def load_sprite(self): super().load_sprite() self.animations = {} self.animations[ActorBomb.State.DETONATE] = Animation( load_image("assets/bibomb.png", False), Rect(0, 0, 41, 48), 2, 800) self.animations[ActorBomb.State.EXPLODE] = Animation( load_image("assets/explosion.png", False), pygame.Rect(0, 0, 192, 192), 5, 25, False, False, 5, self.destroyed)
def load_sprite(self): self.animations = {} self.animations[ActorArrowChargedPlayer.State.TRAVEL] = Animation( load_image("assets/bullet_charged.png", False), Rect(0, 0, 48, 48), 1, -1, True) self.animations[ActorArrowChargedPlayer.State.EXPLODE] = Animation( load_image("assets/bullet_charged_explosion.png", False), Rect(0, 0, 192, 192), 5, 100, callback_fun=self.bye) self._state = ActorArrowChargedPlayer.State.TRAVEL
def load_sprite(self): super().load_sprite() sprite_sheet = load_image(type(self).FILE, False) width = type(self).WIDTH height = type(self).HEIGHT self.animations = {} self.animations[ActorSlime.State.IDLE] = Animation( sprite_sheet, pygame.Rect(0, 0, width, height), 9, 50, True) self.animations[ActorSlime.State.MOVE] = Animation( sprite_sheet, pygame.Rect(0, height, width, height), 9, 100, True) self.animations[ActorSlime.State.JUMP] = Animation( sprite_sheet, pygame.Rect(0, height * 2, width, height), 9, 50, True) self.animations[ActorSlime.State.ATTACK] = Animation( sprite_sheet, pygame.Rect(0, height * 3, width, height), 9, 50, True, callback_fun=self.idle) self.animations[ActorSlime.State.DIE] = Animation( sprite_sheet, pygame.Rect(0, height * 4, width, height), 9, 50, True, callback_fun=self.dead)
def load_sprite(self): super().load_sprite() try: self.sprite = load_image("assets/" + self.path, False) except: self.info("C'est normal, mon programme est puant !")
def load_sprite(self): super().load_sprite() sprite = load_image(self.path, False).subsurface( (self.pos.x, self.pos.y), (self.width, self.height)) rect = get_real_rect(sprite) sprite = sprite.subsurface(rect.pyrect) self.sprite = sprite
def load_sprite(self): sprites_sheet = load_image("assets/marinka.png", False) self.animations = {} self.animations[DIRECTION.HAUT] = Animation(sprites_sheet, pygame.Rect(PLAYER_MOVE_TOP.x * PLAYER_SPRITE_WIDTH, PLAYER_MOVE_TOP.y * PLAYER_SPRITE_HEIGHT, PLAYER_SPRITE_WIDTH, PLAYER_SPRITE_HEIGHT), PLAYER_MOVE_TILES_NUMBER, PLAYER_MOVE_TIME, auto_rect=True) self.animations[DIRECTION.GAUCHE] = Animation(sprites_sheet, pygame.Rect(PLAYER_MOVE_LEFT.x * PLAYER_SPRITE_WIDTH, PLAYER_MOVE_LEFT.y * \ PLAYER_SPRITE_HEIGHT, PLAYER_SPRITE_WIDTH, PLAYER_SPRITE_HEIGHT), PLAYER_MOVE_TILES_NUMBER, PLAYER_MOVE_TIME, True) self.animations[DIRECTION.DROITE] = Animation(sprites_sheet, pygame.Rect(PLAYER_MOVE_RIGHT.x * PLAYER_SPRITE_WIDTH, PLAYER_MOVE_RIGHT.y * \ PLAYER_SPRITE_HEIGHT, PLAYER_SPRITE_WIDTH, PLAYER_SPRITE_HEIGHT), PLAYER_MOVE_TILES_NUMBER, PLAYER_MOVE_TIME, True) self.animations[DIRECTION.BAS] = Animation(sprites_sheet, pygame.Rect(PLAYER_MOVE_BOTTOM.x * PLAYER_SPRITE_WIDTH, PLAYER_MOVE_BOTTOM.y * \ PLAYER_SPRITE_HEIGHT, PLAYER_SPRITE_WIDTH, PLAYER_SPRITE_HEIGHT), PLAYER_MOVE_TILES_NUMBER, PLAYER_MOVE_TIME, True) self.animations[DIRECTION.NONE] = Animation(sprites_sheet, pygame.Rect(PLAYER_STANDBY.x * PLAYER_SPRITE_WIDTH, PLAYER_STANDBY.y * \ PLAYER_SPRITE_HEIGHT, PLAYER_SPRITE_WIDTH, PLAYER_SPRITE_HEIGHT), 1, 1000, True) self.animations[ActorPlayer.State.DYING] = Animation(sprites_sheet, pygame.Rect(PLAYER_DYING.x * PLAYER_SPRITE_WIDTH, PLAYER_DYING.y * \ PLAYER_SPRITE_HEIGHT, PLAYER_SPRITE_WIDTH, PLAYER_SPRITE_HEIGHT), PLAYER_DIE_TILES_NUMBER, PLAYER_DYING_TIME, True, callback_fun = self.dead) self.animations[ActorPlayer.State.DEAD] = Animation(sprites_sheet, pygame.Rect(5 * PLAYER_SPRITE_WIDTH, PLAYER_DYING.y * \ PLAYER_SPRITE_HEIGHT, PLAYER_SPRITE_WIDTH, PLAYER_SPRITE_HEIGHT), 1, 0, True) self.animations[ActorPlayer.State.CHARGE] = Animation(sprites_sheet, Rect(0, 19 * PLAYER_SPRITE_HEIGHT, PLAYER_SPRITE_WIDTH, PLAYER_SPRITE_HEIGHT), 9, 75, auto_rect=True, callback_fun=self.charge) self.animations[ActorPlayer.State.CHARGED] = Animation(sprites_sheet, Rect(8 * PLAYER_SPRITE_WIDTH, 19 * PLAYER_SPRITE_HEIGHT, PLAYER_SPRITE_WIDTH, PLAYER_SPRITE_HEIGHT), 1, -50, True) self.rect = self.animations[DIRECTION.NONE].get_rect(self.rect)
def load_sprite(self): # Chargement des images de la porte super().load_sprite() self.sprites = {} self.sprites[False] = pygame.transform.flip( load_image_tile("assets/gates.png", pygame.Rect(0, 0, 96, 64), True), False, False) self.sprites[True] = pygame.transform.flip( load_image_tile("assets/gates.png", pygame.Rect(0, 192, 96, 64), True), False, False) self.sprite = self.sprites[self.is_open] self.animation = Animation(load_image("assets/gates.png"), pygame.Rect(0, 64, 96, 64), 2, auto_rect=True, vertical=True)
def load_sprite(self): self.sprite = load_image("assets/bullets.png", False).subsurface(208, 67, 11, 11)
def load_sprite(self): self.sprite = load_image("assets/bullet.png")
def generate(self): """Génère l'image produite par les attributs choisis""" # On charge d'abord le 'body' self.generated_sprite = load_image(self.body_list[self.body_index], False) # On copie par dessus nos éléments # Ears self.generated_sprite.blit( load_image(self.ears_list[self.ears_index], False), (0, 0)) # Eyes self.generated_sprite.blit( load_image(self.eyes_list[self.eyes_index], False), (0, 0)) # Nose self.generated_sprite.blit( load_image(self.nose_list[self.nose_index], False), (0, 0)) # Hair self.generated_sprite.blit( load_image( self.hair_color_list[self.hair_type_list[self.hair_type_index]] [self.hair_color_index], False), (0, 0)) # Legs self.generated_sprite.blit( load_image( self.legs_color_list[self.legs_type_list[self.legs_type_index]] [self.legs_color_index], False), (0, 0)) # Head self.generated_sprite.blit( load_image( self.head_color_list[self.head_type_list[self.head_type_index]] [self.head_color_index], False), (0, 0)) # Torso self.generated_sprite.blit( load_image( self.torso_color_list[self.torso_type_list[ self.torso_type_index]][self.torso_color_index], False), (0, 0)) # Hands self.generated_sprite.blit( load_image( self.hands_color_list[self.hands_type_list[ self.hands_type_index]][self.hands_color_index], False), (0, 0)) # Feet self.generated_sprite.blit( load_image( self.feet_color_list[self.feet_type_list[self.feet_type_index]] [self.feet_color_index], False), (0, 0)) self.sprite_to_draw = self.generated_sprite.subsurface( PLAYER_STANDBY.x * PLAYER_SPRITE_WIDTH, PLAYER_STANDBY.y * PLAYER_SPRITE_HEIGHT, PLAYER_SPRITE_WIDTH, PLAYER_SPRITE_HEIGHT) # Bow self.generated_sprite.blit( load_image(self.bow_list[self.bow_index], False), (0, 0)) self.sprite_to_draw = pygame.transform.scale2x(self.sprite_to_draw)
def load_sprite(self): super().load_sprite() self.sprite = load_image("assets/rock.png", True)
def load_sprite(self): super().load_sprite() self.sprite = load_image( "assets/gui_bar.png") #Pour faire un contour rÔse bien moche
def load_sprite(self): super().load_sprite() self.sprite = load_image("assets/Wall1.png")