import sys import pygame as pg # Display dimensions: tile_size = 40 map_height = 18 map_width = 32 legend_height = 1 # Game display: gameDisplay = pg.display.set_mode((tile_size * map_width, tile_size * (map_height + legend_height))) display_width = map_width * tile_size display_height = (map_height + legend_height) * tile_size clock = pg.time.Clock() # Accessible floors for both players: ground = 0 red_key = 2 blue_key = 3 # Inaccessible floor for both players: wall = 1 # Accessible floor for player #1: red_open_door = 4 # Inaccessible floor for player #1: red_closed_door = 6 # Accessible floors for player #2: blue_open_door = 5 # Inaccessible floor for player #1: blue_closed_door = 7 # Linking floors with matching textures: textures = { ground: pg.image.load('Icons/Empty.png'), red_key: pg.image.load('Icons/A_key.png'), blue_key: pg.image.load('Icons/B_key.png'), red_open_door: pg.image.load('Icons/A_open_door.png'), blue_open_door: pg.image.load('Icons/B_open_door.png'), red_closed_door: pg.image.load('Icons/A_door.png'), blue_closed_door: pg.image.load('Icons/B_door.png'), wall: pg.image.load('Icons/Wall.png') } # Colors: black = (0, 0, 0) purple = (138, 43, 226) white = (255, 255, 255) def events(): # Letting the user quit for event in pg.event.get(): if event.type == pg.QUIT: pg.quit() sys.exit() if event.type == pg.KEYDOWN: if event.key == pg.K_ESCAPE or pg.K_q: pg.quit() sys.exit()