dodanie trawy (większy koszt) i porządek w kodzie

This commit is contained in:
Weranda 2023-05-04 14:06:31 +02:00
parent 6b5f4386bc
commit e8bf3725fc
17 changed files with 404 additions and 347 deletions

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@ -1,29 +0,0 @@
import pygame
from config import *
class Archer_ork(pygame.sprite.Sprite):
def __init__(self, game, x, y):
self.game = game
self.groups = self.game.all_sprites, self.game.archer_orks
pygame.sprite.Sprite.__init__(self, self.groups)
self.x = x * TILE_SIZE
self.y = y * TILE_SIZE
self.width = TILE_SIZE
self.height = TILE_SIZE
self.ARCHER_ORK_IMG = pygame.image.load("./zdjecia/ork_lucznik.png")
self.ARCHER_ORK = pygame.transform.scale(self.ARCHER_ORK_IMG,(64,64))
self.image = pygame.Surface([self.width, self.height])
self.image.blit(self.ARCHER_ORK, (0,0))
self.image.set_colorkey((0, 0, 0))
self.rect = self.image.get_rect()
self.rect.x = self.x
self.rect.y = self.y
self.level = 1
self.damage = 50*self.level

193
bfs.py Normal file
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@ -0,0 +1,193 @@
import pygame
from config import *
class Bfs:
def __init__(self,game):
self.game = game
self.open_queue = []
self.close_queue = []
self.wall_cells = []
self.enemy_cells = []
def bfs(self):
print("x: ", self.game.agent.x, "y: ", self.game.agent.y)
self.open_queue.append(self.get_cell_number(self.game.agent.x,self.game.agent.y))
# tutaj dodaje się cel agenta
goal_cell = self.get_cell_number(self.game.flower.x,self.game.flower.y)
path = []
processing = True
find_path = False
while processing: # główna pętla
for event in pygame.event.get():
if event.type == pygame.QUIT:
exit()
if len(self.open_queue) > 0 :
current_node_cell = self.open_queue.pop(0)
if(current_node_cell in self.close_queue):
continue
print("Aktualna kratka: ", current_node_cell)
print("Cel znajduje się na kratce: ", goal_cell)
if (current_node_cell == goal_cell):
self.close_queue.append(current_node_cell)
found_goal_cell = current_node_cell
print("Znaleziono cel, szukanie drogi z odwiedzonych węzłów, kolejka odwiedzonych:", self.close_queue)
processing = False
find_path = True
self.game.clock.tick(2)
else:
child_node_cells = self.get_child_nodes(current_node_cell)
self.close_queue.append(current_node_cell)
print("Sąsiedzi: ", child_node_cells)
for child_node in child_node_cells:
if child_node not in self.open_queue and child_node not in self.close_queue:
self.open_queue.append(child_node)
print("Kolejka: ", self.open_queue, "\n")
else:
print("Brak nowych węzłów, kolejka: ",self. open_queue)
print("Odwiedzone : ", self.close_queue)
return self.close_queue
dead_end_nodes = []
while find_path:
path.append(self.close_queue[0])
for i in range(len(self.close_queue) -1):
from_cell = path[-1]
to_cell = self.close_queue[i+1]
if to_cell in dead_end_nodes:
continue
if self.verify_move(from_cell, to_cell):
path.append(to_cell)
if path[-1] == found_goal_cell:
find_path = False
else:
dead_end_nodes.append(path[-1])
path = []
print("Droga: ", path)
self.move_agent(path)
def get_cell_number(self,x, y): #zamienia koordynaty na numer kratki
cell_number = None
cell_number =(x // TILE_SIZE) + (NUM_ROWS * (( y// TILE_SIZE)))
return cell_number
def get_child_nodes(self,cell_number):
children = []
up = self.get_up_cell(cell_number)
if up is not None and up not in self.wall_cells and up not in self.enemy_cells:
children.append(up)
