示例#1
0
def main():
    pygame.init()
    screen = pygame.display.set_mode((screen_width, screen_height))
    pygame.display.set_caption('World RTS')

    #set top corner of tile_positions
    coord_trans = []
    for j in range(0, tiles_per_side):
        coord_trans_in = []
        for i in range(0, tiles_per_side):
            coord = [(tile_width) * (i), (tile_height) * (j)]
            coord_trans_in.append(coord)
        coord_trans.append(coord_trans_in)

    #make tiles
    tile_list = []
    for j in range(0, tiles_per_side):
        tile_list_in = []
        for i in range(0, tiles_per_side):
            tile = the_map.tile(
                coord_trans[i][j], [i, j], simple_map[i]
                [j])  #scree_pos, gird_pos, terrain_type, (opt) surface
            tile.draw_tile(screen, tile_width, tile_height, line_width, BLACK)
            tile_list_in.append(tile)
        tile_list.append(tile_list_in)

    #Display some text
    #font = pygame.font.Font(None, 36)
    #text = font.render("Hello There", 1, (10, 10, 10))
    #textpos = text.get_rect()
    #textpos.centerx = background.get_rect().centerx
    #background.blit(text, textpos)

    pygame.display.flip()

    #Event loop
    while 1:

        #redraw tiles with highlight
        for j in range(0, len(tile_list)):
            tile_list_in = tile_list[j]
            for i in range(0, len(tile_list_in)):
                tile = tile_list_in[i]
                if tile.surface.get_rect(topleft=tile.screen_pos).collidepoint(
                        pygame.mouse.get_pos()):
                    line_colour = HIGHLIGHT_BLUE
                    grid_line_width = 2 * (line_width)
                else:
                    line_colour = BLACK
                    grid_line_width = line_width
                tile.draw_tile(screen, tile_width, tile_height,
                               grid_line_width, line_colour)
        pygame.display.flip()

        #events
        for event in pygame.event.get():
            #quit game
            if event.type == QUIT:
                pygame.quit()
                sys.exit()
示例#2
0
def main():
    pygame.init()
    screen = pygame.display.set_mode((screen_width, screen_height))
    pygame.display.set_caption('World RTS')

    #set top corner of tile_positions
    coord_trans = []
    for j in range(0, tiles_per_side):
        coord_trans_in = []
        for i in range(0, tiles_per_side):
            coord = [(tile_width)*(i), (tile_height)*(j)]
            coord_trans_in.append(coord)
        coord_trans.append(coord_trans_in)
    
    #make tiles
    tile_list = []
    for j in range(0, tiles_per_side):
        tile_list_in = []
        for i in range(0, tiles_per_side):
            tile = the_map.tile(coord_trans[i][j], [i,j], simple_map[i][j]) #scree_pos, gird_pos, terrain_type, (opt) surface
            tile.draw_tile(screen, tile_width, tile_height, line_width, BLACK)
            tile_list_in.append(tile)
        tile_list.append(tile_list_in)
        
    #Display some text
    #font = pygame.font.Font(None, 36)
    #text = font.render("Hello There", 1, (10, 10, 10))
    #textpos = text.get_rect()
    #textpos.centerx = background.get_rect().centerx
    #background.blit(text, textpos)

    pygame.display.flip()

    #Event loop
    while 1:

        #redraw tiles with highlight
        for j in range(0, len(tile_list)):
            tile_list_in = tile_list[j]
            for i in range(0, len(tile_list_in)):
                tile = tile_list_in[i]
                if tile.surface.get_rect(topleft = tile.screen_pos).collidepoint(pygame.mouse.get_pos()):
                    line_colour = HIGHLIGHT_BLUE
                    grid_line_width = 2*(line_width)
                else:
                    line_colour = BLACK
                    grid_line_width = line_width
                tile.draw_tile(screen, tile_width, tile_height, grid_line_width, line_colour)
        pygame.display.flip()

