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GameSprites.py
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238 lines (191 loc) · 6.36 KB
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import pygame, sys, random
from pygame.locals import *
class SpinningItem(pygame.sprite.Sprite):
def __init__(self,name,x,y,ItemType,Images,sound=None,timeTarg=3):
'''x: x coordinate of item, y: y coordinate of item
timeTarg: int greater than or equal to zero -- closer to zero faster animation
ItemType: dict object with string as key and quantity as value -- {'coin':1}
Images: tuple of three animation images strings if animation wanted, tuple of one image string if no animation
sound: a string name of a sound "sound.mp3"'''
pygame.sprite.Sprite.__init__(self)
self.name = name
if len(Images)>1:
self.i0 = pygame.image.load(Images[0]).convert_alpha()
self.i1 = pygame.image.load(Images[1]).convert_alpha()
self.i2 = pygame.image.load(Images[2]).convert_alpha()
self.isSpin = True
else:
self.i0 = pygame.image.load(Images[0]).convert_alpha()
self.isSpin = False
self.timeTarget = timeTarg #must be int>=0 -- closer to zero is faster
self.timeNum = 0
self.currentImageNum = 0
self.image = self.i0
self.rect = self.image.get_rect()
self.rect.x=x
self.rect.y=y
self.oldx = self.rect.x
self.oldy = self.rect.y
self.itemType = ItemType
if sound != None:
self.sound = pygame.mixer.Sound(sound)
else:
self.sound = None
def get_x(self):
return self.rect.x
def get_y(self):
return self.rect.y
def get_rect(self):
#print self.rect
return self.rect
def get_bottom(self):
return self.rect.bottom
def get_width(self):
return self.rect.width
def get_height(self):
return self.rect.height
def get_image(self):
return self.image
def get_itemType(self):
return self.itemType
def get_name(self):
return self.name
def newRect(self, newx, newy, newwidth, newheight):
self.oldx = self.rect.x
self.oldy = self.rect.y
self.rect.x = newx
self.rect.y = newy
self.rect.width = newwidth
self.rect.height = newheight
def playSound(self):
if self.sound != None:
self.sound.play()
def pickUp(self):
self.playSound()
self.kill()
return self.itemType
def scaleSprite(self, ScaleVal):
self.image = pygame.transform.scale(self.image, (int(self.rect.width*ScaleVal), int(self.rect.height*ScaleVal)))
def update(self):
if self.isSpin == True:
self.timeNum+=1
if self.timeNum > self.timeTarget:
if self.currentImageNum==0:
self.front = True
self.currentImageNum=1
elif self.currentImageNum==1 and self.front == True:
self.currentImageNum=2
elif self.currentImageNum == 2:
self.currentImageNum=1
self.front = False
else:
self.currentImageNum=0
self.timeNum=0
self.render()
else:
self.image = self.i0
def render(self):
if self.currentImageNum==0:
self.image = self.i0
elif self.currentImageNum==1 and self.front == True:
self.image = self.i1
elif self.currentImageNum == 2:
self.image = self.i2
else:
self.image = pygame.transform.flip(self.i1, True, False)
class Wall(pygame.sprite.Sprite):
def __init__(self,name,x,y,width,height):
pygame.sprite.Sprite.__init__(self)
self.name = name
self.image = pygame.Surface([width, height])
#self.image.convert_alpha()
self.rect = self.image.get_rect()
self.rect.y = y
self.rect.x = x
def get_name(self):
return self.name
def get_x(self):
return self.rect.x
def get_y(self):
return self.rect.y
def get_rect(self):
return self.rect
def get_bottom(self):
return self.rect.bottom
def get_top(self):
return self.rect.top
def get_left(self):
return self.rect.left
def get_right(self):
return self.rect.right
def get_width(self):
return self.rect.width
def get_height(self):
return self.rect.height
class fallingOrb(pygame.sprite.Sprite):
def __init__(self, x, y, image, speed, endPoint, energy, sound=None):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load(image).convert_alpha()
self.rect = self.image.get_rect()
self.rect.x=x
self.rect.y=y
self.speed = speed
self.endPoint = endPoint
self.energy = energy
self.loadSound(sound)
def get_x(self):
return self.rect.x
def get_y(self):
return self.rect.y
def get_rect(self):
#print self.rect
return self.rect
def get_bottom(self):
return self.rect.bottom
def get_width(self):
return self.rect.width
def get_height(self):
return self.rect.height
def get_image(self):
return self.image
def loadSound(self, sound):
if sound != None:
self.sound = pygame.mixer.Sound(sound)
else:
self.sound = None
def playSound(self):
if self.sound != None:
self.sound.play()
def moveSprite(self):
self.rect.y+=self.speed
num = random.random()
if num<0.1:
self.rect.x -= 1
elif num>0.9:
self.rect.x += 1
if self.rect.y >= self.endPoint:
self.kill()
def update(self):
self.moveSprite()
def click(self, playerObj):
self.playSound()
self.kill()
class healthOrb(fallingOrb):
def click(self, playerObj):
self.playSound()
playerObj.addHealth(self.energy)
self.kill()
class manaOrb(healthOrb):
def click(self, playerObj):
self.playSound()
playerObj.addMana(self.energy)
self.kill()
class randomOrb(healthOrb):
def click(self, playerObj):
self.playSound()
randFloat = random.random()
if randFloat > 0.5:
playerObj.addHealth(self.energy)
else:
playerObj.addMana(self.energy)
self.kill()