import pygame as pg import sys from settings import * from sprites import * class Game: def __init__(self): pg.init() self.screen = pg.display.set_mode((WIDTH, HEIGHT)) pg.display.set_caption(TITLE) self.clock = pg.time.Clock() pg.key.set_repeat(500, 100) self.load_data() def load_data(self): pass def new(self): # initialize all variables and do all the setup for a new game self.all_sprites = pg.sprite.Group() self.walls = pg.sprite.Group() self.player = Player(self, 1, 1) def run(self): # game loop - set self.playing = False to end the game self.playing = True while self.playing: self.dt = self.clock.tick(FPS) / 1000 self.events() self.update() self.draw() def quit(self): pg.quit() sys.exit() def update(self): # update portion of the game loop self.all_sprites.update() def draw_grid(self): for x in range(0, WIDTH, TILESIZE): pg.draw.line(self.screen, LIGHTGREY, (x, 0), (x, HEIGHT)) for y in range(0, HEIGHT, TILESIZE): pg.draw.line(self.screen, LIGHTGREY, (0, y), (WIDTH, y)) def draw_grid(self): for x in range(0, WIDTH, TILESIZE): pg.draw.line(self.screen, LIGHTGREY, (x, 0), (x, HEIGHT)) for y in range(0, WIDTH, TILESIZE): pg.draw.line(self.screen, LIGHTGREY, (0, y), (WIDTH, y)) def draw(self): self.screen.fill(BGCOLOR) self.draw_grid() self.draw_grid() self.all_sprites.draw(self.screen) pg.display.flip() def events(self): # catch all events here for event in pg.event.get(): if event.type == pg.QUIT: self.quit() if event.type == pg.KEYDOWN: if event.key == pg.K_ESCAPE: self.quit() if event.key == pg.K_LEFT: self.player.move(dx=-1) if event.key == pg.K_RIGHT: self.player.move(dx=1) if event.key == pg.K_UP: self.player.move(dy=-1) if event.key == pg.K_DOWN: self.player.move(dy=1) def show_start_screen(self): pass def show_go_screen(self): pass # create the game object g = Game() g.show_start_screen() while True: g.new() g.run() g.show_go_screen()