def setUpClass(cls): pygame.init() displaysurf = pygame.display.set_mode((1, 1)) background = myutil.load_image('images', 'background.png') cls.surface_cleaner = myutil.SurfaceCleaner(displaysurf, background) cls.gameobject = gameobjects.GameObject((0, 0), (1, 1), 'test') cls.test_sprite_sheet = myutil.load_image('images', 'test-sprite-sheet.png') cls.test_sprite_sheet = myutil.slice_sprite_sheet( cls.test_sprite_sheet, (32, 32)) sprites = [{ 'key': 'test', 'sprites': [ cls.test_sprite_sheet[0][0], cls.test_sprite_sheet[1][0], cls.test_sprite_sheet[2][0] ], 'max_count': 0 }] cls.gameobject.sprite_manager = components.SpriteManager( sprites, 'test') cls.gameobject.sprite_manager.get_next_sprite() #First sprite... cls.container = [cls.gameobject] cls.surface_cleaner.add([[cls.gameobject]], [cls.container])
def __init__(self, location, size, tag, quantity, equippable, displaysurf, sprites, current_sprite_key): super().__init__(location, size, tag) self.quantity = quantity self.equippable = equippable self.renderer = components.Renderer(self, displaysurf) self.sprite_manager = components.SpriteManager(sprites, current_sprite_key)
def __init__(self, location, size, tag, item_locations, equipped_item_location, equipped_item, displaysurf, health, sprites, current_sprite_key): super().__init__(location, size, tag) self.inventory_manager = components.InventoryManager( self, item_locations, equipped_item_location, equipped_item) self.inventory_renderer = components.InventoryRenderer( self, displaysurf, health) self.sprite_manager = components.SpriteManager(sprites, current_sprite_key)
def __init__(self, location, size, tag, direction, displaysurf, sprites, current_sprite_key): super().__init__(location, size, tag) self.direction = direction self.collision_handler = components.CollisionHandler(self) self.mover = components.Mover(self) self.renderer = components.Renderer(self, displaysurf) self.shooter = components.Shooter(self) self.sprite_manager = components.SpriteManager(sprites, current_sprite_key) self.surface_cleaner = components.SurfaceCleaner(self)
def __init__(self, location, size, tag, open, key_tag, displaysurf, sprites, current_sprite, container=None): super().__init__(location, size, tag) self.open = open self.key_tag = key_tag self.renderer = components.Renderer(self, displaysurf) self.sprite_manager = components.SpriteManager(sprites, current_sprite) self.surface_cleaner = components.SurfaceCleaner(self, container)
def setUp(self): sprites = [ { 'key': 'test-1', 'sprites': ['sprite-1', 'sprite-2', 'sprite-3', 'sprite-4'], 'max_count': 0 }, { 'key': 'test-2', 'sprites': ['sprite-a', 'sprite-b', 'sprite-c', 'sprite-d'], 'max_count': 1 } ### SOURCE OF YOUR BUGS WERE NOT REALL BUGS MAX COUNT!!!! ] self.gameobject = gameobjects.GameObject((1, 1), (1, 1), 'test-gameobject') self.gameobject.sprite_manager = components.SpriteManager( sprites, 'test-1')
def setUpClass(cls): cls.displaysurf = pygame.display.set_mode((1, 1)) cls.image = myutil.load_image('images', 'background.png') cls.gameobject = gameobjects.GameObject((0, 0), (1, 1), 'test') test_sprite_sheet = myutil.load_image('images', 'test-sprite-sheet.png') test_sprite_sheet = myutil.slice_sprite_sheet(test_sprite_sheet, (32, 32)) sprites = [{ 'key': 'test', 'sprites': [ test_sprite_sheet[0][0], test_sprite_sheet[1][0], test_sprite_sheet[2][0] ], 'max_count': 0 }] cls.gameobject.sprite_manager = components.SpriteManager( sprites, 'test') cls.container = [cls.gameobject] cls.gameobject.surface_cleaner = components.SurfaceCleaner( cls.gameobject, cls.container)