def __init__(self): pygame.init() self.surface = pygame.display.set_mode( (world.SCREENWIDTH, world.SCREENHEIGHT)) pygame.display.set_caption(TITLE) self.surface.fill(world.UGLY_PINK) self.world_map = Map(MAPFILE, self)
def __init__(self, save): #self.position = (0,0) feature_list = {} if save is None: self.map = Map() self.location = 0
def test_get_cell(self): m = Map() m.add_cell(0, 1) m.add_cell(1, 1) self.assertIsNotNone(m.get_cell(0, 1)) self.assertIsNone(m.get_cell(0, 0)) self.assertIsNotNone(m.get_cell(1, 1)) self.assertIsNone(m.get_cell(1, 0))
def __init__(self, width=640, height=480, map_width=60, map_height=60, map_depth=60): # version hints: create GL window with >= OpenGL 3.3 and core profile glfw.window_hint(glfw.CONTEXT_VERSION_MAJOR, 3) glfw.window_hint(glfw.CONTEXT_VERSION_MINOR, 3) glfw.window_hint(glfw.OPENGL_FORWARD_COMPAT, GL.GL_TRUE) glfw.window_hint(glfw.OPENGL_PROFILE, glfw.OPENGL_CORE_PROFILE) glfw.window_hint(glfw.RESIZABLE, False) self.win = glfw.create_window(width, height, 'Viewer', None, None) # glfw.maximize_window(self.win) # self.add(self.terrain.create()) # make win's OpenGL context current; no OpenGL calls can happen before glfw.make_context_current(self.win) # register event handlersVertexProf glfw.set_key_callback(self.win, self.on_key) # useful message to check OpenGL renderer characteristics print( 'OpenGL', GL.glGetString(GL.GL_VERSION).decode() + ', GLSL', GL.glGetString(GL.GL_SHADING_LANGUAGE_VERSION).decode() + ', Renderer', GL.glGetString(GL.GL_RENDERER).decode()) # initialize GL by setting viewport and default render characteristics GL.glClearColor(0.1, 0.1, 0.1, 1) GL.glEnable(GL.GL_DEPTH_TEST) GL.glEnable(GL.GL_CULL_FACE) # compile and initialize shader programs once globally #self.color_shader = Shader(COLOR_VERT, COLOR_FRAG) # initially empty list of object to draw self.drawables = [] self.trackball = GLFWTrackball(self.win) self.fill_modes = cycle([GL.GL_LINE, GL.GL_POINT, GL.GL_FILL]) GL.glEnable(GL.GL_DEPTH_TEST) #Maxime t super().__init__() #Init du node self.x = 0 self.y = 0 self.z = 10 self.terrain = Map(map_width, map_height, map_depth) self.add(self.terrain.create())
def drawscreen(): screen.fill((173, 173, 173)) for tile in level: tile.draw_tile(screen) player.playerdraw(screen) for i in slimelist: i.draw(screen) pygame.display.flip() #Screen 1 overworld1_spritesheet = Spritesheet('src/assets/temp/texturepack.png') sheet_items = [('grass0000.png', 1), ('sand0000.png', 0)] level = Map("src/assets/temp/level1.csv") level = level.create_map() level = make_tile_map(level, 32, overworld1_spritesheet, sheet_items) player = character.Player(224, 0) slimelist = [enemies.BlueSlime(540, 540), enemies.BlueSlime(400, 780)] #sound.beta_soundtrack() while True: clock.tick(30) pygame.display.set_caption( f"{player.rect.x}, {player.rect.y} - {player.health}") player.update(level) player.check_collision_enemy(slimelist) for action in pygame.event.get():
def test_add_cell(self): m = Map() m.add_cell(0, 0) self.assertIsNotNone(m.cells[0]) pass