mi.chunk = (random.randint(0, 1000), random.randint(0, 1000)) wm, hm = 32, 16 mi.world_size = (wm, hm) mi.set_terrain_type(terrain_medium, colorscale_normal) mi.max_number_of_roads = random.randint(0, 6) mi.max_number_of_rivers = random.randint(0, 6) mi.zoom_cell_sizes = [32, 16] mi.seed_static_objects = random.randint(0, 1000) me = mi.configure_map_editor(FPS) #me = "Map Editor" img = me.get_hmap_img((wm * 10, hm * 10)) game = Game(me) #<fast> : quality a bit lower if true, loading time a bit faster. #<use_beach_tiler>: quality much better if true, loading much slower. #<load_tilers> : Very slow but needed if you don't have Numpy but still want HQ. game.build_map(mi, fast=False, use_beach_tiler=True, load_tilers=False) me.set_zoom(level=0) ##game.set_fire((3,7)) ##game.add_smoke("large",(4,4)) clock = pygame.time.Clock() done = False while not done: clock.tick(FPS) screen.fill((0, 0, 0)) me.cam.draw_grid(screen, show_grid_lines=False) me.cam.draw_objects(screen, me.dynamic_objects, draw_ui=False) game.refresh_smokes() game.t += 1 me.lm.next_frame()
humans.finalize() #always call this function to finish initialize a race !!! humans2 = Race("Red team", "human", SOLAR, me, "red", team=2) ##humans2.base_material_cost["forest"] = 10 ##humans2.base_terrain_attack["grass"] = 0.8 humans2.dist_factor = 10 humans2.finalize() players = [ Player(1, "Helmut", humans), Player(2, "Jean", humans2)] game.set_players(players) #<fast> : quality a bit lower if true, loading time a bit faster. #<use_beach_tiler>: quality much better if true, loading much slower. Req. Numpy! #<load_tilers> : Very slow but needed if you don't have Numpy but still want hi quality. game.build_map(map_initializer, fast=True, use_beach_tiler=False, load_tilers=False) ##game.add_unit((15,5), humans["infantry"], 100, team=1) ##game.add_unit((14,6), humans["infantry"], 100, team=1) #14,6 ##game.add_unit((25,5), humans["infantry"], 100, team=1) ##game.add_unit((16,6), humans["wizard"], 1, team=1) ## ## ##game.add_unit((20,8), humans2["infantry"], 100, team=2) ##game.add_unit((15,7), humans2["infantry"], 100, team=2) game.add_unit((3,3), humans["wizard"], 10) reste bloque dans le anim path game.add_unit((4,5), humans["infantry"], 10) game.add_unit((5,5), humans2["infantry"], 20) ##game.add_unit((13,10), humans["wizard"], 30) ##game.add_unit((14,1), humans2["villager"], 10) ##game.add_unit((12,11), humans2["wizard"], 30)