right = self.get_right_cell(cell_number)
if right is not None and right not in self.wall_cells and up not in self.enemy_cells:
children.append(right)
down = self.get_down_cell(cell_number)
if down is not None and down not in self.wall_cells and up not in self.enemy_cells:
children.append(down)
left = self.get_left_cell(cell_number)
if left is not None and left not in self.wall_cells and up not in self.enemy_cells:
children.append(left)
return children
def get_up_cell(self,cell_number):
cell_row_number = cell_number // NUM_ROWS
if (cell_row_number - 1 < 0):
return None
else:
return (cell_number - NUM_ROWS)
def get_right_cell(self,cell_number):
cell_column_number = cell_number % NUM_ROWS
if (cell_column_number + 1 >= NUM_ROWS):
return None
else:
return (cell_number + 1)
def get_down_cell(self,cell_number):
cell_row_number = cell_number // NUM_ROWS
if (cell_row_number + 1 >= NUM_ROWS):
return None
else:
return (cell_number + NUM_ROWS)
def get_left_cell(self,cell_number):
cell_column_number = cell_number % NUM_ROWS
if (cell_column_number - 1 < 0):
return None
else:
return (cell_number - 1)
def verify_move(self,from_cell, to_cell): #sprawdzenie czy ruch jest poprawny czyt. czy następna kratka to przeszkoda lub mob
if (to_cell in self.wall_cells or to_cell in self.enemy_cells):
return False
if(from_cell + 1 == to_cell):
return True
if(from_cell - 1 == to_cell):
return True
if(from_cell - NUM_ROWS == to_cell):
return True
if(from_cell + NUM_ROWS == to_cell):
return True
return False
def move_agent(self,path):
for cell_to_move in path:
x, y = self.get_coordinates(cell_to_move)
print("Ruch do kratki : ", cell_to_move, " z x: ", x, ", y: ", y, ", agent.x: ", self.game.agent.rect.x, ", agent.y: ", self.game.agent.rect.y)
if(self.get_cell_number(self.game.agent.x,self.game.agent.y)!=cell_to_move):
if x > self.game.agent.rect.x:
self.game.agent.direction = 0
elif y > self.game.agent.rect.y:
self.game.agent.direction = 1
elif x < self.game.agent.rect.x:
self.game.agent.direction = 2
elif y < self.game.agent.rect.y:
self.game.agent.direction = 3
if self.game.agent.direction==0:
print("DIRECTION: "+self.game.agent.AGENT_IMAGES[self.game.agent.direction])
self.game.agent.x_change += TILE_SIZE
elif self.game.agent.direction==1:
print("DIRECTION: "+self.game.agent.AGENT_IMAGES[self.game.agent.direction])
self.game.agent.y_change += TILE_SIZE
elif self.game.agent.direction==2:
print("DIRECTION: "+self.game.agent.AGENT_IMAGES[self.game.agent.direction])
self.game.agent.x_change -= TILE_SIZE
elif self.game.agent.direction==3:
print("DIRECTION: "+self.game.agent.AGENT_IMAGES[self.game.agent.direction])
self.game.agent.y_change -= TILE_SIZE
self.game.agent.rotate()
self.game.update()
self.game.map()
print("Położenie agenta: agent.x: ", self.game.agent.rect.x, ", agent.y: ", self.game.agent.rect.y)
self.game.clock.tick(2)
def get_coordinates(self,cell_to_move): #zamienia numer kratki na koordynaty
cell_row_number = cell_to_move // NUM_ROWS
cell_column_number = cell_to_move % NUM_ROWS
y = cell_row_number * TILE_SIZE
x = cell_column_number * TILE_SIZE
return x, y

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@ -1,10 +1,9 @@
import pygame
FRAMERATE = 30
WIDTH, HEIGHT = 832, 832
TILE_SIZE = 64
BLACK = ((0,0,0))
WHITE = ((255,255,255))
NUM_ROWS = WIDTH//TILE_SIZE
AGENT_LAYER =2
FLOWER_LAYER = 1
AGENT_LAYER = 2
FLOWER_LAYER = 1
GRASS_LAYER = 3

