Upload files to "base"
commit
0400833977
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import pygame
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from settings import *
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from ray_casting import ray_casting
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from map import mini_map
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from collections import deque
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from random import randrange
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import sys
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class Drawing:
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def __init__(self, sc, sc_map, player, clock):
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self.sc = sc
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self.sc_map = sc_map
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self.player = player
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self.clock = clock
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self.digits_images = [pygame.image.load(f'digits/{i}.png') for i in range(11)]
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self.font = pygame.font.SysFont('Arial', 36, bold=True)
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self.font_win = pygame.font.Font('font/font.ttf', 144)
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self.textures = {1: pygame.image.load('img/wall3.png').convert(),
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2: pygame.image.load('img/wall4.png').convert(),
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3: pygame.image.load('img/wall5.png').convert(),
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4: pygame.image.load('img/wall6.png').convert(),
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'S': pygame.image.load('img/sky2.png').convert()
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}
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# menu
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self.menu_trigger = True
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self.menu_trigger = True
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self.menu_picture = pygame.image.load('img/bg.jpg').convert()
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# weapon parameters
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self.weapon_base_sprite = pygame.image.load('sprites/weapons/shotgun/base/0.png').convert_alpha()
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self.weapon_shot_animation = deque([pygame.image.load(f'sprites/weapons/shotgun/shot/{i}.png').convert_alpha()
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for i in range(20)])
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self.weapon_rect = self.weapon_base_sprite.get_rect()
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self.weapon_pos = (HALF_WIDTH - self.weapon_rect.width // 2, HEIGHT - self.weapon_rect.height)
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self.shot_length = len(self.weapon_shot_animation)
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self.shot_length_count = 0
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self.shot_animation_speed = 3
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self.shot_animation_count = 0
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self.shot_animation_trigger = True
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#self.shot_sound = pygame.mixer.Sound('sound/shotgun.wav')
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# sfx parameters
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self.sfx = deque([pygame.image.load(f'sprites/weapons/sfx/{i}.png').convert_alpha() for i in range(9)])
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self.sfx_length_count = 0
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self.sfx_length = len(self.sfx)
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def background(self, angle):
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sky_offset = -10 * math.degrees(angle) % WIDTH
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self.sc.blit(self.textures['S'], (sky_offset, 0))
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self.sc.blit(self.textures['S'], (sky_offset - WIDTH, 0))
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self.sc.blit(self.textures['S'], (sky_offset + WIDTH, 0))
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pygame.draw.rect(self.sc, DARKGRAY, (0, HALF_HEIGHT, WIDTH, HALF_HEIGHT))
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def world(self, world_objects):
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for obj in sorted(world_objects, key=lambda n: n[0], reverse=True):
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if obj[0]:
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_, object, object_pos = obj
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self.sc.blit(object, object_pos)
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def fps(self, clock):
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display_fps = str(int(clock.get_fps()))
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render = self.font.render(display_fps, 0, DARKORANGE)
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self.sc.blit(render, FPS_POS)
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def mini_map(self, player):
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self.sc_map.fill(BLACK)
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map_x, map_y = player.x // MAP_SCALE, player.y // MAP_SCALE
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pygame.draw.line(self.sc_map, YELLOW, (map_x, map_y), (map_x + 12 * math.cos(player.angle),
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map_y + 12 * math.sin(player.angle)), 2)
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pygame.draw.circle(self.sc_map, RED, (int(map_x), int(map_y)), 5)
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for x, y in mini_map:
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pygame.draw.rect(self.sc_map, DARKBROWN, (x, y, MAP_TILE, MAP_TILE))
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self.sc.blit(self.sc_map, MAP_POS)
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def draw_player_health(self):
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health = str(self.player.health)
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for i, char in enumerate(health):
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self.sc.blit(self.digits_images[int(char[0])], (i * 60, 0))
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self.sc.blit(self.digits_images[10], (190, 0))
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def player_weapon(self, shots):
