import os import pygame from pygame.rect import Rect from survival.player import Player from survival.quad_tree import QuadTree from survival.stone import Stone from survival.textureatlas import TextureAtlas from survival.tile import Tile 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')) 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)) 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