def __init__(self, levelseed): self.width = levelseed.width self.height = levelseed.height self.OMGHAX = None self.pixelWidth = self.width * 32 self.pixelHeight = self.height * 32 self.InitializeTiles(self.width, self.height, levelseed.map) self.sprites = [] self.police = [] self.counter = 0 self.randomDirections = [(1, 0), (-1, 0), (0, 1), (0, -1)] self.citizens = [] for citizen in levelseed.map.citizens: x = citizen[0] y = citizen[1] tx = citizen[4] ty = citizen[5] sprite = GamePlay.Citizen(32 * citizen[0] + 16, 32 * citizen[1] + 16, citizen[2], citizen[3]) if levelseed.map.isCrowdLevel: sprite.Crowdify() if x != tx or y != ty: sprite.SetWaypoint(tx * 32, ty * 32) fx = sprite.X fy = sprite.Y while self.TileNotPassable(fx // 32, fy // 32): fy += 1 sprite.X = self.OMGHAX[0] * 32 + 16 sprite.Y = self.OMGHAX[1] * 32 + 16 self.sprites.append(sprite) self.citizens.append(sprite) self.citizens[0].color = 255 for police in levelseed.map.police: sprite = GamePlay.Police(32 * police[0] + 16, 32 * police[1] + 16, police[2]) self.sprites.append(sprite) self.police.append(sprite) if levelseed.map.isCrowdLevel: sprite.Crowdify() self.spriteGraph = SpriteGraph(self.width, self.height) self.PreColorize(levelseed.map.colorize_these) self.initCameraOffset = None spriteCarryOver = levelseed.map.spriteCarryOver if spriteCarryOver == None: spriteCarryOver = levelseed.map.carryoversprites if spriteCarryOver != None: x = spriteCarryOver[0] y = spriteCarryOver[1] self.initCameraOffset = (x, y) self.CarryOverSprites(x, y, levelseed.map.previousLevel) levelseed.map.previousLevel = None