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if self.player.shot:
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#if not self.shot_length_count:
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#self.shot_sound.play()
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self.shot_projection = min(shots)[1] // 2
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self.bullet_sfx()
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shot_sprite = self.weapon_shot_animation[0]
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self.sc.blit(shot_sprite, self.weapon_pos)
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self.shot_animation_count += 1
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if self.shot_animation_count == self.shot_animation_speed:
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self.weapon_shot_animation.rotate(-1)
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self.shot_animation_count = 0
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self.shot_length_count += 1
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self.shot_animation_trigger = False
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if self.shot_length_count == self.shot_length:
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self.player.shot = False
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self.shot_length_count = 0
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self.sfx_length_count = 0
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self.shot_animation_trigger = True
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else:
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self.sc.blit(self.weapon_base_sprite, self.weapon_pos)
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def bullet_sfx(self):
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if self.sfx_length_count < self.sfx_length:
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sfx = pygame.transform.scale(self.sfx[0], (self.shot_projection, self.shot_projection))
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sfx_rect = sfx.get_rect()
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self.sc.blit(sfx, (HALF_WIDTH - sfx_rect.w // 2, HALF_HEIGHT - sfx_rect.h // 2))
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self.sfx_length_count += 1
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self.sfx.rotate(-1)
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def win(self):
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render = self.font_win.render('YOU WIN!!!', 1, (randrange(40, 120), 0, 0))
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rect = pygame.Rect(0, 0, 1000, 300)
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rect.center = HALF_WIDTH, HALF_HEIGHT
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pygame.draw.rect(self.sc, BLACK, rect, border_radius=50)
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self.sc.blit(render, (rect.centerx - 430, rect.centery - 140))
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pygame.display.flip()
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self.clock.tick(15)
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def lose(self):
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render = self.font_win.render('Game Over!!!', 1, (randrange(40, 120), 0, 0))
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rect = pygame.Rect(0, 0, 1250, 300)
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rect.center = HALF_WIDTH, HALF_HEIGHT
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pygame.draw.rect(self.sc, BLACK, rect, border_radius=50)
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self.sc.blit(render, (rect.centerx - 430, rect.centery - 140))
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pygame.display.flip()
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self.sc.blit(self.digits_images[int(0)], (0, 0))
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self.sc.blit(self.digits_images[10], (190, 0))
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self.clock.tick(15)
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def menu(self):
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x = 0
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button_font = pygame.font.Font('font/font.ttf', 72)
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label_font = pygame.font.Font('font/font1.otf', 300)
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label_name_font = pygame.font.Font('font/font1.otf', 50)
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start = button_font.render('START', 1, pygame.Color('lightgray'))
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button_start = pygame.Rect(0, 0, 400, 150)
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button_start.center = HALF_WIDTH, HALF_HEIGHT
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exit = button_font.render('EXIT', 1, pygame.Color('lightgray'))
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button_exit = pygame.Rect(0, 0, 400, 150)
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button_exit.center = HALF_WIDTH, HALF_HEIGHT + 200
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while self.menu_trigger:
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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pygame.quit()
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sys.exit()
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self.sc.blit(self.menu_picture, (0, 0), (x % WIDTH, HALF_HEIGHT, WIDTH, HEIGHT))
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x += 1
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pygame.draw.rect(self.sc, BLACK, button_start, border_radius=25, width=10)
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self.sc.blit(start, (button_start.centerx - 130, button_start.centery - 70))
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pygame.draw.rect(self.sc, BLACK, button_exit, border_radius=25, width=10)
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self.sc.blit(exit, (button_exit.centerx - 85, button_exit.centery - 70))
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color = randrange(40)
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label = label_font.render('PAPAPIKA', 1, (color, color, color))
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self.sc.blit(label, (15, -30))
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gleb = label_name_font.render('Glebs Cvetkovs', 1, (color, color, color))
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self.sc.blit(gleb, (button_exit.centerx - 580, button_exit.centery + 140))
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vlad = label_name_font.render('Vladislavs Pozdnaks', 1, (color, color, color))