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@ -1,28 +0,0 @@
import pygame
from config import *
class Health_flower(pygame.sprite.Sprite):
def __init__(self, game, x, y):
self.game = game
self.groups = self.game.flowers
pygame.sprite.Sprite.__init__(self, self.groups)
self.x = x * TILE_SIZE
self.y = y * TILE_SIZE
self.width = TILE_SIZE
self.height = TILE_SIZE
self.FLOWER_IMG = pygame.image.load("./zdjecia/flower.png")
self.FLOWER = pygame.transform.scale(self.FLOWER_IMG,(64,64))
self.image = pygame.Surface([self.width, self.height])
self.image.blit(self.FLOWER, (0,0))
self.image.set_colorkey((0, 0, 0))
self.rect = self.image.get_rect()
self.rect.x = self.x
self.rect.y = self.y
self._layer = FLOWER_LAYER

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@ -1,29 +0,0 @@
import pygame
from config import *
class Infantry_ork(pygame.sprite.Sprite):
def __init__(self, game, x, y):
self.game = game
self.groups = self.game.all_sprites, self.game.infantry_orks
pygame.sprite.Sprite.__init__(self, self.groups)
self.x = x * TILE_SIZE
self.y = y * TILE_SIZE
self.width = TILE_SIZE
self.height = TILE_SIZE
self.INFANTRY_ORK_IMG = pygame.image.load("./zdjecia/ork-piechota.png")
self.INFANTRY_ORK = pygame.transform.scale(self.INFANTRY_ORK_IMG,(64,64))
self.image = pygame.Surface([self.width, self.height])
self.image.blit(self.INFANTRY_ORK, (0,0))
self.image.set_colorkey((0, 0, 0))
self.rect = self.image.get_rect()
self.rect.x = self.x
self.rect.y = self.y
self.level = 2
self.damage = 50*self.level

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@ -1,29 +0,0 @@
import pygame
from config import *
class Infantry_ork2(pygame.sprite.Sprite):
def __init__(self, game, x, y):
self.game = game
self.groups = self.game.all_sprites, self.game.infantry_orks2
pygame.sprite.Sprite.__init__(self, self.groups)
self.x = x * TILE_SIZE
self.y = y * TILE_SIZE
self.width = TILE_SIZE
self.height = TILE_SIZE
self.INFANTRY_ORK2_IMG = pygame.image.load("./zdjecia/ork-piechota2.png")
self.INFANTRY_ORK2 = pygame.transform.scale(self.INFANTRY_ORK2_IMG,(64,64))
self.image = pygame.Surface([self.width, self.height])
self.image.blit(self.INFANTRY_ORK2, (0,0))
self.image.set_colorkey((0, 0, 0))
self.rect = self.image.get_rect()
self.rect.x = self.x
self.rect.y = self.y
self.level = 3
self.damage = 50*self.level

