DSZI_Survival/src/game/Map.py

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import pygame
from game.TerrainTile import TerrainTile
from game.Screen import Locations
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class Map:
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def __init__(self, filename, screen):
self.screen = screen
self.terrain = []
self.collidableTerrain = []
self.collidables = pygame.sprite.Group()
with open(filename, 'rt') as f:
for line in f:
self.terrain.append(line)
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self.tileSize = int(self.screen.mapSize/20)
self.tileWidth = len(self.terrain[0])
self.tileHeight = len(self.terrain)
self.width = self.tileWidth * self.tileSize
self.height = self.tileHeight * self.tileSize
self.terrainDraw()
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def terrainDraw(self):
for row, tiles in enumerate(self.terrain):
for col, tile in enumerate(tiles):
if tile == 'w':
object = TerrainTile(col, row, 'wall.png', self.tileSize)
self.screen.draw(object, Locations.MAP, 0, 0)
self.collidables.add(object)
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elif tile == ',':
self.screen.draw(TerrainTile(col, row, 'floor.png', self.tileSize), Locations.MAP, 0, 0)
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elif tile == '.':
self.screen.draw(TerrainTile(col, row, 'grass.png', self.tileSize), Locations.MAP, 0, 0)
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def addEntity(self, entity):
self.screen.draw(entity, Locations.MAP, 0, 0)
self.collidables.add(entity)
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def removeSpriteFromMap(self, entity):
if self.collidables.has(entity):
self.collidables.remove(entity)
self.screen.removeSprite(entity)
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# add object to map.collidables list to be collidable
def collision(self, x, y):
for b in self.collidables:
if b.rect.x == x and b.rect.y == y:
return True
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return False