def __init__(self): Sprite.__init__(self) self.original_image = common.load('presents/gcoop.png', False) self.image = self.original_image self.alpha = 0 self.rect = self.image.get_rect() self.rect.centerx = 1260 / 2 self.center = self.rect.center self.y = 90 w, h = self.image.get_width(), self.image.get_height() self.width = 0 self.height = 0 common.tweener.addTween(self, width=w, tweenTime=1700, tweenType=pytweener.Easing.Elastic.easeInOut) common.tweener.addTween(self, height=h, tweenTime=1800, tweenType=pytweener.Easing.Elastic.easeInOut) common.tweener.addTween(self, alpha=255, tweenTime=500, tweenType=pytweener.Easing.Linear.easeNone) self.update()
def __init__(self, window, x=0, y=0): Sprite.__init__(self, window) self.setDimensions(15, 120) self.setPOS(50, self.window.getHeight() / 2 - self.height / 2) self.sprite.fill(self.rcolor) self.spd = 10 self.con = False
def __init__(self): Sprite.__init__(self) self.pos=[0,0,5] #like every other thing, pos is at center bottom self.speed=[0,0,0] self.size=2 #ball radius, for goal accuracy (used in y, and 2* in z) self.owner=0 #0 if ball is free self.anim_index=0 self.direction=1# +1: right, -1: left TODO : add more directions ? self.state="roll1" self.anim={}#dictionnary for left and right self.anim[1]={} #dictionnary of all animation looking to the right self.anim[1]["roll1"]=[] self.anim[1]["roll1"].append(pygame.image.load("data/_ball_roll1_A.png")) self.anim[1]["roll1"].append(pygame.image.load("data/_ball_roll1_B.png")) self.anim[1]["roll1"].append(pygame.image.load("data/_ball_roll1_C.png")) self.anim[1]["roll1"].append(pygame.image.load("data/_ball_roll1_D.png")) self.anim[1]["roll1"].append(pygame.image.load("data/_ball_roll1_E.png")) self.anim[1]["roll1"].append(pygame.image.load("data/_ball_roll1_F.png")) #flip all anims to look left self.anim[-1]={} for key in self.anim[1]: self.anim[-1][key]=[] for img in self.anim[1][key]: self.anim[-1][key].append(pygame.transform.flip(img, 1, 0)) self.image = self.anim[self.direction][self.state][int(self.anim_index)] #this is how we get the current picture
def __init__(self, imagen, velocidad): self.image = imagen Sprite.__init__(self) self.rect = self.image.get_rect() self.x = random.randint(-50, int(config.WIDTH)) self.rect.y = random.randint(-20, int(config.HEIGHT * 0.9)) self.velocidad = velocidad
def __init__(self, world, obj): if obj.gid is None: print >>sys.stderr, 'Player: must be created from tile object' sys.exit(1) self.left=False self.world = world self.gid = obj.gid tile = world.data.tiles[self.gid] Sprite.__init__(self, world, obj.kind, '{} ({},{})'.format(obj.kind, obj.x, obj.y), tile.get_width(), tile.get_height(), obj.x, obj.y, (16.0, 16.0)) self.addForce('friction', (1.0, 0.0), 'slowdown') self.addForce('gravity', (0.0, 1.0), 'constant') self.count = 0 self.coins = 0 pygame.font.init() self.font = pygame.font.SysFont("Helvetica", 36) self.font2 = pygame.font.SysFont("Courier New", 20) self.text_color = (255,255,255) self.score_color = (255, 0, 0) self.score_x = 10 self.score_y = 30 self.game_x = 230 self.game_y = 240 self.coins = 0 self.lives = 3 self.newlife = 0 self.hurt = False self.active = True
def __init__(self, world_map, GRID_LOCK, coordinates=None): Sprite.__init__(self, world_map, self.sprite_image, GRID_LOCK, coordinates) self.type = "deer" self.movable_terrain = world_map.get_all_land_tile_types() self.predators = ["wolf"] self.prey = ["plant"]
