implemented new boss graphics
25
NS.py
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@ -1724,7 +1724,7 @@ class Chemtrails(Sprite):
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@param parent PGFW game object that initialized this object
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@param parent PGFW game object that initialized this object
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"""
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"""
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Sprite.__init__(self, parent)
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Sprite.__init__(self, parent)
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self.load_from_path(self.get_resource("littleSlimeGoop"), True)
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self.load_from_path(self.get_resource("littleSlimeGoop"), True, query="*.png")
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# one frame for each pad orientation
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# one frame for each pad orientation
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for direction in (NS.N, NS.NE, NS.E, NS.NW, NS.S, NS.W):
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for direction in (NS.N, NS.NE, NS.E, NS.NW, NS.S, NS.W):
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self.add_frameset([direction], switch=(direction == NS.N))
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self.add_frameset([direction], switch=(direction == NS.N))
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@ -1942,15 +1942,17 @@ class Boss(Animation):
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# Set up sprites with boil and hurt animations
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# Set up sprites with boil and hurt animations
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self.boss_sprites = []
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self.boss_sprites = []
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self.boss_sprite_arms = []
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self.boss_sprite_arms = []
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for path in (pathlib.Path(self.get_resource("koolManAnimations")), pathlib.Path(self.get_resource("alienAnimations")),
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for path in (pathlib.Path(self.get_resource("koolAnimations")), pathlib.Path(self.get_resource("alienAnimations")),
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pathlib.Path(self.get_resource("spoopyAnimations"))):
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pathlib.Path(self.get_resource("emoAnimations"))):
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prefix = path.stem.split("Animations")[0]
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self.boss_sprites.append(BossSprite(self, 42))
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self.boss_sprites.append(BossSprite(self, 42))
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self.boss_sprites[-1].add_frameset(name="normal", switch=True)
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self.boss_sprites[-1].add_frameset(name="normal", switch=True)
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self.boss_sprites[-1].load_from_path(path.joinpath("alienBoil"), True)
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self.boss_sprites[-1].load_from_path(path.joinpath(f"{prefix}Boil"), True)
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self.boss_sprites[-1].add_frameset(name="hurt", switch=True)
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self.boss_sprites[-1].add_frameset(name="hurt", switch=True)
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self.boss_sprites[-1].load_from_path(path.joinpath("alienHit"), True)
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self.boss_sprites[-1].load_from_path(path.joinpath(f"{prefix}Hit"), True)
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self.boss_sprites[-1].add_frameset(name="entrance", switch=True)
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if prefix == "alien":
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self.boss_sprites[-1].load_from_path(path.joinpath("alienIntro"), True)
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self.boss_sprites[-1].add_frameset(name="entrance", switch=True)
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self.boss_sprites[-1].load_from_path(path.joinpath("alienIntro"), True)
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self.boss_sprites[-1].location.topleft = 207, 10
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self.boss_sprites[-1].location.topleft = 207, 10
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# Set the arm to its own sprite
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# Set the arm to its own sprite
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self.boss_sprite_arms.append(Sprite(self, 42))
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self.boss_sprite_arms.append(Sprite(self, 42))
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@ -1964,7 +1966,7 @@ class Boss(Animation):
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"L": NS.W,
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"L": NS.W,
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}
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}
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# Set static frames for arms, one for each of the 6 board orientations
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# Set static frames for arms, one for each of the 6 board orientations
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root = path.joinpath("alienArms/Moving")
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root = path.joinpath(f"{prefix}Arms/Moving")
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static_arm_frame_map = {
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static_arm_frame_map = {
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"UtoDR/*05.png": NS.N,
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"UtoDR/*05.png": NS.N,
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"UtoDR/*10.png": NS.NE,
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"UtoDR/*10.png": NS.NE,
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@ -1982,7 +1984,7 @@ class Boss(Animation):
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self.boss_sprite_arms[-1].add_frameset([frame_index], name=str(orientation))
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self.boss_sprite_arms[-1].add_frameset([frame_index], name=str(orientation))
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orientation_frame_indices[orientation] = frame_index
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orientation_frame_indices[orientation] = frame_index
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# Add sword smear animations to the alien's arm, one for each of the 30 possible combinations of 6 board orientations
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# Add sword smear animations to the alien's arm, one for each of the 30 possible combinations of 6 board orientations
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for directory in path.joinpath("alienArms/Moving").iterdir():
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for directory in path.joinpath(f"{prefix}Arms/Moving").iterdir():
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if directory.is_dir():
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if directory.is_dir():
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frame_paths = list(sorted(directory.iterdir()))
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frame_paths = list(sorted(directory.iterdir()))
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# Extract board orientation IDs from the directory name
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# Extract board orientation IDs from the directory name
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@ -2459,7 +2461,10 @@ class Boss(Animation):
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def enter_boss(self):
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def enter_boss(self):
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self.level_sprite().unhide()
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self.level_sprite().unhide()
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self.level_sprite().get_current_frameset().reset()
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self.level_sprite().get_current_frameset().reset()
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self.level_sprite().set_frameset("entrance")
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if self.level_index == 1:
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self.level_sprite().set_frameset("entrance")
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else:
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self.level_sprite().set_frameset("normal")
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def level_sprite(self, level_index=None):
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def level_sprite(self, level_index=None):
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"""
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"""
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