示例#1
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 def __init__(self, d, type):
     super(Fossil, self).__init__(d[0], d[1])
     self.blackBox = graphics.load("black1.png").convert_alpha()
     self.blackBox = pygame.transform.scale(self.blackBox, (45, 45))
     self.box_mask = pygame.mask.from_surface(self.blackBox)
     self.type = type
     self.spritesheet = graphics.load("fossils.png")
     self.spritesheet = pygame.transform.scale(self.spritesheet, (125, 65))
     self.mapping = {
         0: (0, 10, 41.6, 65),
         1: (45, 12, 41.6, 40),
         2: (83.3, 20, 41.6, 40)
     }
     graphics.register(self)
示例#2
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文件: units.py 项目: TrentonH/mazeBox
 def __init__(self, x, y):
     super(George, self).__init__(x, y)
     self.walk_speed = 5.0
     self.spritesheet = graphics.load("trainer.png")
     self.mapping = {
         "down": [(46.75 * i, 0, 46.75, 64) for i in range(4)],
         "left": [(46.75 * i, 65, 46.75, 64) for i in range(4)],
         "right": [(46.75 * i, 128, 46.75, 64) for i in range(4)],
         "up": [(46.75 * i, 192, 46.75, 64) for i in range(4)],
         "s_down": [(0, 0, 46.75, 64) for i in range(4)],
         "s_left": [(0, 65, 46.75, 64) for i in range(4)],
         "s_right": [(0, 128, 46.75, 64) for i in range(4)],
         "s_up": [(0, 192, 46.75, 64) for i in range(4)]}
     # - with will make a back box that i will set the the location
     self.blackBox = pygame.image.load("black1.png").convert_alpha()
     self.blackBox =  pygame.transform.scale(self.blackBox, (46 , 64 ))
     self.box_mask = pygame.mask.from_surface(self.blackBox)
     # self.box_rect = self.blackBox.get_rect()
     # self.box_rect.center = (self.x, self.y)
     self.hitbox = pygame.Rect(self.x - 23, self.y - 32, 46, 64)
     # self.hitbox.width = 46
     # self.hitbox.height = 64
     self.hitbox.center = (self.x, self.y)
     self.facing = "down"
     self.speed = 0.3
示例#3
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def startScreen():
	global plane, banner, cloud1, cloud2, cloud3, cloud4, run, clock, play, instance

	instance = -1

	graphics.background = graphics.load("images/sky.jpg")

	cloud1 = unit.Cloud(randrange(0, 1400, 10), randint(0, 600))
	graphics.register(cloud1)
	cloud2 = unit.Cloud(randrange(0, 1400, 10), randint(0, 600))
	graphics.register(cloud2)

	banner = unit.Banner(530, 120)
	graphics.register(banner)

	play = unit.Play(560, 200)
	graphics.register(play)

	plane = unit.Plane(800, 100)
	graphics.register(plane)

	cloud3 = unit.Cloud(randrange(0, 1400, 10), randint(0, 600))
	graphics.register(cloud3)
	cloud4 = unit.Cloud(randrange(0, 1400, 10), randint(0, 600))
	graphics.register(cloud4)

	clock = pygame.time.Clock()
	run = True

	while (run):
		clock.tick(30)

		update_graphics()

