def __init__( self, image=None, location=geometry.Vector( 0, 0 ), velocity=geometry.Vector( 0, 0 ) ): Entity.__init__( self, location, velocity ) if isinstance( image, pygame.Surface ): self.image = image else: self.image = misc.load_image( image ) if image is not None: self.rect = self.image.get_rect()
def __init__(self, image=None, location=geometry.Vector(0, 0), velocity=geometry.Vector(0, 0)): Entity.__init__(self, location, velocity) if isinstance(image, pygame.Surface): self.image = image else: self.image = misc.load_image(image) if image is not None: self.rect = self.image.get_rect()
def __init__( self, image=None, location=geometry.Vector( 0, 0 ), velocity=geometry.Vector( 0, 0 ) ): pygame.sprite.Sprite.__init__( self ) if isinstance( image, pygame.Surface ): self.image = image else: self.image = misc.load_image( image ) if isinstance( location, geometry.Vector ): self.location = location else: self.location = geometry.Vector( location[0], location[-1] ) if isinstance( velocity, geometry.Vector ): self.velocity = velocity else: self.velocity = geometry.Vector( velocity[0], velocity[-1] ) if image is not None: self.rect = self.image.get_rect() self.boundingPoly = geometry.Rect( self.rect.x, self.rect.y, self.get_width(), self.get_height() )
def set_background( self, background ): self.background = misc.load_image( background )