def __init__(self): fish.__init__(self, load_imageOnly('/fugu1/1.png')) self.state = 'swiming' self.action = { 'swiming': animation([ frame('/fugu1/1.png'), frame('/fugu1/2.png'), frame('/fugu1/3.png'), frame('/fugu1/4.png'), frame('/fugu1/5.png'), frame('/fugu1/6.png'), frame('/fugu1/7.png'), frame('/fugu1/8.png'), frame('/fugu1/9.png'), frame('/fugu1/10.png') ]), 'attack': animation([ frame('/fugu2/1.png'), frame('/fugu2/2.png'), frame('/fugu2/3.png'), frame('/fugu2/4.png'), frame('/fugu2/5.png'), frame('/fugu2/6.png'), frame('/fugu2/7.png'), frame('/fugu2/8.png'), frame('/fugu2/9.png'), frame('/fugu2/10.png') ]) } self.attackDist = 200
def __init__(self): src.GameBody.GameBody.__init__(self, (400, 400), "test Animation", (255, 255, 255), 30) self.ani = animation([ frame("../../test/1.png", 5), frame("../../test/2.png", 5), frame("../../test/3.png", 5), frame("../../test/4.png", 5) ]) self.button = myButton(self.ani) self.button.moveTo((0, 300))
def __init__(self): fish.__init__(self, '/cuttlefish/1.png') self.action = { 'normal': animation([ frame('/cuttlefish/1.png'), frame('/cuttlefish/2.png'), frame('/cuttlefish/3.png'), frame('/cuttlefish/4.png'), frame('/cuttlefish/5.png'), frame('/cuttlefish/6.png'), frame('/cuttlefish/7.png'), frame('/cuttlefish/8.png'), frame('/cuttlefish/9.png'), frame('/cuttlefish/10.png') ]), 'attack': animation([ frame('/cuttlefish/1.png'), frame('/cuttlefish/2.png'), frame('/cuttlefish/3.png'), frame('/cuttlefish/4.png'), frame('/cuttlefish/5.png'), frame('/cuttlefish/6.png'), frame('/cuttlefish/7.png'), frame('/cuttlefish/8.png'), frame('/cuttlefish/9.png'), frame('/cuttlefish/10.png') ]) } self.inkAni = animation([ frame('/UI/ink/1.jpg'), frame('/UI/ink/2.jpg'), frame('/UI/ink/3.jpg'), frame('/UI/ink/4.jpg'), frame('/UI/ink/5.jpg'), frame('/UI/ink/6.jpg'), frame('/UI/ink/7.jpg') ]) #self.inkAni.rect.center = ([self.rect.center[0], self.rect.center[1]]) self.setState('normal')
def __init__(self): fish.__init__(self, load_imageOnly('/UI/holl.png')) ani = [ frame('/assassion/assassion2.png'), frame('/assassion/assassion2.png'), frame('/assassion/assassion3.png'), frame('/assassion/assassion1.png') ] self.action = { 'normal': load_imageOnly('/UI/holl.png'), 'attack': animation(ani) } self.bgImage = load_imageOnly('/UI/holl.png') self.setState('normal')
def __init__(self): fish.__init__(self, load_imageOnly('/assassion2/1.png')) self.action = { 'normal': animation([ frame('/assassion2/1.png'), frame('/assassion2/2.png'), frame('/assassion2/3.png'), frame('/assassion2/4.png'), frame('/assassion2/5.png'), frame('/assassion2/6.png'), frame('/assassion2/7.png'), frame('/assassion2/8.png'), frame('/assassion2/9.png'), frame('/assassion2/10.png') ]), 'attack': animation([ frame('/assassion2/3.png'), frame('/assassion2/4.png'), frame('/assassion2/5.png') ]) } self.setState('normal')