235
main.py
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@ -2,12 +2,10 @@ import pygame
from config import *
from agent import *
from map_add_ons import *
from archer_ork import *
from infantry_ork import *
from infantry_ork2 import *
from sauron import *
from health_flower import *
from mobs import *
#from unknown_mob import * #unknown mob
import random
from bfs import *
class Game:
@ -26,29 +24,40 @@ class Game:
pygame.display.set_caption('Gra-SI')
self.bfs = Bfs(self)
def new(self): # tworzy się nowa sesja grania
self.all_sprites = pygame.sprite.LayeredUpdates()
self.rock_sprites = pygame.sprite.LayeredUpdates()
self.grass_sprites = pygame.sprite.LayeredUpdates()
self.archer_orks = pygame.sprite.LayeredUpdates()
self.infantry_orks = pygame.sprite.LayeredUpdates()
self.infantry_orks2 = pygame.sprite.LayeredUpdates()
self.sauronL = pygame.sprite.LayeredUpdates()
self.flowers = pygame.sprite.LayeredUpdates()
#self.unknown_mobs = pygame.sprite.LayeredUpdates() #unknown mob
self.agent = Agent(self,1,1)
self.archer_ork = Archer_ork(self,10,10)
self.enemy_cells.append(self.get_cell_number(self.archer_ork.x,self.archer_ork.y))
self.bfs.enemy_cells.append(self.bfs.get_cell_number(self.archer_ork.x,self.archer_ork.y))
self.infantry_ork = Infantry_ork(self,10,4)
self.enemy_cells.append(self.get_cell_number(self.infantry_ork.x,self.infantry_ork.y))
self.bfs.enemy_cells.append(self.bfs.get_cell_number(self.infantry_ork.x,self.infantry_ork.y))
self.infantry_ork2 = Infantry_ork2(self,6,3)
self.enemy_cells.append(self.get_cell_number(self.infantry_ork2.x,self.infantry_ork2.y))
self.bfs.enemy_cells.append(self.bfs.get_cell_number(self.infantry_ork2.x,self.infantry_ork2.y))
self.sauron = Sauron(self, 1, 10)
self.enemy_cells.append(self.get_cell_number(self.sauron.x,self.sauron.y))
self.bfs.enemy_cells.append(self.bfs.get_cell_number(self.sauron.x,self.sauron.y))
self.flower = Health_flower(self, 8,2)
#self.unknown_mob = Unknown_mob(self,8,8) #unknown mob
for y in range(5):
self.rock = Rocks(self,3,y)
self.wall_cells.append(self.get_cell_number(self.rock.x,self.rock.y))
self.bfs.wall_cells.append(self.bfs.get_cell_number(self.rock.x,self.rock.y))
for i in range(10):
x = random.randint(0,12)
y = random.randint(0,11)
self.grass = Grass(self,x,y)
self.grass_cells.append(self.bfs.get_cell_number(self.grass.x,self.grass.y))
def update(self):
@ -63,7 +72,7 @@ class Game:
if event.type == pygame.MOUSEBUTTONDOWN:
mouse_presses = pygame.mouse.get_pressed()
if mouse_presses[0]:
self.bfs()
self.bfs.bfs()
def map(self): # tworzenie mapy
self.clock.tick(FRAMERATE)
@ -75,6 +84,7 @@ class Game:
self.flowers.draw(self.SCREEN)
self.all_sprites.draw(self.SCREEN)
self.rock_sprites.draw(self.SCREEN)
self.grass_sprites.draw(self.SCREEN)
self.SCREEN.blit(self.LVL_ICON, (340 ,780))
pygame.display.update()
@ -83,194 +93,23 @@ class Game:
self.update()
self.map()
grass_cells = []
'''def astar(self):
def function(self):
def cost(self):
cost = 0
while()
'''
# BFS ALGORITHM
open_queue = []
close_queue = []
wall_cells = []
enemy_cells = []
def bfs(self):
print("x: ", self.agent.x, "y: ", self.agent.y)
self.open_queue.append(self.get_cell_number(self.agent.x,self.agent.y))
# tutaj dodaje się cel agenta
goal_cell = self.get_cell_number(self.flower.x,self.flower.y)
path = []
processing = True
find_path = False
while processing: # główna pętla
for event in pygame.event.get():
if event.type == pygame.QUIT:
exit()
if len(self.open_queue) > 0 :
current_node_cell = self.open_queue.pop(0)
if(current_node_cell in self.close_queue):
continue
print("Aktualna kratka: ", current_node_cell)
print("Cel znajduje się na kratce: ", goal_cell)
if (current_node_cell == goal_cell):
self.close_queue.append(current_node_cell)
found_goal_cell = current_node_cell
print("Znaleziono cel, szukanie drogi z odwiedzonych węzłów, kolejka odwiedzonych:", self.close_queue)
processing = False
find_path = True
self.clock.tick(2)
else:
child_node_cells = self.get_child_nodes(current_node_cell)
self.close_queue.append(current_node_cell)