def __init__(self, world, obj): pygame.mixer.init(44100, -16, 2, 2048) if obj.gid is None: print >> sys.stderr, 'Player: must be created from tile object' sys.exit(1) self.left = False self.world = world self.gid = obj.gid tile = world.data.tiles[self.gid] Sprite.__init__(self, world, obj.kind, '{} ({},{})'.format(obj.kind, obj.x, obj.y), tile.get_width(), tile.get_height(), obj.x, obj.y, (16.0, 16.0)) self.addForce('friction', (1.0, 0.0), 'slowdown') self.addForce('gravity', (0.0, 1.0), 'constant') self.count = 0 self.coins = 0 pygame.font.init() self.hurtSound = pygame.mixer.Sound('OOT_AdultLink_Hurt1.wav') self.jumpSound = pygame.mixer.Sound('OOT_AdultLink_Jump1.wav') self.jewelSound = pygame.mixer.Sound('LOZ_Get_Rupee.wav') self.dieSound = pygame.mixer.Sound('LA_Link_Dying.wav') self.font = pygame.font.SysFont("Times New Roman", 36) self.font2 = pygame.font.SysFont("Courier New", 20) self.text_color = (255, 225, 225) self.score_color = (255, 0, 0) self.score_x = 10 self.score_y = 30 self.game_x = 230 self.game_y = 240 self.coins = 0 self.lives = 3 self.newlife = 0 self.hurt = False self.active = True
def __init__(self, text="", fontname=None, size=32): self.font = Font(fontname or pygame.font.get_default_font(), size) Sprite.__init__(self, None) self.text = text self.color = (0, 0, 0) self.set_text(text)
def __init__(self, x, y, w, h, vel_x, vel_y, vel, lado, cor, imagem): Entidade.__init__(self, x, y, w, h, vel_x, vel_y, vel) Sprite.__init__(self, imagem, cor) self.__cor = cor self.lado = lado self.ativo = True
def __init__(self, level, pos, facing): Sprite.__init__(self, level, pos, facing) level.destructibles.add(self) level.solids.add(self) self.tile = 2, 2 self.rotate = True
def __init__(self, scene): color = (43,73,85) grid_color = (170,170,170) self.size = (16,16) Sprite.__init__(self, scene, self.size, color) if config.DEBUG: offset = self.rect.move([1,1]) draw.rect(self.image, grid_color, offset, 1)
def __init__(self): Sprite.__init__(self) self.image = common.load('presents/presents.png', False) self.rect = self.image.get_rect() self.rect.centerx = 1280 / 2 self.rect.y = 600 self.alpha = 0 self.update()
def __init__(self): Sprite.__init__(self) self.image = common.load('continue.png', True) self.rect = self.image.get_rect() self.y = 720 + self.rect.h self.rect.bottom = self.y self.rect.centerx = 1280 / 2 common.tweener.addTween(self, y=710, tweenTime=1700)
def __init__(self): Sprite.__init__(self) self.image = common.load('presents/presents.png', False, (config.WIDTH * 0.3, 0)) self.rect = self.image.get_rect() self.rect.centerx = config.WIDTH / 2 self.rect.y = config.HEIGHT * 0.8 self.alpha = 0 self.update()
def __init__(self, x, y, w, h): Sprite.__init__(self, x, y) self.model = None self.w = w self.image = pygame.Surface((w + 2, h)) self.rect = self.image.get_rect().move(x, y) self.z = -1000 self.collision_rect = None
def __init__(self): Sprite.__init__(self) self.image = common.load('continue.png', True, (config.WIDTH * 0.7, 0)) self.rect = self.image.get_rect() self.y = config.HEIGHT + self.rect.h self.rect.bottom = self.y self.rect.centerx = config.WIDTH / 2 common.tweener.addTween(self, y=self.y * 0.8, tweenTime=1700)
def __init__(self): Sprite.__init__(self) self.image = common.load('title.png', True, (config.WIDTH * 0.3, 0)) self.rect = self.image.get_rect() self.rect.right = config.WIDTH * 0.9 self.y = config.HEIGHT common.tweener.addTween(self, y=self.y * 0.05, tweenTime=1700, tweenType=pytweener.Easing.Elastic.easeInOut)
