Merge remote-tracking branch 'origin/NewMovement' into NewMovementFinishing
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commit
2e6f2db543
@ -1,20 +1,20 @@
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xxxxxxxxxxxxxxxxxxxx
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xssssssssssssssssssx
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xs................sx
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xs................sx
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xs................sx
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xs................sx
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xs.....wwwwww.....sx
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xsccc...c......cccsx
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xscccc..........ccsx
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xscc..............sx
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xscc........cc....sx
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xs.....wwwwwwc....sx
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xs.....w,,,,w.....sx
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xs.....w,,,,w.....sx
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xs.....ww,,ww.....sx
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xs................sx
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xs................sx
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xs................sx
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xs................sx
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xs................sx
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xs................sx
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xs.....ww,,ww...ccsx
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xs...............csx
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xs...c............sx
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xs...........c....sx
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xs................sx
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xs................sx
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xs.....c......c...sx
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xs....cc.........csx
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xs.............cccsx
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xssssssssssssssssssx
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@ -75,17 +75,19 @@ class Map:
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for row, tiles in enumerate(self.terrain):
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for col, tile in enumerate(tiles):
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if tile == 's':
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self.screen.draw(TerrainTile(col, row, 'sand.png', self.tileSize), Locations.MAP, 0, 0)
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self.screen.draw(TerrainTile(col, row, 'sand.png', self.tileSize, 15), Locations.MAP, 0, 0)
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elif tile == ',':
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self.screen.draw(TerrainTile(col, row, 'floor.png', self.tileSize), Locations.MAP, 0, 0)
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self.screen.draw(TerrainTile(col, row, 'floor.png', self.tileSize, 0), Locations.MAP, 0, 0)
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elif tile == '.':
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self.screen.draw(TerrainTile(col, row, 'grass.png', self.tileSize), Locations.MAP, 0, 0)
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self.screen.draw(TerrainTile(col, row, 'grass.png', self.tileSize, 10), Locations.MAP, 0, 0)
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elif tile == 'c':
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self.screen.draw(TerrainTile(col, row, 'clay.png', self.tileSize, 20), Locations.MAP, 0, 0)
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elif tile == 'x':
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object = TerrainTile(col, row, 'water.png', self.tileSize)
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object = TerrainTile(col, row, 'water.png', self.tileSize, 0)
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self.screen.draw(object, Locations.MAP, 0, 0)
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self.collidables.add(object)
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elif tile == 'w':
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object = TerrainTile(col, row, 'wall.png', self.tileSize)
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object = TerrainTile(col, row, 'wall.png', self.tileSize, 0)
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self.screen.draw(object, Locations.MAP, 0, 0)
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self.collidables.add(object)
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@ -4,7 +4,7 @@ import pygame
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class TerrainTile(pygame.sprite.Sprite):
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def __init__(self, x, y, texture, tileSize):
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def __init__(self, x, y, texture, tileSize, cost):
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super().__init__()
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terrainTexturesPath = Path("./data/images/terrain").resolve()
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self.image = pygame.image.load(str(terrainTexturesPath / texture)).convert()
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@ -14,5 +14,5 @@ class TerrainTile(pygame.sprite.Sprite):
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self.y = y
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self.rect.x = x * tileSize
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self.rect.y = y * tileSize
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self.cost = cost
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# TODO : rozne koszty map tilesów
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