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sprite_enemies.py
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128 lines (97 loc) · 3.75 KB
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import sys, pygame, os, gameCharacter
pygame.init()
size = width, height = 600 , 480
speed = [2,0]
xPos = [0,480]
black = 0,0,0
screen = pygame.display.set_mode(size)
path = __file__.replace("sprite_enemies.py","")
class background(pygame.sprite.Sprite):
# init
def __init__(self, imageName):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load(path + "player/" + imageName)
self.image = pygame.transform.scale(self.image, [256, 256])
self.rect = self.image.get_rect()
self.rect.bottom = 480
self.rect.left = 0
def update(self):
self.rect.left -= 2
def PreprocessPlayerImages():
runImages = dict()
for i in range(8):
img = pygame.image.load(path + "player/Run ({0}).png".format(i+1)).convert_alpha()
img= pygame.transform.scale(img,[95,80])
runImages.update({"{0}".format(i+1): img})
return runImages
def PreprocessPlayerIdleImages():
idleImages = dict()
img = pygame.image.load(path + "player/Idle (1).png").convert_alpha()
img= pygame.transform.scale(img,[95,80])
idleImages.update({"1": img})
return idleImages
def PreprocessEnemyImages():
ghostImages = dict()
for i in range(4):
img = pygame.image.load(path + "ghost/Ghost_{0}.png".format(i+1)).convert_alpha()
img= pygame.transform.scale(img,[64,64])
ghostImages.update({"{0}".format(i+1): img})
return ghostImages
block_n_road = background("Wall_Nodoor.png")
block_n_road2 = background("Wall_Piece.png")
block_n_road3 = background("Wall_Nodoor.png")
block_n_road4 = background("Wall_Nodoor.png")
block_n_road2.rect.left = 256
block_n_road3.rect.left = 512
block_n_road4.rect.left = 768
player_one = gameCharacter.player(path)
player_one.runImages.update( PreprocessPlayerImages())
player_one.idleImages.update(PreprocessPlayerIdleImages())
ghost = gameCharacter.player(path)
ghost.runImages.update(PreprocessEnemyImages())
ghost.xPosition = 600
ghost.speed = -2
ghost.State = gameCharacter.playerState.WALKING
background_group = pygame.sprite.Group()
enemies_group = pygame.sprite.Group()
player_group = pygame.sprite.Group()
background_group.add(block_n_road)
background_group.add (block_n_road2)
background_group.add (block_n_road3)
background_group.add (block_n_road4)
player_group.add(player_one)
enemies_group.add(ghost)
while 1:
#Returns all of the events that have queued up since last time we were here.
for event in pygame.event.get():
player_one.speed= 0
player_one.State = gameCharacter.playerState.STANDING
if event.type == pygame.QUIT: sys.exit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
player_one.speed = -2
player_one.State = gameCharacter.playerState.WALKING
if event.key == pygame.K_RIGHT:
player_one.speed = 2
player_one.State = gameCharacter.playerState.WALKING
player_group.update()
enemies_group.update()
if player_one.rect.left > width/2:
player_one.speed = 0
background_group.update()
if block_n_road.rect.right < 0:
block_n_road.rect.left = block_n_road4.rect.right
if block_n_road2.rect.right < 0:
block_n_road2.rect.left = block_n_road.rect.right
if block_n_road3.rect.right < 0:
block_n_road3.rect.left = block_n_road2.rect.right
if block_n_road4.rect.right < 0:
block_n_road4.rect.left = block_n_road3.rect.right
if player_one.rect != None:
pygame.sprite.spritecollide(player_one, enemies_group,True)
screen.fill(black)
background_group.draw(screen)
player_group.draw(screen)
enemies_group.draw(screen)
pygame.display.flip()
pygame.time.delay(100)