def draw_Tile(Tile, game, x, y): cords = Funcs.ind2cord(x, y) if Tile.on_view: game.screen.blit(textures[Tile.type + '_l'], cords) else: game.screen.blit(textures[Tile.type], cords)
def run_game(self): mainloop = True on_load = True while mainloop: pygame.time.wait(Globals.WAIT_TIME) flags_n_key = Funcs.event_handler(pygame.event.get()) if not flags_n_key[0] & Globals.K_NONE or on_load: if flags_n_key[0] & Globals.K_QUIT: World.save_world(self.world) pygame.quit() sys.exit(0) if flags_n_key[0] & Globals.E_RESIZE: self.screen = pygame.display.set_mode(flags_n_key[1], pygame.RESIZABLE) self.render_map_x = self.screen.get_width() // Globals.FONT_X // 2 self.render_map_y = self.screen.get_height() // Globals.FONT_Y self.screen.fill(Globals.BG_COLOR) if on_load: self.objects.clear() self.draw_queue.clear() self.screen.fill(Globals.BG_COLOR) if self.link == 'main_menu': #Main_menu.load_menu(self) pass if self.link == 'continue': self.link = 'game' self.world = World.load_world() g.load_game(self) elif self.link == 'game': Main_menu.text_screen(self, 'generating...', (255, 255, 255)) pygame.display.flip() self.world = World.World(Globals.FIELD_NUM_X, Globals.FIELD_NUM_Y) g.load_game(self) on_load = False self.link, on_load = self.scenes[self.link](self, flags_n_key) Graphics.draw_all(self) pygame.display.flip()