level.read_map() background = level.render() window.blit(background, (0,0)) obstacles, teleports = getTiles() pygame.display.flip() position = getCharacter() Hero = Sprite.Sprite(position, obstacles, os.path.join('SpriteDev','Sheets','spritesheet1.png'),(os.path.join('SpriteDev','UpStill.png'),os.path.join('SpriteDev','RightStill.png'),os.path.join('SpriteDev','DownStill.png'),os.path.join('SpriteDev','LeftStill.png')), True) Enemy = Enemies.Enemy((400,500), obstacles, os.path.join('SpriteDev','Sheets','enemysheet.png'),(os.path.join('SpriteDev','EnemyUpStill.png'),os.path.join('SpriteDev','EnemyRightStill.png'),os.path.join('SpriteDev','EnemyDownStill.png'),os.path.join('SpriteDev','EnemyLeftStill.png')), currentWorld, True) char = pygame.sprite.RenderPlain(Hero, Enemy) heroSprite = pygame.sprite.RenderPlain(Hero) enemySprites = pygame.sprite.RenderPlain(Enemy) h = 0 main(currentWorld, path, windowRect, level, background, obstacles, teleports, position, Hero, char, attack, defense, Enemy, heroSprite, enemySprites) if ButtonRect2.collidepoint(event.pos) == True: save = [] save = Save.loadGame(window) currentWorld, heroPos, heroHealth, enemyPos, enemyHealth, enemyWorld, oldstate, newstate = save attack = 1 defense = 0 if currentWorld!='Home' and currentWorld!='H': currentWorldPath="World"+str(currentWorld)+".map" else: currentWorldPath='levelmap' path = os.path.join('conf',currentWorldPath) itemPath = 'ItemData' windowRect = window.get_rect() level = Level(path, windowRect) level.read_map() background = level.render() window.blit(background, (0,0)) heroPos = heroPos.strip(")")