Merge remote-tracking branch 'origin/NewMovement' into NewMovementFinishing

This commit is contained in:
Michał Czekański 2020-04-26 00:18:37 +02:00
commit 2e6f2db543
3 changed files with 21 additions and 19 deletions

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@ -1,20 +1,20 @@
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xsccc...c......cccsx
xscccc..........ccsx
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xs.....wwwwwwc....sx
xs.....w,,,,w.....sx
xs.....w,,,,w.....sx
xs.....ww,,ww.....sx
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xs.....ww,,ww...ccsx
xs...............csx
xs...c............sx
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@ -75,17 +75,19 @@ class Map:
for row, tiles in enumerate(self.terrain):
for col, tile in enumerate(tiles):
if tile == 's':
self.screen.draw(TerrainTile(col, row, 'sand.png', self.tileSize), Locations.MAP, 0, 0)
self.screen.draw(TerrainTile(col, row, 'sand.png', self.tileSize, 15), Locations.MAP, 0, 0)
elif tile == ',':
self.screen.draw(TerrainTile(col, row, 'floor.png', self.tileSize), Locations.MAP, 0, 0)
self.screen.draw(TerrainTile(col, row, 'floor.png', self.tileSize, 0), Locations.MAP, 0, 0)
elif tile == '.':
self.screen.draw(TerrainTile(col, row, 'grass.png', self.tileSize), Locations.MAP, 0, 0)
self.screen.draw(TerrainTile(col, row, 'grass.png', self.tileSize, 10), Locations.MAP, 0, 0)
elif tile == 'c':
self.screen.draw(TerrainTile(col, row, 'clay.png', self.tileSize, 20), Locations.MAP, 0, 0)
elif tile == 'x':
object = TerrainTile(col, row, 'water.png', self.tileSize)
object = TerrainTile(col, row, 'water.png', self.tileSize, 0)
self.screen.draw(object, Locations.MAP, 0, 0)
self.collidables.add(object)
elif tile == 'w':
object = TerrainTile(col, row, 'wall.png', self.tileSize)
object = TerrainTile(col, row, 'wall.png', self.tileSize, 0)
self.screen.draw(object, Locations.MAP, 0, 0)
self.collidables.add(object)

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@ -4,7 +4,7 @@ import pygame
class TerrainTile(pygame.sprite.Sprite):
def __init__(self, x, y, texture, tileSize):
def __init__(self, x, y, texture, tileSize, cost):
super().__init__()
terrainTexturesPath = Path("./data/images/terrain").resolve()
self.image = pygame.image.load(str(terrainTexturesPath / texture)).convert()
@ -14,5 +14,5 @@ class TerrainTile(pygame.sprite.Sprite):
self.y = y
self.rect.x = x * tileSize
self.rect.y = y * tileSize
self.cost = cost
# TODO : rozne koszty map tilesów