#Put all idle momevemt frames into a list idleList = [] for i in range(2): idleList.append(spriteList[0][i]) #Create new projectiles testBullet = Projectile(bullet, 500, 2000, None, None) # Create new test weapons HEMG_weapon = Weapon(gun, testBullet, 95, 7, None, 75, None, 60, 2000) nav_weapon = MeleeWeapon(bat, 0, 0, None, None, None, None, None, None) #Create Map map1 = MapGen(16, 3.2) MapGen.mrGenny(map1) map1.mrClassy() pprint(map1.level) #Set up camera cspeed = 400 #Make camera start in middle of start room for i in range(len(map1.level)): for n in range(len(map1.level[i])): if map1.level[i][n] == 5: playerX, playerY = n * roomScale + roomScale / 2, i * roomScale + roomScale / 2 #create character instance susano = Player('martialArtist', playerX, playerY, 1000) #Create clock
#Set up screen screenX, screenY = Setup.screenX, Setup.screenY screen = p.display.set_mode((screenX, screenY)) centerX, centerY = Setup.centerX, Setup.centerY #Set up window p.display.set_icon(p.image.load('assets/ui/logo.png')) p.display.set_caption("Dungeon") #Object Setups =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= #Create Map numOfElements = 16 map1 = MapGen(numOfElements,3.2) #Create level map map1.mrGenny() #Generate the room layout map1.mrClassy() #Determine the type of room depending on the amount of exits has map1.mrRoomy() #Generate the room layout of each room map1.mrCollidey() #Merge the collsion data of the room and room layout map1.mrDoory(scale) #Create all the doors #Make a 2d array with all the collision data of all the rooms for i in range(len(map1.level)): #Iterate through each room of map for n in range(len(map1.level[i])): rawMapCollide = Collider.importCollisionMap(n,i,numOfElements,map1.roomCollide[i][n],scale) #Create actual rect collision objects mapCollide = Collider.convertCollisionGrid(n,i,rawMapCollide,scale,numOfElements) map1.mrCollisionData[i][n] = mapCollide pprint(map1.level) #Players