def on_setup(self): global territories, land Blue = Player("Blue", BLUE) Red = Player("Red", RED) players = [Blue, Red] # ///////////////// randomTerr = True randomArmies = True # ///////////////// land = Land(territories, players, randomTerr, randomArmies) self._display_surf.blit(BACKGROUND, [0, 0]) if randomTerr: for i in range(land.get_nbTerritories()): player = land.players[i % land.get_nbPlayers()] land._setup_random_territories(player) self.on_display() else: for i in range(land.get_nbTerritories()): player = land.players[i % land.get_nbPlayers()] terr = land._setup_territories(player) text_surface, rect = GAME_FONT.render( str(terr.get_army()), terr.get_ownership().get_color()) self._display_surf.blit(text_surface, [ terr.get_x() + (terr.get_size()[0] - FONT_SIZE) / 2, terr.get_y() + (terr.get_size()[1] - FONT_SIZE) / 2 ]) self.on_render() print('\n', "////////////////////////////////////") print("Territories ready", '\n', '\n') if randomArmies: for i in range( land.get_nbTerritories(), land.get_players()[0].get_army() * land.get_nbPlayers()): player = land.players[i % land.get_nbPlayers()] land._setup_random_armies(player) self.on_display() else: for i in range( land.get_nbTerritories(), land.get_players()[0].get_army() * land.get_nbPlayers()): player = land.players[i % land.get_nbPlayers()] terr = land._setup_armies(player) self.on_display() print('\n', "////////////////////////////////////") print("Armies ready", '\n') print("Land ready for battle!", '\n') self.on_render()