print("Sąsiedzi: ", child_node_cells)
for child_node in child_node_cells:
if child_node not in self.open_queue and child_node not in self.close_queue:
self.open_queue.append(child_node)
print("Kolejka: ", self.open_queue, "\n")
else:
print("Brak nowych węzłów, kolejka: ",self. open_queue)
print("Odwiedzone : ", self.close_queue)
return self.close_queue
dead_end_nodes = []
while find_path:
path.append(self.close_queue[0])
for i in range(len(self.close_queue) -1):
from_cell = path[-1]
to_cell = self.close_queue[i+1]
if to_cell in dead_end_nodes:
continue
if self.verify_move(from_cell, to_cell):
path.append(to_cell)
if path[-1] == found_goal_cell:
find_path = False
else:
dead_end_nodes.append(path[-1])
path = []
print("Droga: ", path)
self.move_agent(path)
def get_cell_number(self,x, y): #zamienia koordynaty na numer kratki
cell_number = None
cell_number =(x // TILE_SIZE) + (NUM_ROWS * (( y// TILE_SIZE)))
return cell_number
def get_child_nodes(self,cell_number):
children = []
up = self.get_up_cell(cell_number)
if up is not None and up not in self.wall_cells and up not in self.enemy_cells:
children.append(up)
right = self.get_right_cell(cell_number)
if right is not None and right not in self.wall_cells and up not in self.enemy_cells:
children.append(right)
down = self.get_down_cell(cell_number)
if down is not None and down not in self.wall_cells and up not in self.enemy_cells:
children.append(down)
left = self.get_left_cell(cell_number)
if left is not None and left not in self.wall_cells and up not in self.enemy_cells:
children.append(left)
return children
def get_up_cell(self,cell_number):
cell_row_number = cell_number // NUM_ROWS
if (cell_row_number - 1 < 0):
return None
else:
return (cell_number - NUM_ROWS)
def get_right_cell(self,cell_number):
cell_column_number = cell_number % NUM_ROWS
if (cell_column_number + 1 >= NUM_ROWS):
return None
else:
return (cell_number + 1)
def get_down_cell(self,cell_number):
cell_row_number = cell_number // NUM_ROWS
if (cell_row_number + 1 >= NUM_ROWS):
return None
else:
return (cell_number + NUM_ROWS)
def get_left_cell(self,cell_number):
cell_column_number = cell_number % NUM_ROWS
if (cell_column_number - 1 < 0):
return None
else:
return (cell_number - 1)
def verify_move(self,from_cell, to_cell): #sprawdzenie czy ruch jest poprawny czyt. czy następna kratka to przeszkoda lub mob
if (to_cell in self.wall_cells or to_cell in self.enemy_cells):
return False
if(from_cell + 1 == to_cell):
return True
if(from_cell - 1 == to_cell):
return True
if(from_cell - NUM_ROWS == to_cell):
return True
if(from_cell + NUM_ROWS == to_cell):
return True
return False
def move_agent(self,path):
for cell_to_move in path:
x, y = self.get_coordinates(cell_to_move)
print("Ruch do kratki : ", cell_to_move, " z x: ", x, ", y: ", y, ", agent.x: ", self.agent.rect.x, ", agent.y: ", self.agent.rect.y)
if(self.get_cell_number(self.agent.x,self.agent.y)!=cell_to_move):
if x > self.agent.rect.x:
self.agent.direction = 0
elif y > self.agent.rect.y:
self.agent.direction = 1
elif x < self.agent.rect.x:
self.agent.direction = 2
elif y < self.agent.rect.y:
self.agent.direction = 3
if self.agent.direction==0:
print("DIRECTION: "+self.agent.AGENT_IMAGES[self.agent.direction])
self.agent.x_change += TILE_SIZE
elif self.agent.direction==1:
print("DIRECTION: "+self.agent.AGENT_IMAGES[self.agent.direction])
self.agent.y_change += TILE_SIZE
elif self.agent.direction==2:
print("DIRECTION: "+self.agent.AGENT_IMAGES[self.agent.direction])
self.agent.x_change -= TILE_SIZE
elif self.agent.direction==3:
print("DIRECTION: "+self.agent.AGENT_IMAGES[self.agent.direction])
self.agent.y_change -= TILE_SIZE
self.agent.rotate()
self.update()
self.map()
print("Położenie agenta: agent.x: ", self.agent.rect.x, ", agent.y: ", self.agent.rect.y)
self.clock.tick(2)
def get_coordinates(self,cell_to_move): #zamienia numer kratki na koordynaty
cell_row_number = cell_to_move // NUM_ROWS
cell_column_number = cell_to_move % NUM_ROWS
y = cell_row_number * TILE_SIZE
x = cell_column_number * TILE_SIZE
return x, y
g = Game()
g.new()

