Test cacti sprites
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@@ -9,45 +9,46 @@ import os
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class Player(pygame.sprite.Sprite):
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imgDir = os.path.join(os.path.dirname(__file__), 'data')
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playerImage = pygame.image.load(os.path.join(imgDir, 'player.png'))#.convert()
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walkImages = (
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pygame.transform.scale(playerImage.subsurface((0, 0, 16, 24)), (64, 98)),
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pygame.transform.scale(playerImage.subsurface((16, 0, 16, 24)), (64, 98)),
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pygame.transform.scale(playerImage.subsurface((32, 0, 16, 24)), (64, 98)),
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pygame.transform.scale(playerImage.subsurface((16, 0, 16, 24)), (64, 98)),
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)
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upImages = (
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pygame.transform.scale(playerImage.subsurface((0, 24, 16, 24)), (64, 98)),
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pygame.transform.scale(playerImage.subsurface((16, 24, 16, 24)), (64, 98)),
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pygame.transform.scale(playerImage.subsurface((32, 24, 16, 24)), (64, 98)),
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)
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downImages = (
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pygame.transform.scale(playerImage.subsurface((0, 48, 16, 24)), (64, 98)),
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pygame.transform.scale(playerImage.subsurface((16, 48, 16, 24)), (64, 98)),
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pygame.transform.scale(playerImage.subsurface((32, 48, 16, 24)), (64, 98)),
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)
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crouchImages = (
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pygame.transform.scale(playerImage.subsurface((0, 72, 16, 16)), (64, 64)),
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pygame.transform.scale(playerImage.subsurface((16, 72, 16, 16)), (64, 64)),
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)
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for array in (walkImages, upImages, downImages, crouchImages):
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for image in array:
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image.set_colorkey((255,0,255))
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def __init__(self):
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self.imgDir = os.path.join(os.path.dirname(__file__), 'data')
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pygame.sprite.Sprite.__init__(self)
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playerImage = pygame.image.load(os.path.join(self.imgDir, 'player.png')).convert()
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self.walkImages = (
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pygame.transform.scale(playerImage.subsurface((0, 0, 16, 24)), (64, 98)),
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pygame.transform.scale(playerImage.subsurface((16, 0, 16, 24)), (64, 98)),
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pygame.transform.scale(playerImage.subsurface((32, 0, 16, 24)), (64, 98)),
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pygame.transform.scale(playerImage.subsurface((16, 0, 16, 24)), (64, 98)),
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)
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self.currentWalkImage = 0
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self.upImages = (
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pygame.transform.scale(playerImage.subsurface((0, 24, 16, 24)), (64, 98)),
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pygame.transform.scale(playerImage.subsurface((16, 24, 16, 24)), (64, 98)),
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pygame.transform.scale(playerImage.subsurface((32, 24, 16, 24)), (64, 98)),
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)
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self.currentUpImage = 0
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self.downImages = (
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pygame.transform.scale(playerImage.subsurface((0, 48, 16, 24)), (64, 98)),
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pygame.transform.scale(playerImage.subsurface((16, 48, 16, 24)), (64, 98)),
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pygame.transform.scale(playerImage.subsurface((32, 48, 16, 24)), (64, 98)),
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)
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self.currentDownImage = 0
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self.crouchImages = (
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pygame.transform.scale(playerImage.subsurface((0, 72, 16, 16)), (64, 64)),
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pygame.transform.scale(playerImage.subsurface((16, 72, 16, 16)), (64, 64)),
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)
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self.currentCrouchImage = 0
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for array in (self.walkImages, self.upImages, self.downImages, self.crouchImages):
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for image in array:
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image.set_colorkey((255,0,255))
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pygame.sprite.Sprite.__init__(self)
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self.image = self.walkImages[self.currentWalkImage]
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self.image = Player.downImages[self.currentDownImage]
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self.rect = self.image.get_rect()
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self.rect.center = (100, 400)
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@@ -138,22 +139,22 @@ class Player(pygame.sprite.Sprite):
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if self.isOnFloor:
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if self.isCrouching:
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self.currentCrouchImage += 1
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if self.currentCrouchImage >= len(self.crouchImages):
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if self.currentCrouchImage >= len(Player.crouchImages):
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self.currentCrouchImage = 0
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self.image = self.crouchImages[self.currentCrouchImage]
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self.image = Player.crouchImages[self.currentCrouchImage]
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else:
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self.currentWalkImage += 1
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if self.currentWalkImage >= len(self.walkImages):
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if self.currentWalkImage >= len(Player.walkImages):
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self.currentWalkImage = 0
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self.image = self.walkImages[self.currentWalkImage]
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self.image = Player.walkImages[self.currentWalkImage]
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elif self.isJumping:
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self.currentUpImage += 1
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if self.currentUpImage >= len(self.upImages):
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if self.currentUpImage >= len(Player.upImages):
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self.currentUpImage = 0
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self.image = self.upImages[self.currentUpImage]
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self.image = Player.upImages[self.currentUpImage]
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else:
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self.currentDownImage += 1
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if self.currentDownImage >= len(self.downImages):
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if self.currentDownImage >= len(Player.downImages):
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self.currentDownImage = 0
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self.image = self.downImages[self.currentDownImage]
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self.image = Player.downImages[self.currentDownImage]
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self.updateCount = 0
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