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 * class Game: def __init__(self): pygame.init() self.SCREEN = pygame.display.set_mode((WIDTH, HEIGHT)) self.running = True self.clock = pygame.time.Clock() self.BACKGROUND_IMG= pygame.image.load("./zdjecia/podloze.jpg") self.BACKGROUND = pygame.transform.scale(self.BACKGROUND_IMG,(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.rock_sprites = pygame.sprite.Group() self.agent = Agent(self,1,1) self.archer_ork = Archer_ork(self,10,10) self.infantry_ork = Infantry_ork(self,5,10) self.infantry_ork2 = Infantry_ork2(self,6,9) self.sauron = Sauron(self, 1, 10) for y in range(5): self.rock = Rocks(self,3,y) def update(self): # update postaci na mapie, związane z poruszaniem się self.all_sprites.update() pygame.sprite.spritecollide(self.agent, self.rock_sprites, True) #ograniczyć ruch agenta gdy jest kolizja ze skałami 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.clock.tick(FRAMERATE) for x in range(0, WIDTH, TILE_SIZE): for y in range(0, HEIGHT, TILE_SIZE): self.SCREEN.blit(self.BACKGROUND,(x,y)) self.rect = pygame.Rect(x, y, TILE_SIZE, TILE_SIZE) pygame.draw.rect(self.SCREEN, BLACK, self.rect, 1) self.all_sprites.draw(self.SCREEN) self.rock_sprites.draw(self.SCREEN) pygame.display.update() def main(self): self.events() self.update() self.map() g = Game() g.new() while g.running: g.main()