        #events
        for event in pygame.event.get():
            #quit game
            if event.type == QUIT:
                pygame.quit()
                sys.exit()
示例#3
0
def main():
    tile_width = (((screen_width)/tiles_per_side_GLOBAL))
    tile_height = (((screen_height)/tiles_per_side_GLOBAL))
    tiles_per_side = tiles_per_side_GLOBAL
    
    pygame.init()
    
    screen = pygame.display.set_mode((screen_width, screen_height_toolbar))
    pygame.FULLSCREEN#pygame.display.set_mode((screen_width, screen_height_toolbar))
    pygame.display.set_caption('World RTS')
    pygame.display.toggle_fullscreen

    #set top corner of tile_positions with initial zoom
    coord_trans = [] #arrary of the top left corner of screen coords of each tile in the corresponding grid coords
    for j in range(0, tiles_per_side):
        coord_trans_in = []
        for i in range(0, tiles_per_side):
            coord = [(tile_width)*(i), (tile_height)*(j) + toolbar_height]
            coord_trans_in.append(coord)
        coord_trans.append(coord_trans_in)
    
    #make tiles with initial zoom
    tile_list = []
    for j in range(0, tiles_per_side):
        tile_list_in = []
        for i in range(0, tiles_per_side):
            tile = the_map.tile(coord_trans[i][j], [i,j], current_map[i][j]) #scree_pos, gird_pos, terrain_type, (opt) surface
            tile.draw_tile(screen, tile_width, tile_height, line_width, BLACK)
            tile_list_in.append(tile)
        tile_list.append(tile_list_in)
            
    #Display some text
    #font = pygame.font.Font(None, 36)
    #text = font.render("Hello There", 1, (10, 10, 10))
    #textpos = text.get_rect()
    #textpos.centerx = background.get_rect().centerx
    #background.blit(text, textpos)

    #set up zoom
    topleft_grid_onscreen = [0, 0]
    font = pygame.font.Font(None, 50)
    zoom_in_text = font.render("+", 1, BLACK)
    zoom_out_text = font.render("-", 1, BLACK)
    zoom_in_textpos = zoom_in_text.get_rect()
    zoom_out_textpos = zoom_out_text.get_rect()
    zoom_in_x = screen_width - screen_width/4 + 70 
    zoom_in_y = screen_height_toolbar - 2*toolbar_height/3 #toolbar_height/2
    zoom_out_x = screen_width - screen_width/4 + 100
    zoom_out_y = screen_height_toolbar - 2*toolbar_height/3 + 3 #toolbar_height/2
    zoom_in_textpos.centerx = zoom_in_x
    zoom_in_textpos.centery = zoom_in_y
    zoom_out_textpos.centerx = zoom_out_x
    zoom_out_textpos.centery = zoom_out_y
    button_width = 25 #only clicking in the center of the button makes it work

    #set up clock
    time_font = pygame.font.Font(None, 36)
    time_xpos = screen_width/15
    time_ypos = toolbar_height/2
    clock = pygame.time.Clock()
    minutes = 0
    seconds = 0
    milliseconds = 0

    pygame.display.flip()

    #Event loop
    while 1:

        screen.fill(BROWN)

        #redraw tiles with highlight
        for j in range(0, len(tile_list)):
            tile_list_in = tile_list[j]
            for i in range(0, len(tile_list_in)):
                tile = tile_list_in[i]
                if tile.surface.get_rect(topleft = tile.screen_pos).collidepoint(pygame.mouse.get_pos()):
                    line_colour = HIGHLIGHT_BLUE
                    grid_line_width = 2*(line_width)
                else:
                    line_colour = BLACK
                    grid_line_width = line_width
                tile.draw_tile(screen, tile_width, tile_height, grid_line_width, line_colour)
 
        #make toolbars
        toolbar_up_rect = pygame.draw.rect(screen, BROWN, [0, 0, screen_width, toolbar_height])
        toolbar_up_rect = pygame.draw.rect(screen, BROWN, [0, screen_height + toolbar_height, screen_width, toolbar_height])
        
