import pygame import random from config import * from agent import * class Game: def __init__(self): pygame.init() self.SCREEN = pygame.display.set_mode((WIDTH, HEIGHT)) self.running = True self.clock = pygame.time.Clock() # te wszystkie obrazki trzeba dać w oddzielnej klasie dla potworków jak coś później self.ARCHER_ORK_IMG = pygame.image.load("./zdjecia/ork_lucznik.jpg") self.INFATRY_ORK_IMG = pygame.image.load("./zdjecia/ork-piechota.jpg") self.INFANTRY_ORK2_IMG = pygame.image.load("./zdjecia/ork-piechota2.jpg") self.SAURON_JPG = pygame.image.load("./zdjecia/sauron.jpg") self.ARCHER_ORK = pygame.transform.scale(self.ARCHER_ORK_IMG,(64,64)) self.INFATRY_ORK = pygame.transform.scale(self.INFATRY_ORK_IMG,(64,64)) self.INFANTRY_ORK2 = pygame.transform.scale(self.INFANTRY_ORK2_IMG,(64,64)) self.SAURON = pygame.transform.scale(self.SAURON_JPG,(64,64)) self.ORK_LIST = [self.ARCHER_ORK,self.INFANTRY_ORK2, self.INFATRY_ORK] pygame.display.set_caption('Do_Nazwania') def new(self): # tworzy się nowa sesja grania self.all_sprites = pygame.sprite.LayeredUpdates() self.agent = Agent(self,1,1) def update(self): # update postaci na mapie, związane z poruszaniem się self.all_sprites.update() def events(self): for event in pygame.event.get(): if event.type == pygame.QUIT: self.running = False pygame.quit() def map(self): # tworzenie mapy self.SCREEN.fill(BLACK) self.all_sprites.draw(self.SCREEN) self.clock.tick(FRAMERATE) for x in range(0, WIDTH, TILE_SIZE): for y in range(0, HEIGHT, TILE_SIZE): self.rect = pygame.Rect(x, y, TILE_SIZE, TILE_SIZE) pygame.draw.rect(self.SCREEN, WHITE, self.rect, 1) pygame.display.update() def main(self): self.events() self.update() self.map() g = Game() g.new() while g.running: g.main()