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main.py
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97 lines (83 loc) · 3.03 KB
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import pygame as pg
import sys
from os import path
from settings import *
from sprites import *
from tilemap import *
class Game():
def __init__(self):
pg.init()
self.screen = pg.display.set_mode((WIDTH, HEIGHT))
pg.display.set_caption(TITLE)
self.clock = pg.time.Clock()
self.load_data()
def load_data(self):
game_folder = path.dirname(__file__)
img_folder = path.join(game_folder, 'img')
self.map = Map(path.join(game_folder, 'map3.txt'))
self.player_img = pg.image.load(path.join(img_folder, PLAYER_IMG)).convert_alpha()
self.mob_img = pg.image.load(path.join(img_folder, MOB_IMG)).convert_alpha()
self.wall_img = pg.image.load(path.join(img_folder, WALL_IMG)).convert_alpha()
self.wall_img = pg.transform.scale(self.wall_img, (TILESIZE, TILESIZE))
def new(self):
# initialize all variables and do all the setup for a new game
self.all_sprites = pg.sprite.Group()
self.walls = pg.sprite.Group()
self.mobs = pg.sprite.Group()
for row, tiles in enumerate(self.map.data):
for col, tile in enumerate(tiles):
if tile == '1':
Wall(self, col, row)
if tile == 'M':
Mob(self, col, row)
if tile == 'P':
self.player = Player(self, col, row)
self.camera = Camera(self.map.width, self.map.height)
def run(self):
# game loop - set self.playing = False to end the game
self.playing = True
while self.playing:
self.dt = self.clock.tick(FPS) / 1000.0 # fix for Python 2.x
self.events()
self.update()
self.draw()
def quit(self):
pg.quit()
sys.exit()
def update(self):
# update portion of the game loop
self.all_sprites.update()
self.camera.update(self.player)
def draw_grid(self):
for x in range(0, WIDTH, TILESIZE):
pg.draw.line(self.screen, LIGHTGREY, (x, 0), (x, HEIGHT))
for y in range(0, HEIGHT, TILESIZE):
pg.draw.line(self.screen, LIGHTGREY, (0, y), (WIDTH, y))
def draw(self):
pg.display.set_caption("{:.2f}".format(self.clock.get_fps()))
self.screen.fill(BGCOLOR)
# self.draw_grid()
for sprite in self.all_sprites:
self.screen.blit(sprite.image, self.camera.apply(sprite))
# pg.draw.rect(self.screen, WHITE, self.player.hit_rect, 2)
pg.display.flip()
def events(self):
# catch all events here
for event in pg.event.get():
if event.type == pg.QUIT:
self.quit()
if event.type == pg.KEYDOWN:
if event.key == pg.K_ESCAPE:
self.quit()
def show_start_screen(self):
pass
def show_go_screen(self):
pass
if __name__ == "__main__":
# create the game object
g = Game()
g.show_start_screen()
while True:
g.new()
g.run()
g.show_go_screen()