def __init__(self, debug=False, level=1): self.debug = debug self.control = Control(self) self.level = Level(self) self.player = Player(self) self.ui = StartUI(self) self.setup(level_number=level)
def __init__(self, file_name): self.name = file_name self.ref = self.mkdico() self.wall = Structure(self.ref, image=WALL) self.path = Structure(self.ref, image=[PATH, GARDIEN, ITEM1, HERO]) self.player = Player(self.ref) self.gardien = Ennemy(self.ref) self.items = Items(self.ref)
def run(self): self.sprites = Group() self.player = Player(self.surface, (0, 0), (40, 70), 5, 100, 200, Group(), gold=0, animated=True) self.new_room() self.room.spawn_player(self.player) self.hud = Hud(self.surface, self.player)
def loadMap(self, options): x, y = options["player_x"], options["player_y"] self.screen_size = (self.options["x_window_size"], self.options["y_window_size"]) self.map_x = self.screen_size[0] * (-1.5) - x % self.screen_size[0] self.map_y = self.screen_size[1] * (-1.5) - y % self.screen_size[1] coef_x = x // self.screen_size[0] * self.screen_size[0] coef_y = y // self.screen_size[1] * self.screen_size[1] self.chunck_loader = ChunckLoader(x, y, self, self.pil_textures, self.matrix, (coef_x, coef_y)) self.map = self.chunck_loader.loadMapFromCenter(x, y) self.player = Player(self.map_x, self.map_y, self.map, self, self, self.textures["fight_ui"]) threading.Thread(target=self.chunck_loader.startCheckLoop, args=(self.player, )).start() self.physical_engine = PhysicalEngine(self.chunck_loader, self) self.physical_engine.start() self.displayMap()