AI-Project/survival/game_map.py

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import os
import pygame
from pygame.rect import Rect
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from survival.player import Player
from survival.quad_tree import QuadTree
from survival.stone import Stone
from survival.textureatlas import TextureAtlas
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from survival.tile import Tile
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class GameMap:
def __init__(self, width, height):
self.width = width
self.height = height
self.game_objects = []
self.player = Player()
self.game_objects.append(self.player)
self.tiles = [[Tile() for x in range(width)] for y in range(height)]
self.atlas = TextureAtlas(os.path.join('..', 'assets', 'atlas.png'))
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self.game_objects.append(Stone([100, 200]))
self.quad_tree = QuadTree(0, Rect(0, 0, width * 32, height * 32))
def draw(self, window):
for y in range(self.height):
for x in range(self.width):
window.blit(self.atlas.image_at(self.tiles[y][x].origin, (32, 32)), (x*32, y*32))
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for game_object in self.game_objects:
game_object.draw(window)
def update(self, pressed_keys):
self.quad_tree.clear()
for game_object in self.game_objects:
self.quad_tree.insert(game_object)
self.player.update(pressed_keys)
for game_object in self.game_objects:
possible_colliders = []
self.quad_tree.retrieve(possible_colliders, game_object)
for collider in possible_colliders:
if game_object.get_rect().colliderect(collider.get_rect()) and game_object != collider:
game_object.velocity = [0, 0]
game_object.pos = game_object.last_pos