def __init__(self, boat): Sprite.__init__(self, 32, 32, 0, 0) self.setImage(pygame.image.load("res/line.png").convert()) self.setHeight(77) self.image = pygame.transform.scale(self.image, (5, self.height)) self.boat = boat pass
def __init__(self, image): Sprite.__init__(self, image, 0, 0, randint(1,5)) self.Index = randint(0,1) self.XPosition = randint(0, 768) self.YPosition = randint(0, 15) * 32 self.LastFired = randint(0,50) self.Score = self.Speed if(randint(0,1) == 1): self.Left = False else: self.Left = True self.Right = not self.Left if(Sprite.MonsterFrames == []): Sprite.MonsterFrames.append(pygame.Surface((32,32)).convert_alpha()) Sprite.MonsterFrames.append(pygame.Surface((32,32)).convert_alpha()) Sprite.MonsterFrames.append(pygame.Surface((32,32)).convert_alpha()) Sprite.MonsterFrames.append(pygame.Surface((32,32)).convert_alpha()) Sprite.MonsterFrames[0].fill((0,0,0,0)) Sprite.MonsterFrames[1].fill((0,0,0,0)) Sprite.MonsterFrames[2].fill((0,0,0,0)) Sprite.MonsterFrames[3].fill((0,0,0,0)) Sprite.MonsterFrames[0].blit(image,(0,0),(32,0,32,32)) Sprite.MonsterFrames[1].blit(image,(0,0),(32,32,32,32)) Sprite.MonsterFrames[2].blit(image,(0,0),(64,0,32,32)) Sprite.MonsterFrames[3].blit(image,(0,0),(64,32,32,32))
def __init__(self, word, speed): Sprite.__init__(self, 32, 32, 0, 0) #self.image1=pygame.image.load("Fish/Fish1.png") self.image2 = pygame.image.load("Fish/Fish2.png") #self.image3=pygame.image.load("Fish/Fish3.png") self.hooked = False self.word = word font = pygame.font.SysFont('Courier New', 15) text = font.render(self.word.toString(), True, (255, 255, 0)) textpos = text.get_rect() textwidth = tuple(textpos)[2] + 15 self.image2.set_colorkey((0, 0, 0)) self.setImage(pygame.transform.scale((self.image2), (textwidth, 32))) self.setWidth(textwidth) self.setHeight(25) self.textwidth = tuple(textpos)[2] self.image2.set_colorkey((0, 0, 0)) # self.image = self.all_images[self.frame] #self = pygame.transform.scale(self, (1200,800)) self.fishSpeed = speed self.last_update = 0 self.frame = 0 pass
def __init__(self, filename): self._movie = pygame.movie.Movie(filename) surf = pygame.surface.Surface(self._movie.get_size()) self._movie.set_display(surf) self._lastFrame = None self._movie.set_volume(0.0) Sprite.__init__(self, surf)
def __init__( self, x, y, width, height, fname ): Sprite.__init__( self, x, y, width, height ) bitmap = pygame.image.load( fname ).convert_alpha() self.images[ self.UP ] = ( bitmap.subsurface( ( width * 0, height * 0, width, height ) ), bitmap.subsurface( ( width * 0, height * 1, width, height ) ), bitmap.subsurface( ( width * 0, height * 2, width, height ) ), bitmap.subsurface( ( width * 0, height * 3, width, height ) ) ) self.images[ self.DOWN ] = ( bitmap.subsurface( ( width * 1, height * 0, width, height ) ), bitmap.subsurface( ( width * 1, height * 1, width, height ) ), bitmap.subsurface( ( width * 1, height * 2, width, height ) ), bitmap.subsurface( ( width * 1, height * 3, width, height ) ) ) self.images[ self.LEFT ] = ( bitmap.subsurface( ( width * 2, height * 0, width, height ) ), bitmap.subsurface( ( width * 2, height * 1, width, height ) ), bitmap.subsurface( ( width * 2, height * 2, width, height ) ), bitmap.subsurface( ( width * 2, height * 3, width, height ) ) ) self.images[ self.RIGHT ] = ( bitmap.subsurface( ( width * 3, height * 0, width, height ) ), bitmap.subsurface( ( width * 3, height * 1, width, height ) ), bitmap.subsurface( ( width * 3, height * 2, width, height ) ), bitmap.subsurface( ( width * 3, height * 3, width, height ) ) ) self.setHeading( self.LEFT ) self.setSteps( 2, 2 ) self.setUpdateInterval( 16 ) self.setRefreshInterval( 16 )
def __init__(self, angle, playerDist, speed=100): Sprite.__init__(self, 0, 0, "assets/game/bullet") self.distance = playerDist + self.image.get_width() self.angle = angle self.speed = speed self.position = Vector.FromAngle(self.angle, self.distance) self.position.x += (App.Width / 2) - (self.image.get_width() / 2) self.position.y += (App.Height / 2) - (self.image.get_height() / 2)