def __init__(self, scene): color = (0,0,0) room_size = config.RESOLUTION self.tile = FloorTile(scene) self.num_tiles = [ config.RESOLUTION[0] / self.tile.size[0], config.RESOLUTION[1] / self.tile.size[1] ] Sprite.__init__(self, scene, room_size, color) self.make_floor()
def __init__(self, scene, size, color, name, speed, hp): Sprite.__init__(self, scene, size, color) self.name = name self.speed = speed self.hp = hp self.weapon_id = 0 self.weapon = scene.weapon_list[self.weapon_id] self.firing = False self.last_fired = 0
def __init__(self, stage_objects=[]): Sprite.__init__(self) pygame.mouse.set_visible(False) self._load_frames() self.show() self.set_frame('normal') self.rect = self.image.get_rect() self.stage_objects = stage_objects self.z = -50
def __init__(self): Sprite.__init__(self) self.image = common.load('level_complete.png', True, (config.WIDTH * 0.5, 0)) self.rect = self.image.get_rect() self.rect.centerx = config.WIDTH / 2 self.y = -self.rect.h * 2 self.rect.y = self.y common.tweener.addTween(self, y=config.HEIGHT * 0.4, tweenTime=1700, tweenType=pytweener.Easing.Elastic.easeInOut)
def __init__(self, window, x=0, y=0): Sprite.__init__(self, window) self.setDimensions(30, 30) self.setPOS(self.window.getWidth()/2 - self.width/2, self.window.getHeight()/2 - self.height/2) self.sprite.fill(self.color) self.spdx = 10 self.spdy = 10 self.p1score = 0 self.p2score = 0
def __init__(self, level, pos, facing=0): Sprite.__init__(self, level, pos, facing) level.movables.add(self) level.solids.add(self) self.layer = 1 self.is_sinkable = True self.moves_continuously = False
def __init__(self, x, y, font): Sprite.__init__(self, x, y) self.background = common.load_image("energy_view.png") self.model = None self.font = font self.image = self.background.convert_alpha() self.rect = self.image.get_rect() self.to_y = y self.rect.move_ip(x, y) self.rect.y = -50
def __init__(self, imgs): Sprite.__init__(self, imgs[0]) self.__state = -1 self.__states = list() self.__states = imgs self.state = ImageButton.NORMAL
def __init__(self, level, pos, facing=0): Sprite.__init__(self, level, pos, facing) level.destructibles.add(self) level.solids.add(self) self.tile = 1, 2 self.facing = 2 self.layer = 1 self.rotate = True
def __init__(self): Sprite.__init__(self) self.image = common.load('title.png', True) self.rect = self.image.get_rect() self.rect.right = 1180 self.y = 780 common.tweener.addTween(self, y=40, tweenTime=1700, tweenType=pytweener.Easing.Elastic.easeInOut)
def __init__(self, level, pos, facing): Sprite.__init__(self, level, pos, facing) level.destructibles.add(self) level.enemies.add(self) level.solids.add(self) self.layer = 1 self.speed = 250 self.rotate = True
def __init__(self): Sprite.__init__(self) self.image = common.load('level_complete.png', True) self.rect = self.image.get_rect() self.rect.centerx = 1280 / 2 self.y = -self.rect.h common.tweener.addTween(self, y=300, tweenTime=1700, tweenType=pytweener.Easing.Elastic.easeInOut)
def __init__(self, posX=0, posY=0, velX=0, velY=0, type="TrainCell"): Sprite.