        #timing
        if milliseconds > 1000:
            seconds += 1
            milliseconds -= 1000
        if seconds > 60:
            minutes += 1
            seconds -= 60
        text = time_font.render(("{}:{}".format(minutes, seconds)), 1, BLACK) #text,antialiasing,colour
        textpos = text.get_rect()
        textpos.centerx = time_xpos
        textpos.centery = time_ypos
        screen.blit(text, textpos)
        milliseconds += clock.tick_busy_loop() #returns time since the last call, limits the frame rate to 60FPS

        #print zoom buttons
        pygame.draw.rect(screen, WHITE, [zoom_in_x - 12, zoom_in_y - 6, button_width, button_width])
        pygame.draw.rect(screen, WHITE, [zoom_out_x - 12, zoom_out_y - 9, button_width, button_width])
        screen.blit(zoom_in_text, zoom_in_textpos)
        screen.blit(zoom_out_text, zoom_out_textpos)

        #events
        for event in pygame.event.get():
            #quit game
            if event.type == QUIT:
                pygame.quit()
                sys.exit()
            #mouse clicks
            if event.type == pygame.MOUSEBUTTONUP:
                #zoom in
                if zoom_in_textpos.collidepoint(pygame.mouse.get_pos()):
                    print ("ZOOM IN")
                    tile_width, tile_height, tiles_per_side  = the_map.zoom_in(tiles_per_side, screen_width, screen_height,
                                                                                          tiles_per_side_GLOBAL, topleft_grid_onscreen,
                                                                                          toolbar_height, tile_list, screen, line_width)

                #zoom out
                if zoom_out_textpos.collidepoint(pygame.mouse.get_pos()):
                    print ("ZOOM OUT")
                    xtile_width, tile_height, tiles_per_side = the_map.zoom_out(tiles_per_side, screen_width, screen_height,
                                                                                          tiles_per_side_GLOBAL, topleft_grid_onscreen,
                                                                                          toolbar_height, tile_list, screen, line_width)

            #scroll
            if event.type == pygame.KEYDOWN:
                #up
                if event.key == pygame.K_w:
                    topleft_grid_onscreen[1] = topleft_grid_onscreen[1] - 1  
                #down
                if event.key == pygame.K_s:
                    topleft_grid_onscreen[1] = topleft_grid_onscreen[1] + 1  
                #left
                if event.key == pygame.K_a:
                    topleft_grid_onscreen[0] = topleft_grid_onscreen[0] - 1  
                #right
                if event.key == pygame.K_d:
                    topleft_grid_onscreen[0] = topleft_grid_onscreen[0] + 1  
                print topleft_grid_onscreen
                tile_list = the_map.get_new_tile_list(tiles_per_side_GLOBAL, topleft_grid_onscreen, tile_width, tile_height, toolbar_height,
                                                      tile_list, screen, line_width, tiles_per_side)



        pygame.display.flip()
示例#4
0
def main():
    tile_width = (((screen_width) / tiles_per_side_GLOBAL))
    tile_height = (((screen_height) / tiles_per_side_GLOBAL))
    tiles_per_side = tiles_per_side_GLOBAL

    pygame.init()

    screen = pygame.display.set_mode((screen_width, screen_height_toolbar))
    pygame.display.set_caption('World RTS')

    #set top corner of tile_positions with initial zoom
    zoom_top_corner = [0, 0]
    coord_trans = [
    ]  #arrary of the top left corner of screen coords of each tile in the corresponding grid coords
    for j in range(0, tiles_per_side):
        coord_trans_in = []
        for i in range(0, tiles_per_side):
            coord = [(tile_width) * (i), (tile_height) * (j) + toolbar_height]
            coord_trans_in.append(coord)
        coord_trans.append(coord_trans_in)

    #make tiles with initial zoom
    tile_list = []
    for j in range(0, tiles_per_side):
        tile_list_in = []
        for i in range(0, tiles_per_side):
            tile = the_map.tile(
                coord_trans[i][j], [i, j], current_map[i]
                [j])  #scree_pos, gird_pos, terrain_type, (opt) surface
            tile.draw_tile(screen, tile_width, tile_height, line_width, BLACK)
            tile_list_in.append(tile)
        tile_list.append(tile_list_in)
    zoom_tile_list = tile_list

