def __init__(self, name, flip_image=False, obey_gravity=False): super(Sprite, self).__init__() # Signals self.moved = Signal() self.direction_changed = Signal() self.reverse_gravity_changed = Signal() # State self.rect = pygame.Rect(0, 0, 0, 0) self.quad_trees = set() self.layer = None self.name = name self.image = None self.visible = 1 self.dirty = 2 self.velocity = (0, 0) self.obey_gravity = obey_gravity self.reverse_gravity = False self.lethal = False self.falling = False self.collidable = True self.grabbed = False self.grabbable = False self.should_check_collisions = False self.use_pixel_collisions = False self.flip_image = flip_image self.collision_rects = [] self.collision_masks = [] self._colliding_objects = set() self._direction = Direction.RIGHT self._flipped_images = {}
def __init__(self): self.timer = None self.timer_ms = 150 # Signals self.started = Signal() self.stopped = Signal()
def __init__(self): super(Player, self).__init__('player', flip_image=True, obey_gravity=True) self.engine = get_engine() self.should_check_collisions = True # Sprites self.propulsion_below = Sprite("propulsion_below", flip_image=True) self.propulsion_below.collidable = False self.propulsion_below.visible = 0 self.tractor_beam = TractorBeam(self) # State self.jumping = False self.hovering = False self.block_events = False self.jump_origin = None self.hover_time_ms = 0 self.health = self.MAX_HEALTH self.lives = self.MAX_LIVES self.last_safe_spot = None self.vehicle = None self.vehicle_move_cnx = None # Signals self.health_changed = Signal() self.lives_changed = Signal() self.direction_changed.connect(self.on_direction_changed) self.reverse_gravity_changed.connect(self.on_reverse_gravity_changed)
def __init__(self, area): self.area = area self.rects = [] area.register_for_events(self) self.entered_objects = set() # Signals self.event_fired = Signal() self.object_moved = Signal() self.object_entered = Signal() self.object_exited = Signal()
def __init__(self, engine): self.engine = engine self.time_periods = [] self.active_area = None self.music = None self.crossover_timer = None self.crossovers = [] self.pending_crossovers = {} self.next_crossover_id = 0 self.engine.tick.connect(self.on_tick) # Signals self.area_changed = Signal() self.time_period_changed = Signal()
def __init__(self, *args, **kwargs): super(Item, self).__init__(obey_gravity=True, *args, **kwargs) self.should_check_collisions = True self.grabbable = True self.flip_image = True # Signals self.grab_changed = Signal()
def __init__(self): self.pages = [] self.next_page = 0 self.current_page = None self.allow_escape = True # Signals self.done = Signal()
def __init__(self, screen): set_engine(self) # Signals self.level_changed = Signal() self.tick = Signal() # State and objects self.active_level = None self.active_cutscene = None self.paused = False self.screen = screen self.clock = pygame.time.Clock() self.player = Player() self.ui_manager = UIManager(self) self.camera = None # Debug flags self.debug_rects = False self.god_mode = False self.show_debug_info = False self.area_changed_cnx = None self.ui_ready_cnx = None
def __init__(self, engine): pygame.font.init() self.ready = Signal() self.engine = engine self.size = engine.screen.get_size() self.surface = pygame.Surface(self.size).convert_alpha() self.widgets = [] self.timers = [] self.default_font = get_font_filename() #self.default_font = pygame.font.get_default_font() self.font = pygame.font.Font(self.default_font, 20) self.small_font = pygame.font.Font(self.default_font, 16) self.engine.level_changed.connect(self.on_level_changed) self.control_panel = None self.paused_textbox = None self.confirm_quit_box = None
def __init__(self, *args, **kwargs): super(ScreenFlashEffect, self).__init__(*args, **kwargs) self.fade_out = True self.color = (255, 255, 255) self.flash_peaked = Signal()
def __init__(self): self.done = Signal()
def __init__(self, name): super(Button, self).__init__(name) self.pressed = Signal()
def __init__(self, ui_manager): self.ui_manager = ui_manager self.ui_manager.widgets.append(self) self.rect = pygame.Rect(0, 0, 0, 0) self.closed = Signal()