__init__(self,posX,posY) self.width=DEFAULT_WIDTH self.height=DEFAULT_HEIGHT self.maxHp=100 self.hp=self.maxHp self.isDead=False self.baseVelX=0 self.baseVelY=0 self.velX=velX self.velY=velY self.deltaTransX=0.1 self.deltaTransY=0.1 self.transVelX=velX self.transVelY=velY self.destination=random.randint(150,700-self.width) self.type=type self.name="Cell" #rotation self.deltaRot=0.05 self.transDeltaRot=0.05 self.deltaDeltaRot=0.0005 self.rotDirection=-1 self.rot=0 self.status=None self.shield=random.randint(0,150) self.deltaTransShield=1 self.transShield=self.shield #movement self.degreeRot=0 self.deltaDegreeRot=random.random()/15 #effects self.dyingParticles=[] #available self.isAvailable=True #attributes self.outerShape=random.choice(OUTER_SHAPE_LIST) self.outerColor,self.outerColorList=random.choice(COLOR_LIST) self.outerRotation,self.outerRotationVal=random.choice(ROT_DIRECTION_LIST) self.innerShape=random.choice(INNER_SHAPE_LIST) if self.innerShape=="None": self.innerColor,self.innerColorList=("Black",[0,0,0]) else: self.innerColor,self.innerColorList=random.choice(COLOR_LIST)
def __init__(self, posX=0, posY=0, velX=0, velY=0, type="TrainCell", caracteristicas="00000"): Sprite.__init__(self,posX,posY) self.width=DEFAULT_WIDTH self.height=DEFAULT_HEIGHT self.maxHp=200 self.hp=self.maxHp self.isDead=False self.velX=velX self.velY=velY self.baseVelX=velX self.baseVelY=0 self.deltaTransX=0.05 self.deltaTransY=0.05 self.transVelX=velX self.transVelY=velY self.type=type self.name="Cell" #rotation self.deltaRot=0.05 self.transDeltaRot=0.05 self.deltaDeltaRot=0.0005 self.rotDirection=-1 self.rot=0 self.status=None self.characteristics = caracteristicas #movement self.degreeRot=0 self.deltaDegreeRot=random.random()/15 #effects self.dyingParticles=[] #attributes # self.outerShape=random.choice(OUTER_SHAPE_LIST) self.outerShape = OUTER_SHAPE_LIST[int(self.characteristics[0])] # self.outerColor,self.outerColorList=random.choice(COLOR_LIST) self.outerColor, self.outerColorList = COLOR_LIST[int(self.characteristics[1])] # self.outerRotation,self.outerRotationVal=random.choice(ROT_DIRECTION_LIST) self.outerRotation,self.outerRotationVal=ROT_DIRECTION_LIST[int(self.characteristics[2])] # self.innerShape=random.choice(INNER_SHAPE_LIST) self.innerShape=INNER_SHAPE_LIST[int(self.characteristics[3])] if self.innerShape=="None": self.innerColor,self.innerColorList=("Black",[0,0,0]) else: # self.innerColor,self.innerColorList=random.choice(COLOR_LIST) self.innerColor,self.innerColorList=COLOR_LIST[int(self.characteristics[4])]
def __init__(self, level, pos, facing): Sprite.__init__(self, level, pos, facing) level.destructibles.add(self) level.solids.add(self) self.tile = 4, 1 self.layer = 3 self.rotate = True self.beams = pygame.sprite.Group()
def __init__(self, stage_objects): Sprite.__init__(self) pygame.mouse.set_visible(False) self._load_frames() self.show() self.set_frame('normal') self.rect = self.image.get_rect() self.stage_objects = stage_objects self.change_state(mouse_state.Normal(self)) self.z = -50 self.selected_player = None
def __init__(self,posX=0, posY=0, velX=0, velY=0, size=0.14, lifetime=0): Sprite.__init__(self,posX, posY) self.width=random.randint(MIN_SIZE,MAX_SIZE) self.height=self.width self.velY=velX self.velX=velY self.size=size if lifetime==0: self.lifeTime=random.randint(200,300) else: self.lifeTime=lifetime
def __init__(self, stage_objects): Sprite.__init__(self) #pygame.mouse.set_visible(False) self._load_frames() self.show() self.set_frame('normal') self.rect = self.image.get_rect() self.stage_objects = stage_objects self.change_state(mouse_state.Normal(self)) self.z = -50 self.selected_player = None
def __init__(self, game, type, x, y, map): Sprite.__init__(self) self.type = type self.image = common.load('front_pipes/%d.png' %(type), True, (config.BLOCK_SIZE, config.BLOCK_SIZE)) self.rect = self.image.get_rect() self.map = map self.can_be_clicked = True self.x = x - self.rect.w / 2 self.y = y - self.rect.h self.are_in_a_placeholder = False self.z = -10 self.game = game
