = lines.index(str(levelNumber)) + 1 endIndex = startIndex + 10 newlines = [] for line in range(startIndex, endIndex): #print lines[line] newlines += [lines[line]] lines = newlines for line in lines: print line for y, line in enumerate(lines): for x, c in enumerate(line): if c in "1234567890": #levels of dirt self.dirts += [ Dirt(c, [ x * self.tileSize + self.tileSize / 2, y * self.tileSize + self.tileSize / 2 ], self.tileSize) ] if c in "x": #Pew self.enemies += [ Enemy(2, [ x * self.tileSize + self.tileSize / 2, y * self.tileSize + self.tileSize / 2 ], self.tileSize) ] if c in "y": #Beatbox self.enemies += [ ShootingEnemy(1, [ x * self.tileSize + self.tileSize / 2, y * self.tileSize + self.tileSize / 2 ], self.tileSize) ] if c in "z": #Shade self.enemies += [ Shade(4, [ x * self.tileSize + self.tileSize / 2, y * self.tileSize + self.tileSize / 2 ], self.tileSize) ]
def main(): pygame.font.init() pygame.init() screen = pygame.display.set_mode((1000, 700)) pygame.display.set_caption('Spaceships') img = pygame.image.load("images\Background.jpg") BackGround = pygame.transform.scale(img, (1000, 700)) backdropbox = BackGround.get_rect() Player1 = Player() score = 0 # enemy = Enemy("images\enemy.png") pygame.display.flip() screen.blit(BackGround, backdropbox) clock = pygame.time.Clock() all_sprites = pygame.sprite.Group() bullets_group = pygame.sprite.Group() mobs_group = pygame.sprite.Group() all_sprites.add(Player1) start = pygame.time.get_ticks() now = pygame.time.get_ticks() hits = pygame.sprite.groupcollide(mobs_group, bullets_group, True, True) while True: hits = pygame.sprite.groupcollide(mobs_group, bullets_group, True, True) for hit in hits.items(): score += 1 now = pygame.time.get_ticks() screen.blit(BackGround, backdropbox) for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() exit(0) elif event.type == pygame.KEYDOWN: if event.key == pygame.K_SPACE: if bullets_group.__len__() < 1: bullet = Bullet("images\Bullet.png", Player1.rect.x, Player1.rect.y, bullets_group) if now - start > 1000: start = now mob = Enemy("images\enemy.png", all_sprites) mobs_group.add(mob) all_sprites.update() bullets_group.update() bullets_group.draw(screen) all_sprites.draw(screen) text(screen, score) Player1.show_lifes(screen) # screen.blit(Player1.image, (Player1.rectx, Player1.recty)) pygame.display.flip() clock.tick(60)
def setPlayer(self, app, toLoad=True, toSet=False): #ako je vec setovan u online modu ne setuje se opet if toSet == False: return app.playerHealth = app.playerStartHealth = PEStrategy3.maxHealth app.playerEnergy = app.playerStartEnergy = PEStrategy3.maxEnergy app.players[0] = Enemy(app.playerStartHealth, 12, app.playerStartEnergy, self.tag, self.explorationFactor)
def __init__(self,code_good): self.win_width = win_width self.win_height = win_height self.code_good = code_good self.mPreset_enemies = [] num = len(TheEnd_dict) print(num) for i in range(NUM_ENEMIES): spwn_x = randint(0, win_width) chance = randint(0,5) if num > 0: print(num) if chance == 0: key = choice(list(TheEnd_dict.keys())) letter = TheEnd_dict[key] print(key, letter, "key, letter") self.mPreset_enemies.append(Enemy(spwn_x, -50, str(letter))) del TheEnd_dict[key] num -= 1 else: self.mPreset_enemies.append(Enemy(spwn_x, -50)) print(num, "num before while loop") while num > 0: spwn_x = randint(0, win_width) key = choice(list(TheEnd_dict.keys())) letter = TheEnd_dict[key] print(key, letter, "key, letter") self.mPreset_enemies.append(Enemy(spwn_x, -50, str(letter))) del TheEnd_dict[key] num -= 1 self.mEnemies = [deepcopy(self.mPreset_enemies[0])] self.Enemy_delay = 0.5 self.Enemy_index = 1 self.mNum_enemies = len(self.mPreset_enemies) self.bullet_list = [] self.mDel_enemies = False self.mBoss_phase = False self.mAdd_phase = True self.hp_bar = pygame.image.load("Sprites/hp_gradient.png") self.mFont = pygame.font.SysFont("Times New Roman", 50) self.mEnemy_bullets = [] self.mEnemy_bullet_timer = 1.5 #player thing self.Player = Player((800, 600), code_good, SHIP)
def __init__(self): self.player = Player.Player() self.map_ = Map_.Map_(10) self.enemy = Enemy.Enemy() self.__game_end_event = Event() self.player.position = self.map_.get_free_cell() self.enemy.position = self.map_.get_free_cell()