    #Display some text
    #font = pygame.font.Font(None, 36)
    #text = font.render("Hello There", 1, (10, 10, 10))
    #textpos = text.get_rect()
    #textpos.centerx = background.get_rect().centerx
    #background.blit(text, textpos)

    #set up zoom
    topleft_grid = [0, 0]
    font = pygame.font.Font(None, 50)
    zoom_in_text = font.render("+", 1, BLACK)
    zoom_out_text = font.render("-", 1, BLACK)
    zoom_in_textpos = zoom_in_text.get_rect()
    zoom_out_textpos = zoom_out_text.get_rect()
    zoom_in_x = screen_width - screen_width / 4 + 70
    zoom_in_y = screen_height_toolbar - 2 * toolbar_height / 3
    zoom_out_x = screen_width - screen_width / 4 + 100
    zoom_out_y = screen_height_toolbar - 2 * toolbar_height / 3 + 3
    zoom_in_textpos.centerx = zoom_in_x
    zoom_in_textpos.centery = zoom_in_y
    zoom_out_textpos.centerx = zoom_out_x
    zoom_out_textpos.centery = zoom_out_y
    button_width = 25  #only clicking in the center of the button makes it work
    #zoom_in_surf = pygame.Surface((button_width, button_width))
    #zoom_out_surf = pygame.Surface((button_width, button_width))
    #zoom_in_surf.get_rect(topleft = (zoom_in_x - 12, zoom_in_y - 6))
    #zoom_out_surf.get_rect(topleft = (zoom_out_x - 12, zoom_out_y - 9))

    #set up clock
    time_font = pygame.font.Font(None, 36)
    time_xpos = screen_width / 15
    time_ypos = toolbar_height / 2
    clock = pygame.time.Clock()
    minutes = 0
    seconds = 0
    milliseconds = 0

    pygame.display.flip()

    #Event loop
    while 1:

        #redraw tiles with highlight
        for j in range(0, len(zoom_tile_list)):
            zoom_tile_list_in = zoom_tile_list[j]
            for i in range(0, len(zoom_tile_list_in)):
                tile = zoom_tile_list_in[i]
                if tile.surface.get_rect(topleft=tile.screen_pos).collidepoint(
                        pygame.mouse.get_pos()):
                    line_colour = HIGHLIGHT_BLUE
                    grid_line_width = 2 * (line_width)
                else:
                    line_colour = BLACK
                    grid_line_width = line_width
                tile.draw_tile(screen, tile_width, tile_height,
                               grid_line_width, line_colour)

        #make toolbars
        toolbar_up_rect = pygame.draw.rect(
            screen, BROWN, [0, 0, screen_width, toolbar_height])
        toolbar_up_rect = pygame.draw.rect(
            screen, BROWN,
            [0, screen_height + toolbar_height, screen_width, toolbar_height])

        #timing
        if milliseconds > 1000:
            seconds += 1
            milliseconds -= 1000
        if seconds > 60:
            minutes += 1
            seconds -= 60
        text = time_font.render(("{}:{}".format(minutes, seconds)), 1,
                                BLACK)  #text,antialiasing,colour
        textpos = text.get_rect()
        textpos.centerx = time_xpos
        textpos.centery = time_ypos
        screen.blit(text, textpos)
        milliseconds += clock.tick_busy_loop(
        )  #returns time since the last call, limits the frame rate to 60FPS

        #print zoom buttons
        pygame.draw.rect(
            screen, WHITE,
            [zoom_in_x - 12, zoom_in_y - 6, button_width, button_width])
        pygame.draw.rect(
            screen, WHITE,
            [zoom_out_x - 12, zoom_out_y - 9, button_width, button_width])
        screen.blit(zoom_in_text, zoom_in_textpos)
        screen.blit(zoom_out_text, zoom_out_textpos)

