[sbfury] 2 new revisions pushed by hugoruscitti on 2010-01-03 06:59 GMT

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Revision: b11ce648fa
Author: hugoruscitti
Date: Sat Jan 2 22:29:44 2010
Log: reparando el bug de los puntos de control para el shaolin.
http://code.google.com/p/sbfury/source/detail?r=b11ce648fa

Revision: 3b8bdd2a0c
Author: hugoruscitti
Date: Sat Jan 2 22:59:20 2010
Log: agregando sombra.
http://code.google.com/p/sbfury/source/detail?r=3b8bdd2a0c

==============================================================================
Revision: b11ce648fa
Author: hugoruscitti
Date: Sat Jan 2 22:29:44 2010
Log: reparando el bug de los puntos de control para el shaolin.
http://code.google.com/p/sbfury/source/detail?r=b11ce648fa

Modified:
/sbfury/animation.py
/sbfury/shaolin.py
/sbfury/sheet.py

=======================================
--- /sbfury/animation.py Fri Jan 1 21:44:34 2010
+++ /sbfury/animation.py Sat Jan 2 22:29:44 2010
@@ -42,6 +42,3 @@
self.sheet.SetFrameIndex(frame_to_show)

return was_restarted
-
- def get_center(self):
- return self.sheet.get_center()
=======================================
--- /sbfury/shaolin.py Sat Jan 2 11:34:49 2010
+++ /sbfury/shaolin.py Sat Jan 2 22:29:44 2010
@@ -64,8 +64,6 @@

def set_animation(self, animation_name):
self.animation = self.animations[animation_name]
- x, y = self.animation.get_center()
- self.SetCenter(x, y)

def update(self, dt):
self.state.update(dt)
=======================================
--- /sbfury/sheet.py Fri Jan 1 21:44:34 2010
+++ /sbfury/sheet.py Sat Jan 2 22:29:44 2010
@@ -34,6 +34,8 @@

sprite.SetImage(self.image)
sprite.SetSubRect(self.sub_rect)
+ x, y = self.get_center()
+ sprite.SetCenter(x, y)

def NextFrame(self):
has_restarted = False

==============================================================================
Revision: 3b8bdd2a0c
Author: hugoruscitti
Date: Sat Jan 2 22:59:20 2010
Log: agregando sombra.
http://code.google.com/p/sbfury/source/detail?r=3b8bdd2a0c

Added:
/data/shadow.png
/sbfury/shadow.py
Modified:
/sbfury/sbfury.py
/sbfury/shaolin.py
/sbfury/states.py

=======================================
--- /dev/null
+++ /data/shadow.png Sat Jan 2 22:59:20 2010
@@ -0,0 +1,27 @@
+‰PNG
+
+
+IHDR u ( À µ• sRGB ®Î
+é bKGD ÿ ÿ ÿ ½§“ pHYs .# .# x¥?v tIME Ø
+ 6®5² ‹IDATxÚíÛ뮃0 `hÝû?ðQ{þ
+O Bi;«ÕAb4Ë.Æoô& x<.ÐÏ_ ä ¥ïyaÅùãA€©ð½ÉQåß–Žs¯á ° hRöÖk— ãÉ¿Ã1ðƒc @-ÌÖcí p+TéâK @`{é=Gc~ŠKÑ(ÞÊöIÙº"ãIˆA9Ö ¥ã
+}ikßje'ßVå¸ 2
+ðyšq
+. ¨Z³ZznW ~µŒ– WcŸ„ ?
+U‚¤{ºå kGµ£†5JæÀ
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+¹µ¯– 7ÈE N5¸X‰I C&3±¡)ý–H ²–¹+ƒ.ÂÅ Pž ‘¡æF«
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+Ì}‹h€N Û‹ FÖ ¢ƒ
+:Å,
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+ò\`>»È޾'¥ $;'ÏÈËq!ÓÝ%ÞÇF ”f§ƒŽ‡Ë-vý*E¥ "Ú‡:蘰ڴh·ˆ
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+™ 8è=`wNÁ¯ÏóB
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+Õ) ó"_- t[aZè´& ¬j8ìØ  ª8OåpÖMl ë@g TEå_’ƒö8 à}a € ÞìZ¨RíŒ í¸ç`. sËRs TŠ« Š
+ø8Èí / t FE·Þ4Ð Ê«ß

