def __init__(self, parent): self.parent = parent globalvars.asdf = 0 self.lagcount = 0 self.leftkeydown = 0 self.rightkeydown = 0 self.enemylist = [] self.list_enemys = EnemyManager() self.stage = Stage(self.list_enemys, globalvars.player_list) self.list_allie_shots = pygame.sprite.RenderUpdates() self.enemy_shots = pygame.sprite.RenderUpdates()
def __init__(self, parent): self.parent = parent globalvars.asdf = 0 ##some key vars, the works self.lagcount = 0 #a little hack so that the background works nicer self.background = globalvars.screen #make the rectlist to handle dirty updating self.updaterects = [] #background object self.bgstars = BackgroundManager() ##make the lists to handle various sprites self.list_enemys = EnemyManager() self.player_list = pygame.sprite.RenderUpdates() self.list_allie_shots = pygame.sprite.OrderedUpdates() self.enemy_shots = pygame.sprite.RenderUpdates() self.token_list = pygame.sprite.RenderUpdates() ##make a new stage object self.stage = Stage(self, self.list_enemys, self.player_list, self.enemy_shots, self.list_allie_shots) #self.setup_events() self.new_display()
from pygame import mixer import player import screen from object_manager import ObjectManager from enemy import EnemyManager from help import getch, log player = player.Player(x=2, y=4, px=2, py=2, health=5, inventory=[]) move_commands = ['d', 'a', 's', 'w'] attack_commands = ['j', 'k', 'l', 'i', 'm'] map = screen.MapController() enemy_manager = EnemyManager() object_manager = ObjectManager() mixer.init() mixer.Sound("sounds/noodle.wav").play(-1) playing = True # set console size command = 'mode con: cols={} lines={}'.format(map.columns, map.rows+2) os.system(command) # player ui, world ui pui = "" wui = "" while playing: # updates the map with player pos, all room objects