        #events
        for event in pygame.event.get():
            #quit game
            if event.type == QUIT:
                pygame.quit()
                sys.exit()
            #mouse clicks
            if event.type == pygame.MOUSEBUTTONUP:
                #zoom in
                if zoom_in_textpos.collidepoint(pygame.mouse.get_pos()):
                    tiles_per_side, zoom_tile_list, tile_width, tile_height = the_map.zoom_in(
                        tiles_per_side, tiles_per_side_GLOBAL, topleft_grid,
                        tile_list, screen_width, screen_height, screen,
                        line_width, toolbar_height)
                #zoom out
                if zoom_out_textpos.collidepoint(pygame.mouse.get_pos()):
                    tiles_per_side, zoom_tile_list, tile_width, tile_height = the_map.zoom_out(
                        tiles_per_side, tiles_per_side_GLOBAL, topleft_grid,
                        tile_list, screen_width, screen_height, screen,
                        line_width, toolbar_height)

            #scroll
            if event.type == pygame.KEYDOWN:
                #up
                if event.key == pygame.K_w:
                    topleft_grid[1] = topleft_grid[1] + 1
                #down
                if event.key == pygame.K_s:
                    topleft_grid[1] = topleft_grid[1] - 1
                #left
                if event.key == pygame.K_a:
                    topleft_grid[0] = topleft_grid[0] + 1
                #right
                if event.key == pygame.K_d:
                    topleft_grid[0] = topleft_grid[0] - 1
                print topleft_grid

                #remake list with new topleft_grid and redraw
                zoom_tile_list = the_map.get_zoom_tile_list(
                    topleft_grid, tiles_per_side, tile_list, tile_width,
                    tile_height, screen, line_width, toolbar_height)

                #################################################################
                #can do this better
                #tiles_per_side, zoom_tile_list, tile_width, tile_height = the_map.zoom_in(tiles_per_side,
                #                                                                          tiles_per_side_GLOBAL,
                #                                                                          topleft_grid,
                #                                                                          tile_list,
                #                                                                          screen_width,
                #                                                                          screen_height,
                #                                                                          screen,
                #                                                                          line_width,
                #                                                                          toolbar_height)
                #
                # tiles_per_side, zoom_tile_list, tile_width, tile_height = the_map.zoom_out(tiles_per_side,
                #                                                                           tiles_per_side_GLOBAL,
                #                                                                           topleft_grid,
                #                                                                           tile_list,
                #                                                                           screen_width,
                #                                                                           screen_height,
                #                                                                           screen,
                #                                                                           line_width,
                #                                                                           toolbar_height)

        pygame.display.flip()
示例#5
0
def main():
    pygame.init()
    screen = pygame.display.set_mode((screen_width, screen_height))
    pygame.display.set_caption('World RTS')

    #set top corner of tile_positions
    coord_trans = []
    for j in range(0, tiles_per_side):
        coord_trans_in = []
        for i in range(0, tiles_per_side):
            coord = [(tile_width) * (i), (tile_height) * (j)]
            coord_trans_in.append(coord)
        coord_trans.append(coord_trans_in)

    #make tiles
    tile_list = []
    for j in range(0, tiles_per_side):
        tile_list_in = []
        for i in range(0, tiles_per_side):
            tile = the_map.tile(
                coord_trans[i][j], [i, j], simple_map[i]
                [j])  #scree_pos, gird_pos, terrain_type, (opt) surface
            tile.draw_tile(screen, tile_width, tile_height, line_width, BLACK)
            tile_list_in.append(tile)
        tile_list.append(tile_list_in)

    #Display some text
    #font = pygame.font.Font(None, 36)
    #text = font.render("Hello There", 1, (10, 10, 10))
    #textpos = text.get_rect()
    #textpos.centerx = background.get_rect().centerx
    #background.blit(text, textpos)

    pygame.display.flip()

    #start clock
    clock = pygame.time.Clock()
    minutes = 0
    seconds = 0
    milliseconds = 0

    #Event loop
    while 1:

        #redraw tiles with highlight
        for j in range(0, len(tile_list)):
            tile_list_in = tile_list[j]
            for i in range(0, len(tile_list_in)):
                tile = tile_list_in[i]
                if tile.surface.get_rect(topleft=tile.screen_pos).collidepoint(
                        pygame.mouse.get_pos()):
                    line_colour = HIGHLIGHT_BLUE
                    grid_line_width = 2 * (line_width)
                else:
                    line_colour = BLACK
                    grid_line_width = line_width
                tile.draw_tile(screen, tile_width, tile_height,
                               grid_line_width, line_colour)