def __init__(self): fish.__init__(self, load_imageOnly('/jelly/1.png')) ani = animation([ frame('/jelly/1.png'), frame('/jelly/2.png'), frame('/jelly/3.png'), frame('/jelly/4.png'), frame('/jelly/5.png'), frame('/jelly/6.png'), frame('/jelly/7.png'), frame('/jelly/8.png'), frame('/jelly/9.png'), frame('/jelly/10.png') ]) self.action = {'swiming': ani, 'attack': ani, 'outOfGrab': ani} self.setState('swiming') self.type = 1 self.grabcount = 0 self.playedSound = False self.swimcount = 0 self.sound = pygame.mixer.Sound('../resource/audio/current.wav')
def __init__(self): fish.__init__(self, load_imageOnly('/shark/1.png')) self.attackDist = 400 ani = animation([ frame('/shark/1.png'), frame('/shark/2.png'), frame('/shark/3.png'), frame('/shark/4.png'), frame('/shark/5.png'), frame('/shark/6.png'), frame('/shark/7.png'), frame('/shark/8.png'), frame('/shark/9.png'), frame('/shark/10.png') ]) self.action = { 'swiming': ani, 'attack': ani, 'dashAttack': ani, 'rest': ani } self.state = 'swiming' self.willAttack = False self.attackPos = None
def __init__(self, pos, state): object.__init__(self, '/diverStand/1.png') standSur = animation([ frame('/diverStand/1.png'), frame('/diverStand/2.png'), frame('/diverStand/3.png'), frame('/diverStand/4.png'), frame('/diverStand/5.png'), frame('/diverStand/6.png'), frame('/diverStand/7.png'), frame('/diverStand/8.png'), frame('/diverStand/9.png'), frame('/diverStand/10.png'), frame('/diverStand/11.png'), frame('/diverStand/12.png'), frame('/diverStand/13.png'), frame('/diverStand/14.png'), frame('/diverStand/15.png'), frame('/diverStand/16.png'), frame('/diverStand/17.png'), frame('/diverStand/18.png'), frame('/diverStand/19.png'), frame('/diverStand/20.png') ]) swimani = animation([ frame('diver/1.png', 1), frame('diver/2.png', 1), frame('diver/3.png', 1), frame('diver/4.png', 1), frame('diver/5.png', 1), frame('diver/6.png', 1), frame('diver/7.png', 1), frame('diver/8.png', 1), frame('diver/9.png', 1), frame('diver/10.png', 1), frame('diver/11.png', 1), frame('diver/12.png', 1), frame('diver/13.png', 1), frame('diver/14.png', 1), frame('diver/15.png', 1), frame('diver/16.png', 1), frame('diver/17.png', 1), frame('diver/18.png', 1), frame('diver/19.png', 1), frame('diver/20.png', 1), frame('diver/21.png', 1), frame('diver/22.png', 1), frame('diver/23.png', 1), frame('diver/24.png', 1), frame('diver/25.png', 1), frame('diver/26.png', 1), frame('diver/27.png', 1), frame('diver/28.png', 1), frame('diver/29.png', 1), frame('diver/30.png', 1), ]) swimani.setLoop(True) self.state = state self.action = { 'stand': standSur, 'swiming': swimani, 'jumpToSea': swimani, 'dash': swimani, 'digging': swimani, 'damaged': None } #self.image = standSur #self.rect = self.image.get_rect() self.moveTo(pos[0], pos[1]) self.show = False self.oldrect = self.rect self.HSPEED = 10 self.VSPEED = 15 self.mine = None self.hp = Hp() self.hp.moveTo(900, 20) self.hp.isShow(False) self.air = airNum() self.air.moveTo(900, 50) self.air.isShow(False) self.mineBar = mineBar(1) self.mineBar.moveTo(1000, 80) self.mineBar.isShow(False) self.direction = -1 self.invincible = False self.invincibleCount = 0 self.isGrabbed = False self.keyLeft = 0 self.keyRight = 0 self.digCount = 0