View File

@ -5,7 +5,8 @@ class Rocks(pygame.sprite.Sprite):
def __init__(self,game,x,y):
self.game = game
self.groups = self.game.all_sprites, self.game.rock_sprites
self.groups = self.game.rock_sprites
pygame.sprite.Sprite.__init__(self, self.groups)
self.x = x * TILE_SIZE
@ -23,4 +24,60 @@ class Rocks(pygame.sprite.Sprite):
self.rect = self.image.get_rect()
self.rect.x = self.x
self.rect.y = self.y
class Grass(pygame.sprite.Sprite):
def __init__(self,game,x,y):
self.game = game
self.groups = self.game.grass_sprites
pygame.sprite.Sprite.__init__(self, self.groups)
self.x = x * TILE_SIZE
self.y = y * TILE_SIZE
self.width = TILE_SIZE
self.height = TILE_SIZE
self.GRASS_PNG = pygame.image.load("./zdjecia/grass.png")
self.GRASS = pygame.transform.scale(self.GRASS_PNG,(64,64))
self.image = pygame.Surface([self.width, self.height])
self.image.blit(self.GRASS,(0,0))
self.image.set_colorkey((0, 0, 0))
self.rect = self.image.get_rect()
self.rect.x = self.x
self.rect.y = self.y
self.cost = 10
self._layer = GRASS_LAYER
class Health_flower(pygame.sprite.Sprite):
def __init__(self, game, x, y):
self.game = game
self.groups = self.game.flowers,
pygame.sprite.Sprite.__init__(self, self.groups)
self.x = x * TILE_SIZE
self.y = y * TILE_SIZE
self.width = TILE_SIZE
self.height = TILE_SIZE
self.FLOWER_IMG = pygame.image.load("./zdjecia/flower.png")
self.FLOWER = pygame.transform.scale(self.FLOWER_IMG,(64,64))
self.image = pygame.Surface([self.width, self.height])
self.image.blit(self.FLOWER, (0,0))
self.image.set_colorkey((0, 0, 0))
self.rect = self.image.get_rect()
self.rect.x = self.x
self.rect.y = self.y
self._layer = FLOWER_LAYER

