def __init__(self, SURFACE,lvl): self.player = None self.player_2=None self.load() # Map self.lvl_map = lvl_map SPACEMAP = 42 # Temp self.lvl = lvl self.tile = Tiled(self.lvl_map[self.lvl], self) self.mission = Mission(self) # Surface self.surface = SURFACE self.WIDTH = self.surface.get_width() self.HEIGHT = self.surface.get_height() self.tile_image = self.tile.make_map(self.lvl_map[self.lvl],SPACEMAP)
class Game: def __init__(self, SURFACE, lvl_map): self.player = None self.player_2 = None self.load() #Map self.lvl_map = lvl_map SPACEMAP = 42 #Temp self.lvl = "lvl_1" self.tile = Tiled(self.lvl_map[self.lvl], self) #Surface self.surface = SURFACE self.WIDTH = self.surface.get_width() self.HEIGHT = self.surface.get_height() self.tile_image = self.tile.make_map(SPACEMAP) def load(self): #__GROUP__# self.bullets = pg.sprite.Group() self.enemies = pg.sprite.Group() self.sprites = pg.sprite.Group() self.obs = pg.sprite.Group() self.objs = pg.sprite.Group() self.effect = pg.sprite.Group() def update(self): self.enemies.update() #self.sprites.update() self.objs.update() self.bullets.update() self.effect.update() self.draw() def draw(self): self.surface.blit(self.tile_image, (0, 0)) self.bullets.draw(self.surface) self.objs.draw(self.surface) self.sprites.draw(self.surface) self.enemies.draw(self.surface) self.effect.draw(self.surface)
class Game: def __init__(self, SURFACE,lvl): self.player = None self.player_2=None self.load() # Map self.lvl_map = lvl_map SPACEMAP = 42 # Temp self.lvl = lvl self.tile = Tiled(self.lvl_map[self.lvl], self) self.mission = Mission(self) # Surface self.surface = SURFACE self.WIDTH = self.surface.get_width() self.HEIGHT = self.surface.get_height() self.tile_image = self.tile.make_map(self.lvl_map[self.lvl],SPACEMAP) def load(self): # __GROUP__# self.bullets = pg.sprite.Group() self.enemies = pg.sprite.Group() self.sprites = pg.sprite.Group() self.obs = pg.sprite.Group() self.objs = pg.sprite.Group() self.effect = pg.sprite.Group() def start(self, SURFACE, WIDTH, HEIGHT): self.surface = SURFACE self.image = image["lvl"] self.rect = self.image.get_rect() self.rect.x = WIDTH self.rect.y = HEIGHT self.rect.x, y = WIDTH, HEIGHT SURFACE.blit(self.image, self.rect) def update(self): self.enemies.update() self.sprites.update() self.objs.update() self.bullets.update() self.mission.update() self.effect.update() self.draw() def draw(self): self.surface.blit(self.tile_image, (0, 0)) self.bullets.draw(self.surface) self.objs.draw(self.surface) self.enemies.draw(self.surface) self.effect.draw(self.surface) self.sprites.draw(self.surface)