Пример #1
0
 def _get_full(self, which):
     tmp = SS.loadSheet("images/sprites/player_total.png",
                        52, 26, [8, 3])
     tmp = tmp[which]
     full_speed = []
     for i in range(5, len(tmp)):
         full_speed.append(tmp[i])
     return full_speed
Пример #2
0
 def _get_accelerating(self, which):
     tmp = SS.loadSheet("images/sprites/player_total.png",
                        52, 26, [8, 3])
     tmp = tmp[which]
     accelerating = []
     for i in range(1, 5):
         accelerating.append(tmp[i])
     return accelerating
Пример #3
0
    def __init__(self, location, screensize):
        game.sprite.Sprite.__init__(self)
        Boss_1.screen_width = screensize[0]
        Boss_1.screen_height = screensize[1]
        self.frame = 0
        self.frameCalls = 0
        if Boss_1.image is None:
            # make all of the appropriate transformations of the image based
            # on direction of travel

            sprites = SP.loadSheet(
                "images/sprites/boss_1.png", 52, 26, [2, 1])
            Boss_1.right = sprites[0]
            Boss_1.left = SP.rotateSprites(Boss_1.right, 180)
            Boss_1.up = SP.rotateSprites(Boss_1.right, 90)
            Boss_1.down = SP.rotateSprites(Boss_1.right, -90)
            Boss_1.upright = SP.rotateSprites(Boss_1.right, 45)
            Boss_1.upleft = SP.rotateSprites(Boss_1.right, 135)
            Boss_1.downright = SP.rotateSprites(Boss_1.right, -45)
            Boss_1.downleft = SP.rotateSprites(Boss_1.right, -135)

        self.waiting = False
        self.direction = "right"
        self.set_direction(self.direction)
        self.set_image()
        #set the speed & get the rectangle

        self.rect = self.image.get_rect()

        #make sure it is in the appropriate location
        self.rect.topleft = location
        #get the width & height of screen
        self.width = screensize[0]
        self.height = screensize[1]
        self.x = location[0]
        self.y = location[1]
        self.current_move = 0
        self.old_pos_x = location[0]
        self.old_pos_y = location[1]
        #This variable keeps track of the number of cycles
        #the enemy has waited before restarting
        #If 0, enemy continues as normal
        #Enemy will stay stopped until stop_time == max_stop_time
        self.waited_time = 0
        self.moved_time = 0
        self.speed = 7
        self.active_distance = 15

        #Initial strength for car
        self.strength = 0

        #Set as 500 to give him a little more strength
        self.health = 500

        #Original transport variables
        self.is_transporting = False
        self.transport_time = 0
        self.transport_location = None
Пример #4
0
    def __init__(self, location, screensize,
                 speed, direction, move_array):

        game.sprite.Sprite.__init__(self)

        Enemy.screen_width = screensize[0]
        Enemy.screen_height = screensize[1]
        self.frame = 0
        self.frameCalls = 0
        if Enemy.image is None:
            # make all of the appropriate transformations of the image based
            # on direction of travel

            sprites = SP.loadSheet(
                "images/sprites/enemyfullhealthlights.png", 52, 26, [3, 1])
            Enemy.right = sprites[0]
            Enemy.left = SP.rotateSprites(Enemy.right, 180)
            Enemy.up = SP.rotateSprites(Enemy.right, 90)
            Enemy.down = SP.rotateSprites(Enemy.right, -90)
            Enemy.upright = SP.rotateSprites(Enemy.right, 45)
            Enemy.upleft = SP.rotateSprites(Enemy.right, 135)
            Enemy.downright = SP.rotateSprites(Enemy.right, -45)
            Enemy.downleft = SP.rotateSprites(Enemy.right, -135)

        self.direction = direction
        self.set_direction(direction)
        self.set_image()
        #set the speed & get the rectangle

        self.speed = speed
        self.rect = self.image.get_rect()

        #make sure it is in the appropriate location
        self.rect.topleft = location
        #get the width & height of screen
        self.width = screensize[0]
        self.height = screensize[1]
        self.x = location[0]
        self.y = location[1]
        self.movements = move_array
        self.current_move = 0
        self.old_pos_x = location[0]
        self.old_pos_y = location[1]
        #This variable keeps track of the number of cycles
        #the enemy has waited before restarting
        #If 0, enemy continues as normal
        #Enemy will stay stopped until stop_time == max_stop_time
        self.stop_time = 0
Пример #5
0
 def _get_stopped(self, which):
     tmp = SS.loadSheet("images/sprites/player_total.png",
                        52, 26, [8, 3])
     tmp = tmp[which]
     return [tmp[0]]