113
mobs.py Normal file
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@ -0,0 +1,113 @@
import pygame
from config import *
class Archer_ork(pygame.sprite.Sprite):
def __init__(self, game, x, y):
self.game = game
self.groups = self.game.all_sprites, self.game.archer_orks
pygame.sprite.Sprite.__init__(self, self.groups)
self.x = x * TILE_SIZE
self.y = y * TILE_SIZE
self.width = TILE_SIZE
self.height = TILE_SIZE
self.ARCHER_ORK_IMG = pygame.image.load("./zdjecia/ork_lucznik.png")
self.ARCHER_ORK = pygame.transform.scale(self.ARCHER_ORK_IMG,(64,64))
self.image = pygame.Surface([self.width, self.height])
self.image.blit(self.ARCHER_ORK, (0,0))
self.image.set_colorkey((0, 0, 0))
self.rect = self.image.get_rect()
self.rect.x = self.x
self.rect.y = self.y
self.level = 1
self.damage = 50*self.level
class Infantry_ork(pygame.sprite.Sprite):
def __init__(self, game, x, y):
self.game = game
self.groups = self.game.all_sprites, self.game.infantry_orks
pygame.sprite.Sprite.__init__(self, self.groups)
self.x = x * TILE_SIZE
self.y = y * TILE_SIZE
self.width = TILE_SIZE
self.height = TILE_SIZE
self.INFANTRY_ORK_IMG = pygame.image.load("./zdjecia/ork-piechota.png")
self.INFANTRY_ORK = pygame.transform.scale(self.INFANTRY_ORK_IMG,(64,64))
self.image = pygame.Surface([self.width, self.height])
self.image.blit(self.INFANTRY_ORK, (0,0))
self.image.set_colorkey((0, 0, 0))
self.rect = self.image.get_rect()
self.rect.x = self.x
self.rect.y = self.y
self.level = 2
self.damage = 50*self.level
class Infantry_ork2(pygame.sprite.Sprite):
def __init__(self, game, x, y):
self.game = game
self.groups = self.game.all_sprites, self.game.infantry_orks2
pygame.sprite.Sprite.__init__(self, self.groups)
self.x = x * TILE_SIZE
self.y = y * TILE_SIZE
self.width = TILE_SIZE
self.height = TILE_SIZE
self.INFANTRY_ORK2_IMG = pygame.image.load("./zdjecia/ork-piechota2.png")
self.INFANTRY_ORK2 = pygame.transform.scale(self.INFANTRY_ORK2_IMG,(64,64))
self.image = pygame.Surface([self.width, self.height])
self.image.blit(self.INFANTRY_ORK2, (0,0))
self.image.set_colorkey((0, 0, 0))
self.rect = self.image.get_rect()
self.rect.x = self.x
self.rect.y = self.y
self.level = 3
self.damage = 50*self.level
class Sauron(pygame.sprite.Sprite):
def __init__(self, game, x, y):
self.game = game
self.groups = self.game.all_sprites, self.game.sauronL
pygame.sprite.Sprite.__init__(self, self.groups)
self.x = x * TILE_SIZE
self.y = y * TILE_SIZE
self.width = TILE_SIZE
self.height = TILE_SIZE
self.SAURON_IMG = pygame.image.load("./zdjecia/sauron.png")
self.SAURON = pygame.transform.scale(self.SAURON_IMG,(64,64))
self.image = pygame.Surface([self.width, self.height])
self.image.blit(self.SAURON, (0,0))
self.image.set_colorkey((0, 0, 0))
self.rect = self.image.get_rect()
self.rect.x = self.x
self.rect.y = self.y
self.level = 4
self.damage = 50*self.level

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@ -1,29 +0,0 @@
import pygame
from config import *
class Sauron(pygame.sprite.Sprite):
def __init__(self, game, x, y):
self.game = game
self.groups = self.game.all_sprites, self.game.sauronL
pygame.sprite.Sprite.__init__(self, self.groups)
self.x = x * TILE_SIZE
self.y = y * TILE_SIZE
self.width = TILE_SIZE
self.height = TILE_SIZE
self.SAURON_IMG = pygame.image.load("./zdjecia/sauron.png")
self.SAURON = pygame.transform.scale(self.SAURON_IMG,(64,64))
self.image = pygame.Surface([self.width, self.height])
self.image.blit(self.SAURON, (0,0))
self.image.set_colorkey((0, 0, 0))
self.rect = self.image.get_rect()
self.rect.x = self.x
self.rect.y = self.y
self.level = 4
self.damage = 50*self.level

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