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self.sc.blit(vlad, (button_exit.centerx - 580, button_exit.centery + 100))
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maks = label_name_font.render('Maksims Rubins', 1, (color, color, color))
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self.sc.blit(maks, (button_exit.centerx - 580, button_exit.centery + 60))
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mouse_pos = pygame.mouse.get_pos()
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mouse_click = pygame.mouse.get_pressed()
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if button_start.collidepoint(mouse_pos):
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pygame.draw.rect(self.sc, BLACK, button_start, border_radius=25)
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self.sc.blit(start, (button_start.centerx - 130, button_start.centery - 70))
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if mouse_click[0]:
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self.menu_trigger = False
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elif button_exit.collidepoint(mouse_pos):
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pygame.draw.rect(self.sc, BLACK, button_exit, border_radius=25)
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self.sc.blit(exit, (button_exit.centerx - 85, button_exit.centery - 70))
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if mouse_click[0]:
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pygame.quit()
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sys.exit()
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pygame.display.flip()
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self.clock.tick(20)
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@ -0,0 +1,121 @@
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import random
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from settings import *
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from map import world_map
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from ray_casting import mapping
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import math
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import pygame
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from numba import njit
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from random import randrange
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@njit(fastmath=True, cache=True)
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def ray_casting_npc_player(npc_x, npc_y, blocked_doors, world_map, player_pos):
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ox, oy = player_pos
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xm, ym = mapping(ox, oy)
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delta_x, delta_y = ox - npc_x, oy - npc_y
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cur_angle = math.atan2(delta_y, delta_x)
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cur_angle += math.pi
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sin_a = math.sin(cur_angle)
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sin_a = sin_a if sin_a else 0.000001
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cos_a = math.cos(cur_angle)
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cos_a = cos_a if cos_a else 0.000001
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# verticals
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x, dx = (xm + TILE, 1) if cos_a >= 0 else (xm, -1)
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for i in range(0, int(abs(delta_x)) // TILE):
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depth_v = (x - ox) / cos_a
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yv = oy + depth_v * sin_a
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tile_v = mapping(x + dx, yv)
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if tile_v in world_map or tile_v in blocked_doors:
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return False
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x += dx * TILE
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# horizontals
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y, dy = (ym + TILE, 1) if sin_a >= 0 else (ym, -1)
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for i in range(0, int(abs(delta_y)) // TILE):
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depth_h = (y - oy) / sin_a
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xh = ox + depth_h * cos_a
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tile_h = mapping(xh, y + dy)
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if tile_h in world_map or tile_h in blocked_doors:
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return False
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y += dy * TILE
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return True
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class Interaction:
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def __init__(self, player, sprites, drawing):
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self.player = player
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self.sprites = sprites
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self.drawing = drawing
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#self.pain_sound = pygame.mixer.Sound('sound/pain.wav')
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def interaction_objects(self):
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if self.player.shot and self.drawing.shot_animation_trigger:
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for obj in sorted(self.sprites.list_of_objects, key=lambda obj: obj.distance_to_sprite):
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if obj.is_on_fire[1]:
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if obj.is_dead != 'immortal' and not obj.is_dead:
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if ray_casting_npc_player(obj.x, obj.y,
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self.sprites.blocked_doors,
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world_map, self.player.pos):
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#if obj.flag == 'npc':
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#self.pain_sound.play()
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obj.is_dead = True
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obj.blocked = None
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self.drawing.shot_animation_trigger = False
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break
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def attack(self):