def cantina_level(): Background(backGround_sprite, 'Dune Sea level1.png', (1080, 720)) enemy = 10 t = 0 enemy_event = 30 pygame.time.set_timer(enemy_event, 2500) FirstPlay(firstPlay_sprite) Enemy(whiteStormTroopers_sprite, 150, 50, 350, 450) DrawMouse(mouse_sprite) x, y = 500, 320 running = True while running: for event in pygame.event.get(): if event.type == pygame.QUIT: exit(0) if event.type == pygame.MOUSEBUTTONDOWN: fire_sound.set_volume(0.6) fire_sound.play() firstPlay_sprite.update(pygame.mouse.get_focused(), True) whiteStormTroopers_sprite.update(True, event.pos) if event.type == pygame.MOUSEMOTION: x, y = event.pos if event.type == enemy_event and enemy != 0: Enemy(whiteStormTroopers_sprite, 150, 50, 900, 450) enemy -= 1 if Variables.hp <= 0: t = 1 running = False elif enemy == 0: t = 2 Variables.hp = 20 running = False backGround_sprite.draw(screen) firstPlay_sprite.update(pygame.mouse.get_focused(), False) whiteStormTroopers_sprite.update() whiteStormTroopers_sprite.draw(screen) mouse_sprite.update(x, y, pygame.mouse.get_focused()) firstPlay_sprite.draw(screen) mouse_sprite.draw(screen) healthpo(screen) clock.tick(FPS) pygame.display.update() if t == 1: Screens.total_shit() elif t == 2: Screens.complev()
def mn3(): Background(backGround_sprite, 'darlevel.jpg', (1080, 730)) enemy = 10 enemy_event = 30 t = 0 pygame.time.set_timer(enemy_event, 2500) FirstPlay(firstPlay_sprite) Enemy(whiteStormTroopers_sprite, 150, 50, 350, 450) DrawMouse(mouse_sprite) x, y = 500, 320 running = True Sounds.Music('data1/Sounds/maintheme.ogg') while running: for event in pygame.event.get(): if event.type == pygame.QUIT: exit(0) if event.type == pygame.MOUSEBUTTONDOWN: fire_sound.set_volume(0.6) fire_sound.play() firstPlay_sprite.update(pygame.mouse.get_focused(), True) whiteStormTroopers_sprite.update(True, event.pos) if event.type == pygame.MOUSEMOTION: x, y = event.pos if event.type == enemy_event and enemy != 0: Enemy(whiteStormTroopers_sprite, 150, 50, 900, 450) enemy -= 1 if Variables.hp <= 0: t = 1 running = False elif enemy == 0: t = 2 Variables.hp = 20 running = False backGround_sprite.draw(screen) firstPlay_sprite.update(pygame.mouse.get_focused(), False) whiteStormTroopers_sprite.update() whiteStormTroopers_sprite.draw(screen) mouse_sprite.update(x, y, pygame.mouse.get_focused()) firstPlay_sprite.draw(screen) mouse_sprite.draw(screen) healthpo(screen) clock.tick(FPS) pygame.display.update() if t == 1: return 1
def use(self,target): while True: victim = Enemy(randomSpecies(target.level)) if victim.level < target.level: print("You captivated a",victim.name) key = input("Give your servant a name: ") victim.name = key+" ("+victim.name+")" break target.servant[key] = victim
def MakeEnemies(self, file_path): # Read JSON data # Make enemy from each section of json data # Add each enemy to self.Enemies with open(file_path) as data_file: data = json.load(data_file) for enemy in data: an_enemy = Enemy.Enemy(self, data, enemy) self.enemies.append(an_enemy)
def __init__(self, file_name, image_name, screen_res): """ Param: file_name is a string containing the name of the Flare text file with the map data""" parsed = loadMap( file_name ) # returns map containing header data, tileset data, and layer data self.header_data = parsed[ 'header'] # keys: width , height, tilewidth, tileheight, background_color self.tile_sets_data = parsed[ 'tileset'] # fname,tile_width,tile_height,gap_x,gap_y self.layer_data = parsed[ 'layers'] # array of multidimensional arrays for layer data self.currentScene = None # contains a list of active sprites self.totalMapWidth = self.header_data['width'] * self.header_data[ 'tilewidth'] self.totalMapHeight = self.header_data['height'] * self.header_data[ 'tileheight'] self.sprite_sheet = pygame.image.load(image_name) self.tiles_wide = self.sprite_sheet.get_width( ) // self.header_data['tilewidth'] self.tiles_high = self.sprite_sheet.get_height( ) // self.header_data['tileheight'] r, g, b, a = tuple( self.header_data['background_color'] ) if 'background_color' in self.header_data.keys() else (0, 0, 0, 255) self.bg_color = pygame.Color(r, g, b, a) self.boundary = pygame.Rect(0, 0, self.totalMapWidth, self.totalMapHeight) tilewidth = self.header_data['tilewidth'] tileheight = self.header_data['tileheight'] gap_x = self.tile_sets_data[3] gap_y = self.tile_sets_data[4] self.enemy_list = pygame.sprite.Group() for i in range(len(self.layer_data)): layer = self.layer_data[i] for y in range(len(layer)): col = layer[y] for x in range(len(col)): tilecode = col[x] if tilecode in ENEMY_SPRITES: source_x = (tilecode) % self.tiles_wide source_y = (tilecode) // self.tiles_wide top_x = (source_x * tilewidth + source_x * gap_x) top_y = source_y * tileheight + source_y * gap_y enemyImage = pygame.Surface((tilewidth, tileheight)) enemyImage.blit( self.sprite_sheet, (0, 0), pygame.Rect(top_x, top_y, tilewidth, tileheight)) enemyImage.set_colorkey(self.bg_color) enemy = Enemy(enemyImage) enemy.placeEnemy((x * tilewidth + enemy.rect.w / 2), (y * tileheight + enemy.rect.h / 2)) self.layer_data[i][y][x] = 0 self.enemy_list.add(enemy)
def init_objects(self): self.player1 = Player.Player(self._display_surf) self.playerSprites = pg.sprite.RenderPlain(self.player1) self.missile = Missile.Missile(self._display_surf) self.missileSprites = pg.sprite.RenderPlain(self.missile) self.enemy= Enemy.Enemy(self._display_surf) self.enemySprites = pg.sprite.RenderPlain(self.enemy)