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import pygame
class DrawableObject(pygame.sprite.Sprite):
def __init__(self, images, textfileName, x = 0, y = 0):
pygame.sprite.Sprite.__init__(self)
self._images = []
self._origImages = []
for i in range(len(images)):
self._images.append(images[i].convert_alpha())
self._origImages.append(images[i].convert_alpha())
self._start = pygame.time.get_ticks()
self.image = self._images[0]
self._last_update = 0
self._frame = 0
self.animations = {}
self._current_anim = ""
self.rect = self.image.get_rect()
self.xPos = x
self.yPos = y
self.myAngle = 0
self.xSize = self.image.get_width()
self.ySize = self.image.get_height()
self.rect.topleft = (x,y)
if textfileName != '':
f = open(textfileName, 'r')
currentLine = f.readline()
while currentLine != '':
animValues = currentLine.split(",")
self.animations[animValues[0]] = [int(animValues[1]), int(animValues[2])]
currentLine = f.readline()
else:
self.animations["anim1"] = [0, len(self._images)]
self.goToAnim("anim1")
def repopulateImages(self, newImages):
self._images = []
self._origImages = []
for i in range(len(newImages)):
self._images.append(newImages[i].convert_alpha())
self._origImages.append(newImages[i].convert_alpha())
self.image = self._images[0]
self._frame = 0
self.xSize = self.image.get_width()
self.ySize = self.image.get_height()
def addImages(self, images):
self._images.extend(images)
self._origImages.extend(images)
def goToAnim(self, animName):
if self.animations.get(animName, 0) != 0:
self._current_anim = animName
self._frame = self.animations[animName][0]
self.image = self._images[self._frame]
def nudge(self, x, y):
self.xPos += x
self.yPos += y
self.rect.right += x
self.rect.top += y
def scale(self, x=None, y=None):
if type(x).__name__=='int': self.xSize = x
if type(y).__name__=='int': self.ySize = y
for i in range(len(self._images)):
self._origImages[i] = pygame.transform.scale(self._origImages[i], (self.xSize, self.ySize))
self._images[i] = self._origImages[i]
def fill(self, color):
for i in range(len(self._images)):
#print "filling with ", color
self._origImages[i].fill(color)
self._images[i].fill(color)
def getXSize(self):
return self.xSize
def getYSize(self):
return self.ySize
def rotate(self,angle):
self.myAngle += angle
for i in range(len(self._images)):
self._images[i] = pygame.transform.rotate(self._origImages[i], self.myAngle)
def getRotation(self):
return self.myAngle
def setPosition(self, x = None, y = None):
if type(x).__name__=='int': self.xPos = x
if type(y).__name__=='int': self.yPos = y
self.rect.topleft = (self.xPos, self.yPos)
def getXPos(self):
return self.xPos
def getYPos(self):
return self.yPos
def calcColorKey(self, x=0, y=0):
myColorKey = images[0].get_at((x,y))
setColorKey(myColorKey)
def makeTransparent(self, bool = True):
if bool == True:
surf = pygame.Surface((10,10))
surf.fill((255, 255, 255, 0))
surf.convert_alpha()
self._images[self._frame] = surf
else:
self._images[self._frame] = self._origImages[self._frame]
self.image = self._images[self._frame]
def setColorKey(self, aColor):
for i in range(len(self._images)):
self._images[i].set_colorkey(aColor)
def update(self, t=None):
timePassed = t + self._last_update
if (timePassed) > 200:
self.image = self._images[self._frame]
self._last_update = timePassed%1000
else:
self._last_update = timePassed
def nextFrame(self):
pass
def nextCurrentAnimFrame(self):
pass
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