	pygame.display.flip()
示例#4
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	def __init__(self, x, y):
		super(Cloud, self).__init__(x, y)
		self.spritesheet = graphics.load("images/cloud.png")
		self.mapping = {
				"cloud" : [(0, 0, 298, 123) for i in range(1)],
		}
		self.facing = "cloud"
		self.speed = .2
示例#5
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	def __init__(self, x, y):
		super(Crashed_Plane, self).__init__(x, y)
		self.spritesheet = graphics.load("images/crashed_plane.png")
		self.mapping = {
				"crashed" : [(0, 0, 200, 200) for i in range(1)],
		}
		self.facing = "crashed"
		self.speed = 1
示例#6
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	def __init__(self, x, y):
		super(Play, self).__init__(x, y)
		self.spritesheet = graphics.load("images/play.png")
		self.mapping = {
				"play" : [(0, 0, 200, 50) for i in range(1)],
		}
		self.facing = "play"
		self.speed = .2
示例#7
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	def __init__(self, x, y):
		super(Blank, self).__init__(x, y)
		self.spritesheet = graphics.load("images/blank.png")
		self.mapping = {
				"blank" : [(0, 0, 64, 64) for i in range(60)],
		}
		self.facing = "blank"
		self.speed = .5
示例#8
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	def __init__(self, x, y):
		super(Cone, self).__init__(x, y)
		self.spritesheet = graphics.load("images/cone.png")
		self.mapping = {
				"cone" : [(66 * i, 0, 66, 66) for i in range(60)],
		}
		self.facing = "cone"
		self.speed = .5
示例#9
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	def __init__(self, x, y):
		super(Banner, self).__init__(x, y)
		self.spritesheet = graphics.load("images/moving_banner.png")
		self.mapping = {
				"banner" : [(302 * i, 0, 302, 202) for i in range(2)],
		}
		self.facing = "banner"
		self.speed = .2
示例#10
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	def __init__(self, x, y):
		super(Plane, self).__init__(x, y)
		self.spritesheet = graphics.load("images/plane.png")
		self.mapping = {
				"flying" : [(300 * i, 0, 300, 200) for i in range(2)],
		}
		self.facing = "flying"
		self.speed = 1
示例#11
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	def __init__(self, x, y):
		super(Pyramid, self).__init__(x, y)
		self.spritesheet = graphics.load("images/pyramid.png")
		self.mapping = {
				"pyramid" : [(66 * i, 0, 66, 66) for i in range(60)],
		}
		self.facing = "pyramid"
		self.speed = .5
示例#12
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 def __init__(self):
     super(George, self).__init__()
     self.sprite = graphics.load(os.path.join("george.png"))
     self.frame = self.frames["down"][0]
     self.frame_num = 0
     self.facing = "down"
     self.speed = 0.5
     self.velocity = [0, 0]
示例#13
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def preparelevel(screen, level):
    if level == "random map":
        return prepareRandomLevel(screen)
    elif level == "Random 35 x 35":
        return prepareRandomLevel(screen, 35, 35)
    elif level == "Random 60 x 60":
        return prepareRandomLevel(screen, 60, 60)
    elif level == "Random 60 x 25":
        return prepareRandomLevel(screen, 60, 25)
    else:
        levelname = os.path.join("data", "rooms", level)
        graphics.load(levelname)
        world = pygame.Surface((graphics.world_w, graphics.world_h))
        t = topbar.TopBar(screen)
        r = room.load(levelname)
        test.mark(r.background)
        r.topbar = t
        return world, t, r
示例#14
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 def __init__(self, x, y, dir):
     super(Arrow, self).__init__(x, y)
     self.dir = dir
     self.move_speed = 14.0
     self.spritesheet = graphics.load("arrow1.png").convert_alpha()
     self.spritesheet = pygame.transform.scale(self.spritesheet, (84, 24))
     if dir == 1:
         self.spritesheet = pygame.transform.flip(self.spritesheet, True, False)
     self.box_mask = pygame.mask.from_surface(self.spritesheet)
     graphics.register(self)
示例#15
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	def __init__(self, x, y):
		super(George, self).__init__(x, y)
		self.spritesheet = graphics.load("george.png")
		self.mapping = {
			"down" : [(0, 48 * i, 48 ,48) for i in xrange(4)],
			"left" : [(48, 48 * i, 48 ,48) for i in xrange(4)],
			"up"   : [(96, 48 * i, 48 ,48) for i in xrange(4)],
			"right": [(144, 48 * i, 48 ,48) for i in xrange(4)]
		}
		self.facing = "up"
		self.speed = 0.2
示例#16
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 def __init__(self, x, y):
     super(George, self).__init__(x, y)
     self.spritesheet = graphics.load(
         "C:\Users\Jarom\PycharmProjects\\resources\george.png")
     self.mapping = {
         "down": [(0, 48 * i, 48, 48) for i in xrange(4)],
         "left": [(48, 48 * i, 48, 48) for i in xrange(4)],
         "up": [(96, 48 * i, 48, 48) for i in xrange(4)],
         "right": [(144, 48 * i, 48, 48) for i in xrange(4)]
     }
     self.facing = "up"
     self.speed = 0.2
     self.moving = False
示例#17
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文件: units.py 项目: TrentonH/mazeBox
 def __init__(self, x, y, type):
     super(Fossil, self).__init__(x, y)
     self.blackBox = pygame.image.load("black1.png").convert_alpha()
     self.blackBox = pygame.transform.scale(self.blackBox, (45, 45))
     self.box_mask = pygame.mask.from_surface(self.blackBox)
     self.type = type
     self.spritesheet = graphics.load("fossils.png")
     self.spritesheet = pygame.transform.scale(self.spritesheet, (125, 65))
     self.mapping = {
         0: (0, 0, 41.6, 65),
         1: (41.6, 0, 83.3, 65),
         2: (83.3, 0, 125, 65)
     }
示例#18
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    def __init__(self, x, y):
        super(George, self).__init__(x, y)
        self.hp = 5
        self.walk_speed = 7.0
        self.heart = graphics.load("heart.png")
        self.spritesheet = graphics.load("trainer.png")
        self.mapping = {
            "down": [(46.75 * i, 0, 46.75, 64) for i in range(4)],
            "left": [(46.75 * i, 65, 46.75, 64) for i in range(4)],
            "right": [(46.75 * i, 128, 46.75, 64) for i in range(4)],
            "up": [(46.75 * i, 192, 46.75, 64) for i in range(4)],
            "s_down": [(0, 0, 46.75, 64) for i in range(4)],
            "s_left": [(0, 65, 46.75, 64) for i in range(4)],
            "s_right": [(0, 128, 46.75, 64) for i in range(4)],
            "s_up": [(0, 192, 46.75, 64) for i in range(4)]}