        #events
        for event in pygame.event.get():
            #quit game
            if event.type == QUIT:
                pygame.quit()
                sys.exit()

        pygame.display.flip()

        #timing
        if milliseconds > 1000:
            seconds += 1
            milliseconds -= 1000
        if seconds > 60:
            minutes += 1
            seconds -= 60

        print("{}:{}".format(minutes, seconds))

        milliseconds += clock.tick_busy_loop(
        )  #returns time since the last call, limits the frame rate to 60FPS
示例#6
0
def main():
    pygame.init()
    screen = pygame.display.set_mode((screen_width, screen_height))
    pygame.display.set_caption('World RTS')

    #set top corner of tile_positions
    coord_trans = []
    for j in range(0, tiles_per_side):
        coord_trans_in = []
        for i in range(0, tiles_per_side):
            coord = [(tile_width)*(i), (tile_height)*(j)]
            coord_trans_in.append(coord)
        coord_trans.append(coord_trans_in)
    
    #make tiles
    tile_list = []
    for j in range(0, tiles_per_side):
        tile_list_in = []
        for i in range(0, tiles_per_side):
            tile = the_map.tile(coord_trans[i][j], [i,j], simple_map[i][j]) #scree_pos, gird_pos, terrain_type, (opt) surface
            tile.draw_tile(screen, tile_width, tile_height, line_width, BLACK)
            tile_list_in.append(tile)
        tile_list.append(tile_list_in)
        
    #Display some text
    #font = pygame.font.Font(None, 36)
    #text = font.render("Hello There", 1, (10, 10, 10))
    #textpos = text.get_rect()
    #textpos.centerx = background.get_rect().centerx
    #background.blit(text, textpos)

    pygame.display.flip()
    
    #start clock
    clock = pygame.time.Clock()
    minutes = 0
    seconds = 0
    milliseconds = 0

    #Event loop
    while 1:

        #redraw tiles with highlight
        for j in range(0, len(tile_list)):
            tile_list_in = tile_list[j]
            for i in range(0, len(tile_list_in)):
                tile = tile_list_in[i]
                if tile.surface.get_rect(topleft = tile.screen_pos).collidepoint(pygame.mouse.get_pos()):
                    line_colour = HIGHLIGHT_BLUE
                    grid_line_width = 2*(line_width)
                else:
                    line_colour = BLACK
                    grid_line_width = line_width
                tile.draw_tile(screen, tile_width, tile_height, grid_line_width, line_colour)

        #events
        for event in pygame.event.get():
            #quit game
            if event.type == QUIT:
                pygame.quit()
                sys.exit()
        
        pygame.display.flip()

        #timing
        if milliseconds > 1000:
            seconds += 1
            milliseconds -= 1000
        if seconds > 60:
            minutes += 1
            seconds -= 60

        print ("{}:{}".format(minutes, seconds))

        milliseconds += clock.tick_busy_loop() #returns time since the last call, limits the frame rate to 60FPS
示例#7
0
def main():
    tile_width = (((screen_width) / tiles_per_side_GLOBAL))
    tile_height = (((screen_height) / tiles_per_side_GLOBAL))
    tiles_per_side = tiles_per_side_GLOBAL

    pygame.init()

    screen = pygame.display.set_mode((screen_width, screen_height_toolbar))
    pygame.FULLSCREEN  #pygame.display.set_mode((screen_width, screen_height_toolbar))
    pygame.display.set_caption('World RTS')
    pygame.display.toggle_fullscreen

    #set top corner of tile_positions with initial zoom
    coord_trans = [
    ]  #arrary of the top left corner of screen coords of each tile in the corresponding grid coords
    for j in range(0, tiles_per_side):
        coord_trans_in = []
        for i in range(0, tiles_per_side):
            coord = [(tile_width) * (i), (tile_height) * (j) + toolbar_height]
            coord_trans_in.append(coord)
        coord_trans.append(coord_trans_in)

