sc = pygame.display.set_mode((WIDTH, HEIGHT)) sc_map = pygame.Surface((WIDTH // MAP_SCALE, HEIGHT // MAP_SCALE)) sprites = Sprites() clock = pygame.time.Clock() player = Player() drawing = Drawing(sc, sc_map) while True: for event in pygame.event.get(): if event.type == pygame.QUIT: exit() player.move() sc.fill(BLACK) drawing.background(player.angle) #drawing.world(player.pos, player.angle) walls = ray_casting(player.pos, player.angle, drawing.textures) drawing.world( walls + [obj.object_locate(player, walls) for obj in sprites.list_of_objects]) drawing.fps(clock) drawing.map(player) pygame.display.flip() clock.tick()