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src/f/i/First-RPG-HEAD/levels.py   First-RPG(Download)
            ball_1 = classes.Moving_Sprite(SHORT_SPRITE_CACHE['ball_1_sprite_sheet.png'], (5,4), index_direction['right'], 5, 1, 'object', 1, collision_cache, level_cache)
            ball_1_shadow = classes.Shadow(ball_1, SHORT_SPRITE_CACHE)
            chest_1 = classes.Static_Sprite(SHORT_SPRITE_CACHE['wood_chest_sprite_sheet.png'], (5,7), index_direction['down'], 5, 0, 'chest', 1, collision_cache)
            chest_2 = classes.Static_Sprite(SHORT_SPRITE_CACHE['wood_chest_sprite_sheet.png'], (4,5), index_direction['left'], 5, 0, 'chest', 2, collision_cache)
            chest_3 = classes.Static_Sprite(SHORT_SPRITE_CACHE['wood_chest_sprite_sheet.png'], (11,7), index_direction['down'], 5, 0, 'chest', 3, collision_cache)
            npc_1 = classes.Moving_Sprite(TALL_SPRITE_CACHE['npc_1_sprite_sheet.png'], (12,18), index_direction['down'], 5, 0, 'npc', 1, collision_cache, level_cache, 0)
            npc_1_shadow = classes.Shadow(npc_1, SHORT_SPRITE_CACHE)
            chest_1 = classes.Static_Sprite(SHORT_SPRITE_CACHE['wood_chest_sprite_sheet.png'], (6,6), index_direction['right'], 5, 0, 'chest', 1, collision_cache)
            if ev_handler.get_record_bool(area, sub_area, chest_1.type, chest_1.index):
                chest_1.change_state(1)