import pygame from Modules.spriteSheet import SpriteSheet class Kiwi: def __init__(self, x, y, w, h, image): self.x, self.y, self.w, self.h, self.image = x, y, 64, 64, image # These are smaller so we make them 64x64 self.collide = True self.collectable = True self.collected = False self.topoffset = 18 self.xoffset = 19 self.idle_length = 17 kiwi_idle = SpriteSheet(pygame.image.load("platform.com/Pygame-Platformer-master/Assets/Collectables/kiwi.png")) self.idle = [kiwi_idle.getimage(32 * x, 0, 32, 32) for x in range(self.idle_length)] self.idle_state = 0 self.delay = 2 self.currDelay = 0 self.death_length = 6 kiwi_death = SpriteSheet(pygame.image.load("platform.com/Pygame-Platformer-master/Assets/Collectables/collected.png")) self.death = [kiwi_death.getimage(32 * x, 0, 32, 32) for x in range(self.death_length)] self.death_state = 0 self.d_delay = 2 self.d_currDelay = 0 def draw(self, display): if not self.collected: display.blit(pygame.transform.scale(self.idle[self.idle_state % self.idle_length], (self.w, self.h)), (self.x, self.y)) if self.currDelay == self.delay: self.idle_state += 1 self.currDelay = 0 else: self.currDelay += 1 else: # Play death animation once if self.death_state <= self.death_length: display.blit(pygame.transform.scale(self.death[self.death_state % self.death_length], (self.w, self.h)), (self.x, self.y)) if self.d_currDelay == self.d_delay: self.death_state += 1 self.d_currDelay = 0 else: self.d_currDelay += 1 def update(self, keys): pass