import pygame class Field: def __init__(self, isWet, thingOn): self.isWet = isWet self.thingOn = thingOn class Player: x = 0 y = 0 rotation = 0 T = [[Field(1, 0), Field(0, 0), Field(0, 1), Field(0, 2), Field(0, 3), Field(1, 0), Field(1, 0), Field(1, 0)], [Field(1, 0), Field(0, 0), Field(0, 1), Field(0, 2), Field(0, 3), Field(1, 0), Field(1, 0), Field(1, 0)], [Field(1, 0), Field(0, 0), Field(0, 1), Field(0, 2), Field(0, 3), Field(1, 0), Field(1, 0), Field(1, 0)], [Field(1, 0), Field(0, 0), Field(0, 1), Field(0, 2), Field(0, 3), Field(1, 0), Field(1, 0), Field(1, 0)], [Field(1, 0), Field(0, 0), Field(0, 1), Field(0, 2), Field(0, 3), Field(1, 0), Field(1, 0), Field(1, 0)], [Field(1, 0), Field(0, 0), Field(0, 1), Field(0, 2), Field(0, 3), Field(1, 0), Field(1, 0), Field(1, 0)], [Field(1, 0), Field(0, 0), Field(0, 1), Field(0, 2), Field(0, 3), Field(1, 0), Field(1, 0), Field(1, 0)], [Field(1, 0), Field(0, 0), Field(0, 1), Field(0, 2), Field(0, 3), Field(1, 0), Field(1, 0), Field(1, 0)]] pygame.init() player = Player() screen = pygame.display.set_mode([500, 500]) running = True clock = pygame.time.Clock() while running: for event in pygame.event.get(): if event.type == pygame.QUIT: running = False if event.type == pygame.KEYDOWN: if event.key == pygame.K_LEFT: if player.x > 0: player.x = player.x - 1 if event.key ==pygame.K_UP: if player.y > 0: player.y = player.y - 1 if event.key ==pygame.K_RIGHT: if player.x < 7: player.x = player.x + 1 if event.key ==pygame.K_DOWN: if player.y < 7: player.y = player.y + 1 screen.fill((178, 255, 51)) img1 = pygame.image.load('1.png') img2 = pygame.image.load('2.png') img3 = pygame.image.load('3.png') imgPlayer = pygame.image.load('player.png') i = 0 while i < len(T): j = 0 while j < len(T[i]): color = (0, 0, 0) if T[i][j].isWet == 0: color = (160, 82, 45) else: color = (51, 25, 0) pygame.draw.rect(screen, color, pygame.Rect(50 + 50 * i, 50 + 50 * j, 50, 50)) if T[i][j].thingOn==1: screen.blit(img1, (50 + 50 * i, 50 + 50 * j)) if T[i][j].thingOn==2: screen.blit(img2, (50 + 50 * i, 50 + 50 * j)) if T[i][j].thingOn==3: screen.blit(img3, (50 + 50 * i, 50 + 50 * j)) j = j + 1 i = i + 1 i = 0 while i < len(T)+1: pygame.draw.line(screen, (0, 0, 0), (50 + i * 50, 50), (50 + i * 50, 50 + len(T) * 50),5) pygame.draw.line(screen, (0, 0, 0), (50, 50 + i * 50), (50 + len(T) * 50, 50 + i * 50),5) i = i + 1 tmpImg = pygame.transform.rotate(imgPlayer, player.rotation) screen.blit(tmpImg, (55 + 50 * player.x, 55 + 50 * player.y)) pygame.display.flip() # clock.tick(30) # Done! Time to quit. pygame.quit()