        # - with will make a back box that i will set the the location
        self.blackBox = graphics.load("black1.png").convert_alpha()
        self.blackBox = pygame.transform.scale(self.blackBox, (41, 64))
        self.box_mask = pygame.mask.from_surface(self.blackBox)
        self.facing = "down"
        self.speed = 0.3
        self.score = 0
示例#19
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def render_graphics():
	#render background
	graphics.background = graphics.load("images/sky.jpg")

	#render background clouds
	graphics.register(cloud1)
	graphics.register(cloud3)

	#render banner
	graphics.register(banner)

	graphics.register(option_cloud)
	graphics.register(option_cloud2)
	graphics.register(option_cloud3)
	graphics.register(option_cloud4)
示例#20
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 def __init__(self, x, y):
     super(George, self).__init__(x, y)
     self.spritesheet = graphics.load("trainer.png")
     self.mapping = {
         "down": [(46.75 * i, 0, 46.75, 64) for i in range(4)],
         "left": [(46.75 * i, 65, 46.75, 64) for i in range(4)],
         "right": [(46.75 * i, 128, 46.75, 64) for i in range(4)],
         "up": [(46.75 * i, 192, 46.75, 64) for i in range(4)],
         "s_down": [(0, 0, 46.75, 64) for i in range(4)],
         "s_left": [(0, 65, 46.75, 64) for i in range(4)],
         "s_right": [(0, 128, 46.75, 64) for i in range(4)],
         "s_up": [(0, 192, 46.75, 64) for i in range(4)]
     }
     self.facing = "down"
     self.speed = 0.3
示例#21
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 def __init__(self, x, y):
     super(Ava, self).__init__(x, y)
     self.spritesheet = graphics.load(r"resources\ava_small.png")
     self.rot_sprite = self.spritesheet
     self.direction = 0
     self.speed = 1
     self.moving = False
     self.blocked = False
     self.w = False
     self.a = False
     self.s = False
     self.d = False
     self.left = False
     self.right = False
     self.space = False
     self.new_space = True
     self.sensitivity = 5
     self.step_counter = 0
     self.snap_sound = True
示例#22
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def endScreen():
    global plane, run, clock, play, instance

    instance = -1

    graphics.background = graphics.load("images/grassy_hill.jpg")

    play = unit.Play(560, 200)
    graphics.register(play)

    plane = unit.Crashed_Plane(800, 300)
    graphics.register(plane)

    clock = pygame.time.Clock()
    run = True

    while (run):
        clock.tick(30)

        update_graphics()

    pygame.display.flip()
示例#23
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 def __init__(self, x, y):
     super(George, self).__init__(x, y)
     self.spritesheet = graphics.load("spritesheet2.png")
     self.LorR = True
     self.key_states = pygame.event.get()
     self.keys = pygame.key.get_pressed()
     self.shoot = False
     self.velocity = [0, 0]
     #width 2020
     #height 4000
     #20 total high
     #10 max wide
     #self.charLeft = graphics.load("spriteCharLeft.png")
     self.mapping = {
         "shootRunLeft": [(202 * i, 0, 202, 200) for i in range(1, 10)],
         "jumpShootLeft": [(202 * i, 200, 202, 200) for i in range(5, 10)],
         "runLeft": [(202 * i, 400, 202, 200) for i in range(2, 10)],
         "shootLeft": [(202 * i, 600, 202, 200) for i in range(6, 10)],
         "idleLeft": [(202 * i, 800, 202, 200) for i in range(0, 10)],
         "jumpMeleeLeft": [(202 * i, 1000, 202, 200) for i in range(2, 10)],
         "meleeLeft": [(202 * i, 1200, 202, 200) for i in range(2, 10)],
         "slideLeft": [(202 * i, 1400, 202, 200) for i in range(10)],
         "jumpLeft": [(202 * i, 1600, 202, 200) for i in range(10)],
         "dieLeft": [(202 * i, 1800, 202, 200) for i in range(10)],
         "shootRunRight": [(202 * i, 2000, 202, 200) for i in range(9)],
         "jumpShootRight": [(202 * i, 2200, 202, 200) for i in range(5)],
         "runRight": [(202 * i, 2400, 202, 200) for i in range(8)],
         "shootRight": [(202 * i, 2600, 202, 200) for i in range(4)],
         "idleRight": [(202 * i, 2800, 202, 200) for i in range(10)],
         "jumpMeleeRight": [(202 * i, 3000, 202, 200) for i in range(8)],
         "meleeRight": [(202 * i, 3200, 202, 200) for i in range(8)],
         "slideRight": [(202 * i, 3400, 202, 200) for i in range(10)],
         "jumpRight": [(202 * i, 3600, 202, 200) for i in range(10)],
         "dieRight": [(202 * i, 3800, 202, 200) for i in range(10)]
     }
     self.facing = "idleLeft"
     self.speed = 0.6
示例#24
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 def __init__(self):
     super(Vizzi, self).__init__()
     self.sprite = graphics.load(os.path.join("Animation V.png"))
     self.frame = self.frames["start"][0]
     self.attack = False
     self.aFrame = 0
示例#25
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__author__ = 'Trenton'