    #make tiles with initial zoom
    tile_list = []
    for j in range(0, tiles_per_side):
        tile_list_in = []
        for i in range(0, tiles_per_side):
            tile = the_map.tile(
                coord_trans[i][j], [i, j], current_map[i]
                [j])  #scree_pos, gird_pos, terrain_type, (opt) surface
            tile.draw_tile(screen, tile_width, tile_height, line_width, BLACK)
            tile_list_in.append(tile)
        tile_list.append(tile_list_in)

    #Initial sprites
    #choose random start point
    sprite_start_x = randint(0, board_width)
    sprite_start_y = randint(0, board_height)
    sprite_pos = [sprite_start_x, sprite_start_y]
    print sprite_pos
    sprite_tile = the_map.match_tile(sprite_pos, tile_list)
    #Make sprite
    sprite_1 = entity.sprite(sprite_pos, 1, sprite_tile)
    tile.sprite_list.append(sprite_1)
    sprite_list = [sprite_1]

    #    #draw sprites
    #   for sprite in sprite_list:
    #      sprite.draw_sprite(screen)

    #Display some text
    #font = pygame.font.Font(None, 36)
    #text = font.render("Hello There", 1, (10, 10, 10))
    #textpos = text.get_rect()
    #textpos.centerx = background.get_rect().centerx
    #background.blit(text, textpos)

    #set up zoom
    topleft_grid_onscreen = [0, 0]
    font = pygame.font.Font(None, 50)
    zoom_in_text = font.render("+", 1, BLACK)
    zoom_out_text = font.render("-", 1, BLACK)
    zoom_in_textpos = zoom_in_text.get_rect()
    zoom_out_textpos = zoom_out_text.get_rect()
    zoom_in_x = screen_width - screen_width / 4 + 70
    zoom_in_y = screen_height_toolbar - 2 * toolbar_height / 3  #toolbar_height/2
    zoom_out_x = screen_width - screen_width / 4 + 100
    zoom_out_y = screen_height_toolbar - 2 * toolbar_height / 3 + 3  #toolbar_height/2
    zoom_in_textpos.centerx = zoom_in_x
    zoom_in_textpos.centery = zoom_in_y
    zoom_out_textpos.centerx = zoom_out_x
    zoom_out_textpos.centery = zoom_out_y
    button_width = 25  #only clicking in the center of the button makes it work

    #set up menus
    menu_list = []

    #set up clock
    time_font = pygame.font.Font(None, 36)
    time_xpos = screen_width / 15
    time_ypos = toolbar_height / 2
    clock = pygame.time.Clock()
    minutes = 0
    seconds = 0
    milliseconds = 0

    pygame.display.flip()

    #Event loop
    while 1:

        screen.fill(BROWN)

        #redraw tiles with highlight
        for j in range(0, len(tile_list)):
            tile_list_in = tile_list[j]
            for i in range(0, len(tile_list_in)):
                tile = tile_list_in[i]
                if tile.surface.get_rect(topleft=tile.screen_pos).collidepoint(
                        pygame.mouse.get_pos()):
                    line_colour = HIGHLIGHT_BLUE
                    grid_line_width = 2 * (line_width)
                else:
                    line_colour = BLACK
                    grid_line_width = line_width
                tile.draw_tile(screen, tile_width, tile_height,
                               grid_line_width, line_colour)


#        #draw sprites
#       for sprite in sprite_list:
#          sprite.draw_sprite(screen)

#draw menus
        for menu in menu_list:
            menu.draw_menu(tile_height, tile_width, screen, line_width)
            #redraw tiles with associated menus with a thicker yellow border
            menu.tile.draw_tile(screen, tile_width, tile_height,
                                (7 / 2) * (line_width), menu_YELLOW)

        #make toolbars
        toolbar_up_rect = pygame.draw.rect(
            screen, BROWN, [0, 0, screen_width, toolbar_height])
        toolbar_up_rect = pygame.draw.rect(
            screen, BROWN,
            [0, screen_height + toolbar_height, screen_width, toolbar_height])