def __init__(self, world, obj): if obj.gid is None: print >> sys.stderr, 'Coin: must be created from tile object' sys.exit(1) self.world = world self.gid = obj.gid tile = world.data.tiles[self.gid] self.count = 0 Sprite.__init__(self, world, obj.kind, '{} ({},{})'.format(obj.kind, obj.x, obj.y), tile.get_width(), tile.get_height(), obj.x, obj.y, (0.0, 0.0))
def __init__(self, game, type, x, y, map): Sprite.__init__(self) self.type = type self.image = common.load('front_pipes/%d.png' % (type), True) self.rect = self.image.get_rect() self.map = map self.can_be_clicked = True self.x = x - self.rect.w / 2 self.y = y - self.rect.h self.are_in_a_placeholder = False self.z = -10 self.game = game
def __init__(self, stage=None): Sprite.__init__(self) self.z = 0 self.unset_collision() self.sensitive = True # indica si es sensible a las colisiones self.stage = stage self.live = True if stage: self.move = self.move_with_stage else: self.move = self.move_without_stage
def __init__(self, x, y, w, h, vel_x=0, vel_y=0, vel=1, cor=(200, 0, 150), imagem=None): Entidade.__init__(self, x, y, w, h, vel_x, vel_y, vel) Sprite.__init__(self, imagem, cor, 100, 204, 0.7) self.__ativo = True
def __init__(self, text_image, x, y): Sprite.__init__(self) self.image = common.load('balloon.png', True) self.rect = self.image.get_rect() self.rect.right = x + 70 self.rect.bottom = y self.time_to_live = 150 self.image.blit(text_image, (5, 5)) # Evita que el cuadro de dialogo salga de la pantalla if self.rect.left < 2: self.rect.left = 2 elif self.rect.right > 638: self.rect.right = 638
def __init__(self, text_image, x, y): Sprite.__init__(self) self.image = common.load('balloon.png', True, (config.WIDTH * 0.13, 0)) self.rect = self.image.get_rect() self.rect.right = x + int(config.WIDTH * 0.058) self.rect.bottom = y self.time_to_live = 150 self.image.blit(text_image, (5, 5)) # Evita que el cuadro de dialogo salga de la pantalla if self.rect.left < 2: self.rect.left = 2 elif self.rect.right > config.WIDTH - 2: self.rect.right = config.WIDTH - 2
def __init__(self, posX=0, posY=0): Sprite.__init__(self, posX, posY) self.width = DEFAULT_WIDTH self.height = DEFAULT_HEIGHT self.color = (0.3, 0.6, 0.5) self.maxHp = 1000 self.hp = self.maxHp self.deltaHp = 1 self.transHp = self.hp self.isDead = False self.velX = 0.0 self.velY = 0.0
def __init__(self, position, team = 0): Sprite.__init__(self, position) self.addAnimation("stand", content.images['player3.png'], 32 * 0 , 0, 32, 32, 1, 0, True) self.addAnimation("runf", content.images['player3.png'], 32 * 1 , 0, 32, 32, 6, 9, True) self.addAnimation("runfh", content.images['player3.png'], 32 * 7 , 0, 32, 32, 6, 9, True) self.addAnimation("runb", content.images['player3.png'], 32 * 13, 0, 32, 32, 6, 9, True) self.addAnimation("runbh", content.images['player3.png'], 32 * 19, 0, 32, 32, 6, 9, True) self.addAnimation("catch", content.images['player3.png'], 32 * 25, 0, 32, 32, 1, 0, True) self.addAnimation("throw", content.images['player3.png'], 32 * 26, 0, 32, 32, 4, 7, True) self.addAnimation("hit", content.images['player3.png'], 32 * 30, 0, 32, 32, 2, 4, True) self.addAnimation("jumpf", content.images['player3.png'], 32 * 32, 0, 32, 32, 1, 0, True) self.addAnimation("jumpfh", content.images['player3.png'], 32 * 33, 0, 32, 32, 1, 0, True) self.addAnimation("jump", content.images['player3.png'], 32 * 34, 0, 32, 32, 1, 