def __init__(self):
     pygame.init()
     self.surface = pygame.display.set_mode(
         (world.SCREENWIDTH, world.SCREENHEIGHT))
     pygame.display.set_caption(TITLE)
     self.surface.fill(world.UGLY_PINK)
     self.world_map = Map(MAPFILE, self)
Exemple #2
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    def __init__(self, save):
        #self.position = (0,0)
        feature_list = {}

        if save is None:
            self.map = Map()
            self.location = 0
Exemple #3
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    def test_get_cell(self):
        m = Map()
        m.add_cell(0, 1)
        m.add_cell(1, 1)

        self.assertIsNotNone(m.get_cell(0, 1))
        self.assertIsNone(m.get_cell(0, 0))

        self.assertIsNotNone(m.get_cell(1, 1))
        self.assertIsNone(m.get_cell(1, 0))
Exemple #4
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    def __init__(self,
                 width=640,
                 height=480,
                 map_width=60,
                 map_height=60,
                 map_depth=60):
        # version hints: create GL window with >= OpenGL 3.3 and core profile
        glfw.window_hint(glfw.CONTEXT_VERSION_MAJOR, 3)
        glfw.window_hint(glfw.CONTEXT_VERSION_MINOR, 3)
        glfw.window_hint(glfw.OPENGL_FORWARD_COMPAT, GL.GL_TRUE)
        glfw.window_hint(glfw.OPENGL_PROFILE, glfw.OPENGL_CORE_PROFILE)
        glfw.window_hint(glfw.RESIZABLE, False)
        self.win = glfw.create_window(width, height, 'Viewer', None, None)
        # glfw.maximize_window(self.win)
        # self.add(self.terrain.create())
        # make win's OpenGL context current; no OpenGL calls can happen before
        glfw.make_context_current(self.win)

        # register event handlersVertexProf
        glfw.set_key_callback(self.win, self.on_key)

        # useful message to check OpenGL renderer characteristics
        print(
            'OpenGL',
            GL.glGetString(GL.GL_VERSION).decode() + ', GLSL',
            GL.glGetString(GL.GL_SHADING_LANGUAGE_VERSION).decode() +
            ', Renderer',
            GL.glGetString(GL.GL_RENDERER).decode())

        # initialize GL by setting viewport and default render characteristics
        GL.glClearColor(0.1, 0.1, 0.1, 1)
        GL.glEnable(GL.GL_DEPTH_TEST)
        GL.glEnable(GL.GL_CULL_FACE)
        # compile and initialize shader programs once globally
        #self.color_shader = Shader(COLOR_VERT, COLOR_FRAG)

        # initially empty list of object to draw
        self.drawables = []
        self.trackball = GLFWTrackball(self.win)
        self.fill_modes = cycle([GL.GL_LINE, GL.GL_POINT, GL.GL_FILL])
        GL.glEnable(GL.GL_DEPTH_TEST)  #Maxime t

        super().__init__()
        #Init du node
        self.x = 0
        self.y = 0
        self.z = 10
        self.terrain = Map(map_width, map_height, map_depth)
        self.add(self.terrain.create())
Exemple #5
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def drawscreen():
    screen.fill((173, 173, 173))
    for tile in level:
        tile.draw_tile(screen)
    player.playerdraw(screen)
    for i in slimelist:
        i.draw(screen)
    pygame.display.flip()


#Screen 1
overworld1_spritesheet = Spritesheet('src/assets/temp/texturepack.png')
sheet_items = [('grass0000.png', 1), ('sand0000.png', 0)]

level = Map("src/assets/temp/level1.csv")
level = level.create_map()
level = make_tile_map(level, 32, overworld1_spritesheet, sheet_items)

player = character.Player(224, 0)
slimelist = [enemies.BlueSlime(540, 540), enemies.BlueSlime(400, 780)]

#sound.beta_soundtrack()

while True:
    clock.tick(30)
    pygame.display.set_caption(
        f"{player.rect.x}, {player.rect.y} - {player.health}")
    player.update(level)
    player.check_collision_enemy(slimelist)
    for action in pygame.event.get():
Exemple #6
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 def test_add_cell(self):
     m = Map()
     m.add_cell(0, 0)
     self.assertIsNotNone(m.cells[0])
     pass