def __init__(self, x_pos, y_pos, filename, alt_filename, speed): ''' Constructor ''' Sprite.__init__(self, x_pos, y_pos, filename, alt_filename) self.speed = speed self.width = self.bitmap.get_width() self.height = self.bitmap.get_height()
def __init__( self ): Sprite.__init__( self , 32 , 32 , 0 , 0 ) boatImage = pygame.image.load( "res/boat.png" ).convert() boatImage.set_colorkey( (255, 255, 255) ) boatImage = pygame.transform.scale( boatImage , ( 180 , 140 ) ) self.setImage( boatImage ); pass
def __init__(self, x, y, w, h, model): Sprite.__init__(self, x, y, w, h, model) #Calls super constructor in sprite class #Initializes Member Variables self.jumpFrame = 0 #Checks to see how many frames Mario has jumped self.prevX = 0 self.prevY = 0 self.coinPop = 0 #Makes sure only one coin pops out marioImages = None
def __init__(self, image_rect): """ Calls Spite.init as super Sets speed and radius Adds to global bee_group """ Sprite.__init__(self, pygame.image.load("Resources/sprites/bees.png"), image_rect, "bees") self.speed = 15 self.radius = 250 Global.bee_group.add_internal(self)
def __init__( self , boat, line): Sprite.__init__( self , 32 , 32 , 0 , 0 ) hookImage = pygame.image.load( "res/hook.png" ); hookImage = pygame.transform.scale( hookImage , ( 50 , 50 ) ); self.setImage( hookImage ); self.boat = boat self.line = line self.setHeight( 35 ) self.setWidth( 30 ) pass
def __init__(self,sprites,locationX,locationY): Sprite.__init__(self,sprites,locationX,locationY) #self.vx = 0 #self.vy = 0 #self.pvx = 0 #previous velocity, stored to help out its snake followers #self.pvy = 0 self.movingto = None self.backlog = None #If recieves a move command while still moving, goes here self.follower = None #a Movable is a Snake. This links to its follower self.smoothtransitioncounter = 0#from 0-1 representing sprite inbetween thingies
def __init__(self, image_rect): """ Calls Spite.init as super Sets speed, radius and runningAway (a boolean) Adds to global deer_group """ Sprite.__init__(self, pygame.image.load("Resources/sprites/wolf.png"), image_rect, "wolf") self.speed = 15 self.radius = 100 self.stealth = 60 Global.wolf_group.add_internal(self)
def __init__(self): Sprite.__init__(self, 0, 0, "assets/game/player") self.angle = 0 self.distance = 100 self.velocity = 0 self.accel = 17.0 self.maxVelocity = 450.0 self.bullets = pygame.sprite.Group() self.shootTimer = 0 self.shootRate = 0.35 self.shootSound = pygame.mixer.Sound("assets/game/shoot.wav")
def __init__(self, rect, is_pollinated=False): """ Calls Spite.init as super Sets speed, radius and is_pollinated (a boolean) Adds to global plant_group Loads pollinated image if is_pollinated """ Sprite.__init__(self, pygame.image.load("Resources/sprites/plant.png"), rect, "plant") self.screen = Utils.screen self.is_pollinated = is_pollinated Global.plant_group.add_internal(self) if self.is_pollinated: self.image = pygame.image.load("Resources/sprites/plantpollinated.png")
def __init__(self, location, velocity, direction): """ Bullet class for the Asteroids game Parameters ---------- location : list of ints x, y pixel position of the center of the bullet velocity : int velocity of the bullet (always 30) direction : int 0-19 direction of travel of the bullet """ Sprite.__init__(self, location, velocity, direction) self.lifetime = 20
def __init__(self, image): Sprite.__init__(self, image, 300, 568, 3) if(Sprite.PlayerFrames == []): Sprite.PlayerFrames.append(pygame.Surface((32,32)).convert_alpha()) Sprite.PlayerFrames.append(pygame.Surface((32,32)).convert_alpha()) Sprite.PlayerFrames.append(pygame.Surface((32,32)).convert_alpha()) Sprite.PlayerFrames[0].fill((0,0,0,0)) Sprite.PlayerFrames[1].fill((0,0,0,0)) Sprite.PlayerFrames[2].fill((0,0,0,0)) Sprite.PlayerFrames[0].blit(image,(0,0),(0,0,32,32)) Sprite.PlayerFrames[1].blit(image,(0,0),(0,32,32,32)) Sprite.PlayerFrames[2].blit(image,(0,0),(0,64,32,32)) if(Player.SEffect == None): Player.SEffect = pygame.mixer.Sound("Fireball1.wav")
