def __init__(self, width, height, mapFile): super().__init__(width, height) self.logger = Logger.Logger(pos = Main.WIDTH, width = Main.LOGWIDTH, height = Main.SCREEN_HEIGHT) path1 = Main.getPath("res/TileSheet.png") path2 = Main.getPath("res/AnimTileSheet.png") self.map = Mapper.Map(mapFile, path1, path2) self.CELLMAP = True if self.CELLMAP: self.tileMap, caverns = self.map.getCavernTileMap() playerLocationY, playerLocationX = random.choice(caverns[0]) playerLocation = (playerLocationX, playerLocationY) self.player = Entities.Player(playerLocation[0],playerLocation[1],"res/playerSheet.png",self.tileMap,3,10, self.logger) enemyLocations = self.calculateEnemyPlacements(caverns, playerLocation) self.Entities = [self.player] for each in enemyLocations: seed = random.randint(0,3) if not seed == 1: self.Entities.append(Entities.TestEnemy(each[0],each[1],self.tileMap)) else: self.Entities.append(Entities.Goblin(each[0], each[1], self.tileMap)) else: self.tileMap = self.map.getTileMap() playerLocationY, playerLocationX = (2,2) playerLocation = (playerLocationY, playerLocationX) self.player = Entities.Player(playerLocationY,playerLocationX, "res/playerSheet.png", self.tileMap, 3, 10, self.logger) self.Entities = [self.player] #Will need to make a system of entity placement that isn't hard coded, but Im not entirely sure how other than random generation or messing around with alpha channels. # ^ IGNORE ALREADY DONE WITH RANDOM GEN self.DummyEnemies = [Entities.TestEnemy(5,5,self.tileMap, 100), Entities.TestEnemy(5,7,self.tileMap, 100), Entities.TestEnemy(4,6,self.tileMap, 100), Entities.TestEnemy(6,6,self.tileMap, 100)] self.Entities.extend(self.DummyEnemies) self.graph = Pathing.Graph(self.tileMap) self.animTiles = [] self.renderedBack = False self.CameraX = -(playerLocation[0] * Tiles.TILESIZE - Main.WIDTH/2) self.CameraY = -(playerLocation[1] * Tiles.TILESIZE - Main.HEIGHT/2)