+Rº Ê1›n’CfªÃ— ¥{«^Îb#RH>ï\ c9Knª @^ ôÂ3 Pjýxõ
GìVx¦á ô) Å à ܤDTû,‚^†‘+êöbn½bÿ£jý§<v ›L(hF
+òØE+òè H ä Œ ø‚ ¤j‘ üQÆî ûŠð‡Ž ˆZsN5pG5¿%à—âÝ
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=======================================
--- /dev/null
+++ /sbfury/shadow.py Sat Jan 2 22:59:20 2010
@@ -0,0 +1,13 @@
+from PySFML import sf
+import common
+
+class Shadow(sf.Sprite):
+
+ def __init__(self, shaolin):
+ image = common.load_image("shadow.png")
+ self.shaolin = shaolin
+ sf.Sprite.__init__(self, image)
+ self.SetCenter(58, 20)
+
+ def update(self, dt):
+ self.SetPosition(self.shaolin.x, self.shaolin.y)
=======================================
--- /sbfury/sbfury.py Fri Jan 1 19:59:46 2010
+++ /sbfury/sbfury.py Sat Jan 2 22:59:20 2010
@@ -32,6 +32,7 @@
dt = app.GetFrameTime()
app.Clear(color)
app.Draw(player)
+ app.Draw(player.shadow)

control.update(dt)
player.update(dt)
=======================================
--- /sbfury/shaolin.py Sat Jan 2 22:29:44 2010
+++ /sbfury/shaolin.py Sat Jan 2 22:59:20 2010
@@ -2,6 +2,7 @@
import common
import animation
import states
+import shadow

class Shaolin(sf.Sprite):

@@ -13,13 +14,14 @@
sf.Sprite.__init__(self, image.image)
image.Assign(self)

- self.SetPosition(200, 400)
self._load_animations()
self.set_animation('stand')

self.change_state(states.Starting(self))
self.last_attack = (0, 0)
self.dy = 0
+ self.shadow = shadow.Shadow(self)
+ self.x, self.y = 200, 400

def _load_animations(self):
animation_defines = [
@@ -66,7 +68,10 @@
self.animation = self.animations[animation_name]

def update(self, dt):
+ self.SetPosition(self.x, self.y + self.dy)
self.state.update(dt)
+ self.shadow.update(dt)
+
'''
self.update_animation(dt)

@@ -96,7 +101,8 @@
self.FlipX(flip)

def move(self, dx, dy):
- self.Move(dx, dy)
+ self.x += dx
+ self.y += dy

def are_in_flood(self):
return self.dy > 0
=======================================
--- /sbfury/states.py Sat Jan 2 19:29:43 2010
+++ /sbfury/states.py Sat Jan 2 22:59:20 2010
@@ -394,21 +394,22 @@
State.__init__(self, player)
player.set_animation('starting')
#player.bandage.set_state('starting')
- self.dy = -400
+ self.dy = -200
self.d = 0

def update(self, dt):
self.player.update_animation(dt)
- #self.player.dy = self.dy
- self.d += 0.5
+ self.player.dy = self.dy
+ self.d += dt * 2
self.dy += self.d

if self.dy > 0:
- #self.player.dy = 0
+ self.player.dy = 0
self.player.change_state(Stand(self.player))

- #self.player.dy += self.dy
- #self.dy += 0.5
+
+ self.player.dy += self.dy
+ self.dy += 0.5

class Jump(State):

@@ -445,32 +446,33 @@

def __init__(self, player, vx, dy=-12):
Jump.__init__(self, player, dy)
- player.animation.set_state('jumpwalk')
- player.bandage.set_state('jumpstand')
- player.image = player.animation.get_image(player.flip)
+ player.set_animation('jumpwalk')
+ #player.bandage.set_state('jumpstand')
+ #player.image = player.animation.get_image(player.flip)
self.step = 0
self.vx = vx
self.initial_dy = dy
self.state = self.when_jump
- self.player.bandage.update_animation()
+ #self.player.bandage.update_animation()

def when_jump(self):
if self.dy > -3:
- self.advance_animation()
+ #self.advance_animation()
self.state = self.when_are_on_top
- self.player.bandage.update_animation()
+ #self.player.bandage.update_animation()

def when_are_on_top(self):
if self.dy > 3:
- self.advance_animation()
+ #self.advance_animation()
self.state = self.when_fall
- self.player.bandage.update_animation()
+ #self.player.bandage.update_animation()

def when_fall(self):
- self.player.do_stand_if_are_in_flood()
-
- def update(self):
- Jump.update(self)
+ if self.player.are_in_flood():
+ self.player.change_state(Stand(self.player))
+
+ def update(self, dt):
+ Jump.update(self, dt)
self.player.move(self.vx, 0)
self.dy += 0.5
self.player.dy += self.dy
@@ -497,7 +499,7 @@

def update(self, dt):
Jump.update(self, dt)
- self.dy += 0.5
+ self.dy += dt * 100
self.player.dy += self.dy
self.state()

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