import pygame

import graphics
import units

graphics.init()

import event


# back = graphics.load("stars.png")
temp = graphics.load("Easy Maze.png")
graphics.background =  pygame.transform.scale(temp, ( 1200,  600))
#graphics.load("Easy Maze.png")
#obstacle = pygame.transform.scale(graphics.background, ( 1200,  600))

george = units.George(45, 375)
george.facing = "s_down"
#george2 = units.George(100, 25)
#george2.speed = 0.4
#george2.facing = "left"

graphics.register(george)
#graphics.register(george2)

def quit(e):
	global run
	if e.type == pygame.QUIT:
		run = False
示例#26
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import pygame

import graphics
import entity
import events

pygame.init()

graphics.init((400, 400))
vizzi = entity.Vizzi()
graphics.add(vizzi)

graphics.background = graphics.load("vortex.png")


def quit(e):
    global run
    if e.type == pygame.KEYUP:
        if (e.key == pygame.K_F4 and e.mod & pygame.KMOD_ALT):
            run = False
    elif e.type == pygame.QUIT:
        run = False


events.register(pygame.QUIT, quit)
events.register(pygame.KEYUP, quit)
events.register(pygame.KEYDOWN, vizzi.key_handler)
events.register(pygame.KEYUP, vizzi.key_handler)

clock = pygame.time.Clock()
# vizzi.update()
示例#27
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import pygame

import graphics
import entity
import events

pygame.init()

graphics.init((400, 400))
george = entity.George()
graphics.add(george)

graphics.background = graphics.load("stars.png")


def quit(e):
    global run
    if (e.type == pygame.KEYUP):
        if (e.key == pygame.K_F4 and e.mod & pygame.KMOD_ALT):
            run = False
    elif (e.type == pygame.QUIT):
        run = False


events.register(pygame.QUIT, quit)
events.register(pygame.KEYUP, quit)

events.register(pygame.KEYDOWN, george.key_handler)
events.register(pygame.KEYUP, george.key_handler)

clock = pygame.time.Clock()
示例#28
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def render_graphics():
    #render background
    graphics.background = graphics.load("images/sky.jpg")

    #render background clouds
    graphics.register(cloud1)
    graphics.register(cloud3)

    #render banner
    graphics.register(banner)

    graphics.register(option_cloud)
    graphics.register(option_cloud2)
    graphics.register(option_cloud3)
    graphics.register(option_cloud4)

    #render pattern
    if instance == 0:
        graphics.register(pyramid)
        graphics.register(sphere)
        graphics.register(pyramid2)

        graphics.register(cube)
        graphics.register(sphere2)
        graphics.register(cone)
        graphics.register(cylinder)

    if instance == 1:
        graphics.register(cone)
        graphics.register(cylinder)
        graphics.register(cone2)

        graphics.register(sphere)
        graphics.register(cylinder2)
        graphics.register(pyramid)
        graphics.register(cube)

    if instance == 2:
        graphics.register(cylinder)
        graphics.register(cube)
        graphics.register(cylinder2)

        graphics.register(sphere)
        graphics.register(cone)
        graphics.register(cube2)
        graphics.register(pyramid)

    if instance == 3:
        graphics.register(cube)
        graphics.register(pyramid)
        graphics.register(cube2)

        graphics.register(pyramid2)
        graphics.register(cone)
        graphics.register(sphere)
        graphics.register(cylinder)

    if instance == 4:
        graphics.register(sphere)
        graphics.register(cone)
        graphics.register(sphere2)

        graphics.register(cube)
        graphics.register(cone2)
        graphics.register(pyramid)
        graphics.register(cylinder)

    graphics.register(blank)

    #render plane
    graphics.register(plane)

    #render clouds
    graphics.register(cloud2)
    graphics.register(cloud4)