def __init__(self, position, size, *containers): GameSprite.__init__(self, *containers) self.rect = pygame.Rect(position, size) srf = self.generateEmptySprite(size, alpha=0) if cblocals.DEBUG: srf.set_alpha(150) self.image = srf
def __init__(self, position, size, *containers): GameSprite.__init__(self, *containers) self.rect = pygame.Rect(position, size) self.x, self.y = position self.rect.midbottom = position self._image = None self._timeCollected = 0 self._nextLightChange = randomTime() self._phase = 1
def __init__(self, position, size, exit_to, start_position, firstNavPoint, topleft, *containers): GameSprite.__init__(self, *containers) self.rect = pygame.Rect(position, size) self.image = self.generateEmptySprite(size, alpha=0, fillWith=(240,240,240)) self._focus = False # Exit data self.to_level = exit_to self.start_position = start_position self.firstNavPoint = firstNavPoint self.nextTopleft = topleft
def __init__(self, position, size, *containers): """The position used is the lighting strike point of the ground (midbottom)""" GameSprite.__init__(self, *containers) self.rect = pygame.Rect(position, size) self.x, self.y = position self.rect.midbottom = position self._image = None self._timeCollected = 0 self._nextLightChange = randomTime() self._phase = 1
def __init__(self, character, bkcolor=(255, 255, 255, 0), textcolor=(0, 0, 0, 0)): GameSprite.__init__(self) self._character = character self.bkcolor = bkcolor self.textcolor = textcolor self._text = "" self._text_queue = [] self._time_left = 0 self._last_charX = self._last_charY = None self._image = None
def __init__(self, level, text=None, type=LEVEL_TEXT_TYPE_NORMAL): GameSprite.__init__(self, level['level_text']) self._text = [] self._type = type self.level = level self._image = None self.rect = self._getRect() self.position = self.rect.midbottom if text: self.addText(text) self.colophon = False
def __init__(self, position, size, fireOnCollistionWith=(), *containers): GameSprite.__init__(self, *containers) self.rect = pygame.Rect(position, size) self.position = position srf = self.generateEmptySprite(size, alpha=0) if cblocals.DEBUG: srf.set_alpha(100) srf.fill( (255,255,255) ) self.image = srf # Other important trigger's members self.disableTriggerAfterFire = True self.fireOnCollistionWith = fireOnCollistionWith
def __init__(self, name, img, containers, realSize=cblocals.TILE_IMAGE_SIZE, speed=150., attackTime=0.5, afterAttackRestTime=0.2, weaponInAndOut=False, sightRange=200,): GameSprite.__init__(self, *containers) Stealth.__init__(self) Warrior.__init__(self, attackTime, afterAttackRestTime) self._x = self._y = 0 self.rect = pygame.Rect( (self.x, self.y), (cblocals.TILE_IMAGE_SIZE) ) self.name = name self.characterType = "Guy" self.experienceLevel = 1 self._brain = None self._presentationBrain = PresentationStateMachine(self) self._load_images(img, weaponInAndOut) self.lastUsedImage = 'head_south_1' self._stepTime = 0 self._mustChangeImage = False self.direction = self._lastUsedDirection = cblocals.DIRECTION_S self._isMoving = False self.maxSpeed = self._speed = speed self.sightRange = sightRange self.rest_time_needed = .3 self.side = 'Cheese Boys' self._enemyTarget = None self.navPoint = NavPoint(self) self.heading = None # From where a succesfull attack is coming self.damageHeading = None self.size = realSize self._heatRectData = (5, 5, 10, 15) self.hitPoints = self.hitPointsLeft = 20 self._baseAC = 1 self._th0 = None self._speech = SpeechCloud(self) # *** Pathfinding *** self.pathfinder = None # This is inited only after the call onto addToGameLevel self.afterInit()
def __init__(self, position, type, orientation, *containers): """Init the crate. You need specify the type of the crate, that will change the used image, and also the orientation (image can be rotated). @type: a integer number to be appended to the createXX.png filename. @orientation: an integer from 0 to 3, that rotate the image 90*value degree counterclockwise. """ GameSprite.__init__(self, *containers) image = utils.load_image("crate%s.png" % type, directory="miscellaneous") if orientation: image = pygame.transform.rotate(image, 90*orientation) self.image = image self.position = position self.rect = pygame.Rect(position, image.get_size()) self.rect.midbottom = position
def __init__(self, position, length, orientation, *containers): """Init the gate. Just give the length on the gate and the orientation. 0 for horizontal, 1 for vertical. To open the gate set the open_condition tuple attribute. The tuple contains an object (commonly a GameSprite) and an attribute name, that need to be tested on this object. The open_condition attribute must be evaluated to True, or must be a callable that return True. In any one of this case, the gate will open on collision with the hero. You can also use the open_condition_reverse_flag to negate the condition needed to open the gate (not True but False). """ GameSprite.__init__(self, *containers) self.length = self.total_length = length self.width = int(length/20) self.orientation = orientation self.position = position self._initGate() self.opened = False self.isOpen = False self._focus = False self.open_condition = () # Negate condition for opening self.open_condition_reverse_flag = False
def __init__(self, position, size, *containers): GameSprite.__init__(self, *containers) self.rect = pygame.Rect(position, size) self.image = utils.load_image("codigoro-sign.png", "miscellaneous")
def __init__(self, position, size, *containers): GameSprite.__init__(self, *containers) self.x, self.y = position self.rect = pygame.Rect(position, size) self.image = utils.load_image("dark-large-stain.png", "miscellaneous")
def __init__(self, position, size, *containers): GameSprite.__init__(self, *containers) self.rect = pygame.Rect(position, size) self._image = None self._wave_phase = cbrandom.choice([0,1,2,3]) self._timeCollected = self._nextRandomWaveTime()