        #timing
        if milliseconds > 1000:
            seconds += 1
            milliseconds -= 1000
        if seconds > 60:
            minutes += 1
            seconds -= 60
        text = time_font.render(("{}:{}".format(minutes, seconds)), 1,
                                BLACK)  #text,antialiasing,colour
        textpos = text.get_rect()
        textpos.centerx = time_xpos
        textpos.centery = time_ypos
        screen.blit(text, textpos)
        milliseconds += clock.tick_busy_loop(
        )  #returns time since the last call, limits the frame rate to 60FPS

        #print zoom buttons
        pygame.draw.rect(
            screen, WHITE,
            [zoom_in_x - 12, zoom_in_y - 6, button_width, button_width])
        pygame.draw.rect(
            screen, WHITE,
            [zoom_out_x - 12, zoom_out_y - 9, button_width, button_width])
        screen.blit(zoom_in_text, zoom_in_textpos)
        screen.blit(zoom_out_text, zoom_out_textpos)

        #events
        for event in pygame.event.get():
            #quit game
            if event.type == QUIT:
                pygame.quit()
                sys.exit()

            #mouse clicks
            if event.type == pygame.MOUSEBUTTONUP:

                #close menu if tile is clicked again
                deleted_menu = False
                for menu in menu_list:
                    if menu.tile.surface.get_rect(
                            topleft=menu.tile.screen_pos).collidepoint(
                                pygame.mouse.get_pos()):
                        menu.tile.has_menu = False
                        menu_list.remove(menu)
                        deleted_menu = True  #so it doesnt create the menu again as soon as its been made

                #make tile menu if tile clicked
                for j in range(0, len(tile_list)):
                    tile_list_in = tile_list[j]
                    for i in range(0, len(tile_list_in)):
                        tile = tile_list_in[i]
                        if (tile.surface.get_rect(
                                topleft=tile.screen_pos).collidepoint(
                                    pygame.mouse.get_pos())
                                and zoom_in_textpos.collidepoint(
                                    pygame.mouse.get_pos()) == 0
                                and zoom_out_textpos.collidepoint(
                                    pygame.mouse.get_pos()) == 0
                                and tile.has_menu == False
                                and deleted_menu == False):
                            menu = menus.tile_menu(tile, menu_width,
                                                   menu_height)
                            menu_list.append(menu)

                #zoom in
                if zoom_in_textpos.collidepoint(pygame.mouse.get_pos()):
                    print("ZOOM IN")
                    tile_width, tile_height, tiles_per_side = the_map.zoom_in(
                        tiles_per_side, screen_width, screen_height,
                        tiles_per_side_GLOBAL, topleft_grid_onscreen,
                        toolbar_height, tile_list, screen, line_width)

                #zoom out
                if zoom_out_textpos.collidepoint(pygame.mouse.get_pos()):
                    print("ZOOM OUT")
                    tile_width, tile_height, tiles_per_side = the_map.zoom_out(
                        tiles_per_side, screen_width, screen_height,
                        tiles_per_side_GLOBAL, topleft_grid_onscreen,
                        toolbar_height, tile_list, screen, line_width)

            #scroll
            if event.type == pygame.KEYDOWN:
                #up
                if event.key == pygame.K_w:
                    topleft_grid_onscreen[1] = topleft_grid_onscreen[1] - 1
                #down
                if event.key == pygame.K_s:
                    topleft_grid_onscreen[1] = topleft_grid_onscreen[1] + 1
                #left
                if event.key == pygame.K_a:
                    topleft_grid_onscreen[0] = topleft_grid_onscreen[0] - 1
                #right
                if event.key == pygame.K_d:
                    topleft_grid_onscreen[0] = topleft_grid_onscreen[0] + 1
                the_map.get_new_tile_list(tiles_per_side_GLOBAL,
                                          topleft_grid_onscreen, tile_width,
                                          tile_height, toolbar_height,
                                          tile_list, screen, line_width,
                                          tiles_per_side)

        pygame.display.flip()