def load_level(levelnumber, game_objects): opencfg = configparser.ConfigParser() opencfg.read("levels/" + levelnumber + ".ini") # ast.literal_eval приводит строку к простым типам питона # (в данном случае в список позиций - туплу, в которой тупла) trees_list = ast.literal_eval(opencfg.get("GameObjects", 'trees')) # заполняем массив деревьев с помощью генераторного выражения game_objects.trees = [ GameObjects.Tree(batch, current_cell) for current_cell in trees_list ] game_objects.bricks = [ GameObjects.Brick(batch, current_cell) for current_cell in ast.literal_eval( opencfg.get("GameObjects", 'bricks')) ] game_objects.boxes = [ GameObjects.Box(batch, current_cell) for current_cell in ast.literal_eval( opencfg.get("GameObjects", 'boxes')) ] game_objects.box_targets = [ GameObjects.BoxTarget(batch, current_cell) for current_cell in ast.literal_eval( opencfg.get("GameObjects", 'box_targets')) ] return game_objects
# player.image.anchor_y = 0 arrsize = arr.size for row in range(len(arr)): for column in range(len(arr[row])): current_cell = row, column cur_cell_val = arr[current_cell] if cur_cell_val >= 10: box_targets.append(GameObjects.BoxTarget( layer2, current_cell)) # кидаем во второй слой cur_cell_val -= 10 if cur_cell_val == 2: trees.append(GameObjects.Tree(batch, current_cell)) if cur_cell_val == 3: bricks.append(GameObjects.Brick(batch, current_cell)) if cur_cell_val == 4: boxes.append(GameObjects.Box(batch, current_cell)) elif arr[current_cell] == 1: # player = GameObjects.Player(row, column, None) player.move( current_cell ) # работает только потому, что изначально у игрока позиция 0,0 window = pyglet.window.Window(width=(CELL_SIZE * 10), height=(CELL_SIZE * 10), caption="Gecko Soko") window.set_mouse_visible(True) fps_display = pyglet.window.FPSDisplay(window) fps_display.label.y = 0