def __init__(self, stats, fishingHook, fishingLine, eelSpeed): Sprite.__init__(self, 32, 32, 0, 0) eelImage = pygame.image.load("res/eel.png").convert_alpha() #eelImage = pygame.image.load( "res/eel1.png" ).convert() #eelImage = pygame.transform.scale( eelImage , (100 , 50) ) #eelImage.set_colorkey( (255,255,255) ) self.setImage(eelImage) self.stats = stats self.fishingHook = fishingHook self.fishingLine = fishingLine #slightly offset eel picture's extra whitespace width self.setWidth(48) #self.setHeight( 15 ) self.speed = eelSpeed
def __init__(self, location, velocity, direction): """ Ship class for Asteroids game Parameters ---------- location : list of ints x, y pixel position of the center of the ship velocity : int velocity of the ship direction : int 0-19 direction of travel of the ship """ Sprite.__init__(self, location, velocity, direction) self.rotation_map = self.rotation_map_constructor() self.rotation = 0 self.update_point_list() self.thruster = 0
def __init__(self, location, velocity, direction, size, color): """ Asteroid class for Asteroids game Parameters ---------- location : list of ints x, y pixel position of center of the asteroid velocity : int velocity of the asteroid (possible values 3, 6, 12) direction : int 0-19 direction of travel of the asteroid size : int size of the asteroid (possible values 60, 30, 15) color : tuple of ints RGB values for asteroid color """ Sprite.__init__(self, location, velocity, direction) self.size = size self.color = color
def __init__(self, image, xPos, yPos, index): pygame.sprite.Sprite.__init__(self) Sprite.__init__(self, image, 0, 0, 0) self.image = pygame.Surface((32, 32)) self.Index = index self.XPosition = xPos self.YPosition = yPos self.Left = False self.Right = False if (Sprite.FBFrames == []): Sprite.FBFrames.append(pygame.Surface((32, 32)).convert_alpha()) Sprite.FBFrames.append(pygame.Surface((32, 32)).convert_alpha()) Sprite.FBFrames.append(pygame.Surface((32, 32)).convert_alpha()) Sprite.FBFrames.append(pygame.Surface((32, 32)).convert_alpha()) Sprite.FBFrames[0].fill((0, 0, 0, 0)) Sprite.FBFrames[1].fill((0, 0, 0, 0)) Sprite.FBFrames[2].fill((0, 0, 0, 0)) Sprite.FBFrames[3].fill((0, 0, 0, 0)) Sprite.FBFrames[0].blit(image, (0, 0), (96, 0, 32, 32)) Sprite.FBFrames[1].blit(image, (0, 0), (96, 32, 32, 32)) Sprite.FBFrames[2].blit(image, (0, 0), (128, 0, 32, 32)) Sprite.FBFrames[3].blit(image, (0, 0), (128, 32, 32, 32))
def __init__(self, x, y, vector, team): Sprite.__init__(self, x, y, team) self.vector = vector self.ampx = self.x + (self.amplitude * cos(TWO_PI * frameCount / self.period))
def __init__(self, font, text, color): surf = font.render(text, 1, color) Sprite.__init__(self, surf)
def __init__(self, x, y, team): Sprite.__init__(self, x, y, team) self.armory.add(Simpleton(self)) self.primaryWeapon = self.armory.equip("Simpleton")
def __init__(self, x, y, team): Sprite.__init__(self, x, y, team)
def __init__(self, x, y, vector, team): Sprite.__init__(self, x, y, team) self.vector = vector
def __init__(self, x, y, w, h, model): Sprite.__init__(self, x, y, w, h, model) self.moveCoinX = random.randint(1, 10) self.vert_vel = -20.0
def __init__(self, sprites, locationX, locationY, passable, damage): Sprite.__init__(self, sprites, locationX, locationY) self.passable = passable self.damage = damage self.pickup = None self.moveable = None
def __init__(self): Sprite.__init__(self, 0, 0, "assets/game/ball") self.source = self.image.copy()
def __init__(self, x, y, path=""): Sprite.__init__(self, x, y, path, 3) self.state = NONE self.down = False self.justPressed = False
def __init__(self, pos=(1, 1)): self.frames = SPRITE_CACHE["player.png"] Sprite.__init__(self, pos) self.direction = 2 self.animation = None self.image = self.frames[self.direction][0]
def __init__(self, sprites, locationX, locationY, on_collision): Sprite.__init__(self, sprites, locationX, locationY) self.on_collision = on_collision
def __init__(self, x, y, w, h, model): Sprite.__init__(self, x, y, w, h, model)
def __init__(self, x, y, team): Sprite.__init__(self, x, y, team) self.primaryWeapon = PeaShooter(self)
def __init__(self, x, y, velocity, team): Sprite.__init__(self, x, y, team) self.velocity = velocity