0, True) self.addAnimation("jumph", content.images['player3.png'], 32 * 35, 0, 32, 32, 1, 0, True) self.team = team self.name = "player" self.shadowSize = 19 self.shadowOffset = Vector2(0, 1) self.super = [] self.exThrow = [] self.superTicks = 0 #net self.chatMessage = "" self.chatTimer = 0 self.chatFont = pygame.font.Font("visitor1.ttf", 10) self.lastAnimation = self.currentAnimation #dash self.dashTimer = 0 self.dashDirection = (0,0) #knockback self.knockbackVelocity = Vector2(0, 0) #over the line logic self.runningHome = False #midair throw bonus self.midairBonus = False #particle timer self.pTimer = 0 self.localPlayer = False self.localPlayerAnimationName = "stand"
def __init__(self, content, window, x=0, y=0, fontFam="Arial", fontSize=24): Sprite.__init__(self, window, x, y) self.content = content self.fontFam = fontFam self.fontSize = fontSize self.color = WHITE self.font = font.SysFont(self.fontFam, self.fontSize) self.sprite = self.font.render(self.content, 1, self.color)
def __init__(self, level, pos, facing=0): Sprite.__init__(self, level, pos, facing) level.destructibles.add(self) self.tile = 0, 2 self.facing = 2 self.layer = 1 self.speed = 250 self.rotate = True self.move_key = None self.following = pygame.sprite.Group() self.pushing = pygame.sprite.Group() self.inv = pygame.sprite.Group()
def __init__(self, x, y, w, h, vel_x=0, vel_y=0, vel=1, cor=(200, 0, 150), imagem=None): Entidade.__init__(self, x, y, w, h, vel_x, vel_y, vel) Sprite.__init__(self, imagem, cor) self.cor = cor
def __init__(self, game, map, target): Sprite.__init__(self) self._load_frames() self.type = type self.image = self.animation.get_image() self.rect = self.image.get_rect() self.map = map self.can_be_clicked = False self.rect.x = target.rect.x + (target.rect.w/2 - self.rect.w/2) self.rect.y = target.rect.y - target.rect.h/2 self.z = -10 self.game = game self._load_frames() map.sprites.add(self) self.target = target
def __init__(self, world, obj): if obj.gid is None: print >>sys.stderr, 'Coin: must be created from tile object' sys.exit(1) self.world = world self.gid = obj.gid tile = world.data.tiles[self.gid] self.count=0 Sprite.__init__(self, world, obj.kind, '{} ({},{})'.format(obj.kind, obj.x, obj.y), tile.get_width(), tile.get_height(), obj.x, obj.y, (0.0, 0.0))
def __init__(self, world, obj): if obj.gid is None: print >> sys.stderr, 'Baddy: must be created from tile object' sys.exit(1) self.world = world self.gid = obj.gid tile = world.data.tiles[self.gid] Sprite.__init__(self, world, obj.kind, '{} ({},{})'.format(obj.kind, obj.x, obj.y), tile.get_width(), tile.get_height(), obj.x, obj.y, (16.0, 16.0)) self.addForce('friction', (1.0, 0.0), 'slowdown') self.addForce('gravity', (0.0, 1.0), 'constant') self.walk = 0 self.left = True
def __init__(self, *args): #calling default Sprite constructor Sprite.__init__(self, *args) self.__startrect = self.rect.copy() self.__maxvelocity = Vector2(config.PLAYER_MAX_SPEED, 100) self.__startspeed = 1.5 self._velocity = Vector2() self._input = 0 self._jumpforce = config.PLAYER_JUMPFORCE self._bonus_jumpforce = config.PLAYER_BONUS_JUMPFORCE self.gravity = config.GRAVITY self.accel = .5 self.deccel = .6 self.dead = False
def __init__(self, type, x, y): Sprite.__init__(self) if config.SHOW_PLACEHOLDERS: self.image = common.load('placeholder.png', True) else: self.image = common.load('hide.png', True) self.rect = self.image.get_rect() self.rect.topleft = (x, y) self.are_used = False self.is_floor = False self.rect.width = 75 self.rect.height = 75 self.type = type
