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ruby.py
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40 lines (32 loc) · 1.6 KB
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import pygame
import settings as gs
class RubyFixed(pygame.sprite.Sprite):
"""Ruby that stays in place"""
# Constructor
def __init__(self, x, y):
super().__init__()
# Animation
self.ruby_sprites = []
# Fill the list with images (TODO: make into a loop)
self.ruby_sprites.append(pygame.transform.scale(pygame.image.load("assets/images/ruby/tile000.png"), (64, 64)))
self.ruby_sprites.append(pygame.transform.scale(pygame.image.load("assets/images/ruby/tile001.png"), (64, 64)))
self.ruby_sprites.append(pygame.transform.scale(pygame.image.load("assets/images/ruby/tile002.png"), (64, 64)))
self.ruby_sprites.append(pygame.transform.scale(pygame.image.load("assets/images/ruby/tile003.png"), (64, 64)))
self.ruby_sprites.append(pygame.transform.scale(pygame.image.load("assets/images/ruby/tile004.png"), (64, 64)))
self.ruby_sprites.append(pygame.transform.scale(pygame.image.load("assets/images/ruby/tile005.png"), (64, 64)))
self.ruby_sprites.append(pygame.transform.scale(pygame.image.load("assets/images/ruby/tile006.png"), (64, 64)))
# Load image and get rect
self.current_sprite = 0
self.image = self.ruby_sprites[self.current_sprite]
self.rect = self.image.get_rect()
self.rect.bottomleft = (x, y)
# Override Sprite update method
def update(self):
self.animate(self.ruby_sprites, gs.ANIMATION_SPEED)
# Animate the sprite
def animate(self, sprite_list, speed):
if self.current_spite < len(sprite_list) - 1:
self.current_sprite += speed
else:
self.current_sprite = 0
self.image = sprite_list[int(self.current_sprite)]