def __init__(self, text=None, color=(0, 0, 0), initial_override=None): self.initial = {"translate": (0, 0), "scale": 0.1} Sprite.__init__(self, 'assets/sprites/button_case.png') if text is not None: self.rendered_text = Fonts().getFont("main").render( text, True, color) self.image.blit(self.rendered_text, self.calculateTextLocation()) self.text = text if initial_override is not None: self.initial = initial_override else: self.initial = {"translate": (50, 50), "scale": 0.1} self.applyInitalActions()
def __init__(self, world, obj): self.world = world self.gid = obj.gid self.x = obj.x self.y = obj.y tile = world.data.tiles[self.gid] Sprite.__init__(self, world, obj.kind, '{} ({},{})'.format(obj.kind, obj.x, obj.y), tile.get_width(), tile.get_height(), obj.x, obj.y, (16.0, 16.0)) self.addForce('friction', (1.0, 0.0), 'slowdown') self.addForce('gravity', (0.0, 1.0), 'constant') self.walk = 0 self.left = False self.active = False self.burnSound = pygame.mixer.Sound('LOZ_Bomb_Blow.wav') self.fireSound = pygame.mixer.Sound('LOZ_Candle.wav') self.casting = 0
def __init__(self, team): Sprite.__init__(self) self.team = team self.number_human_player = 0 self.image = 0 #current image self.skin_color = () self.previous_pos = [] #player characteristics self.pos_ref = [] #reference position in west half field self.pos_aim = [ ] #in full field coords, (scaled depending on ball position) (not used by GK) self.pos = [] #current position self.speed = 1 self.health = 100 self.max_energy = 1000 #before speed decreases self.resistance = 1 #before going KO self.control = 1 #before being hurt by ball self.kick = 1 #for shooting self.punch = 1 #for attacking self.jump_hight = 1 #IA characteristics self.agressivity = 1 self.precision = 1 #for GK and pass self.listening = 1 #wants to pass, and accepts to pass (max:2) self.inputs = 0 #class Inputs, constructor differs if Player_CPU or Player_Human self.anim_index = 0 self.direction = 1 # +1: right, -1: left self.state = "walk" self.has_ball = 0 #the ball if is in "hands" self.dist2_to_ball = 0 #square of planar dist to ball self.jump_speed = 0 self.energy = self.max_energy self.current_shoot_speed = [ 0, 0, 0 ] #where the ball will go when preshoot is finished self.anim = {} #dictionnary for left and right self.is_saying = "" #what the player is saying self.is_saying_timer = 0
def __init__(self, x, y, w, h, vel_x, vel_y, vel, cor=(0, 25, 125), imagem=None): Entidade.__init__(self, x, y, w, h, vel_x, vel_y, vel) Sprite.__init__(self, imagem, cor) self.__qnt_moedas = 0 self.__vida = 3 self.__gravidade = 5.8 #3.2 self.__cor = cor self.__no_chao = False
def __init__(self, game, audio, messages, x, y, map): Sprite.__init__(self) self.game = game self.messages = messages self._load_frames() self.set_animation("stand") self.rect = self.image.get_rect() self.rect.move_ip((x - self.rect.w / 2, y - self.rect.h)) #self.messages = messages #self.audio = audio #self.say(u"Hola, ¿como andas?") #self.change_state(Walk(self, 100, 100)) self.change_state(Stand(self)) self.map = map self.can_be_clicked = True self.flip = False self.has_a_pipe_in_hands = False self.z = -5 self.audio = audio self.arrow = None
def __init__(self, x, y, w, h, vel_x, vel_y, vel, cor=(0, 25, 125), imagem=None): Entidade.__init__(self, x, y, w, h, vel_x, vel_y, vel) Sprite.__init__(self, imagem, cor) self.__vida = 1 self.__gravidade = 5.8 #3.2 self.__cor = cor self.__no_chao = False self.x_inicial = x self.y_inicial = y