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for obj in self.sprites.list_of_objects:
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if obj.sprite_shot and 1 > randrange(0, 100):
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self.player.get_damage(obj.damage)
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def npc_action(self):
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for obj in self.sprites.list_of_objects:
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if obj.flag == 'npc' and not obj.is_dead:
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if ray_casting_npc_player(obj.x, obj.y,
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self.sprites.blocked_doors,
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world_map, self.player.pos):
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obj.npc_action_trigger = True
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self.npc_move(obj)
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else:
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obj.npc_action_trigger = False
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def npc_move(self, obj):
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if abs(obj.distance_to_sprite) > TILE:
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dx = obj.x - self.player.pos[0]
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dy = obj.y - self.player.pos[1]
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obj.x = obj.x + 1 if dx < 0 else obj.x - 1
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obj.y = obj.y + 1 if dy < 0 else obj.y - 1
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def clear_world(self):
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deleted_objects = self.sprites.list_of_objects[:]
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[self.sprites.list_of_objects.remove(obj) for obj in deleted_objects if obj.delete]
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#def play_music(self):
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#pygame.mixer.pre_init(44100, -16, 2, 2048)
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#pygame.mixer.init()
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#pygame.mixer.music.load('sound/theme.mp3')
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# pygame.mixer.music.play(10)
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def check_win(self):
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if not len([obj for obj in self.sprites.list_of_objects if obj.flag == 'npc' and not obj.is_dead]):
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#pygame.mixer.music.stop()
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#pygame.mixer.music.load('sound/win.mp3')
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#pygame.mixer.music.play()
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while True:
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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exit()
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self.drawing.win()
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def check_lose(self):
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print(self.player.health)
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if self.player.health <= 0:
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while True:
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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exit()
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self.drawing.lose()
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@ -0,0 +1,46 @@
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from player import Player
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from sprite_objects import *
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from ray_casting import ray_casting_walls
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from drawing import Drawing
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from interaction import Interaction
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import time
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from random import randrange
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pygame.init()
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sc = pygame.display.set_mode((WIDTH, HEIGHT))
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sc_map = pygame.Surface(MINIMAP_RES)
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sprites = Sprites()
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clock = pygame.time.Clock()
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player = Player(sprites)
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drawing = Drawing(sc, sc_map, player, clock)
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interaction = Interaction(player, sprites, drawing)
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drawing.menu()
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pygame.mouse.set_visible(False)
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starttime = time.time()
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#interaction.play_music()
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||||||
|
|
||||||
|
while True:
|
||||||
|
player.movement()
|
||||||
|
drawing.background(player.angle)
|
||||||
|
walls, wall_shot = ray_casting_walls(player, drawing.textures)
|
||||||
|
drawing.world(walls + [obj.object_locate(player) for obj in sprites.list_of_objects])
|
||||||
|
drawing.fps(clock)
|
||||||
|
drawing.mini_map(player)
|
||||||
|
drawing.player_weapon([wall_shot, sprites.sprite_shot])
|
||||||
|
drawing.draw_player_health()
|
||||||
|
|
||||||
|
interaction.interaction_objects()
|
||||||
|
interaction.npc_action()
|
||||||
|
endtime = time.time()
|
||||||
|
if endtime-starttime > 2:
|
||||||
|
if randrange(1, 100) < 20:
|
||||||
|
interaction.attack()
|
||||||
|
interaction.clear_world()
|
||||||
|
interaction.check_win()
|
||||||
|
interaction.check_lose()
|
||||||
|
|
||||||
|
pygame.display.flip()
|
||||||
|
clock.tick()
|
|
@ -0,0 +1,44 @@
|
||||||
|
from settings import *
|
||||||
|
import pygame
|
||||||
|
from numba.core import types
|
||||||
|
from numba.typed import Dict
|
||||||
|
from numba import int32
|
||||||
|
|
||||||
|
_ = False
|
||||||
|
matrix_map = [
|
||||||
|
[1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1],
|
||||||
|
[1, _, _, _, _, _, 2, _, _, _, _, _, _, _, _, _, _, 4, _, _, _, _, _, 1],
|
||||||
|
[1, _, 2, 2, _, _, _, _, _, 2, 2, 2, _, _, _, 3, _, _, _, _, 4, _, _, 1],
|
||||||
|
[1, _, _, _, _, _, _, _, _, _, _, 2, 2, _, _, _, 3, _, _, _, _, _, _, 1],
|
||||||
|
[1, _, 2, 2, _, _, _, _, _, _, _, _, 2, _, 4, _, _, 3, _, _, _, 4, _, 1],
|
||||||
|
[1, _, _, _, _, _, 4, _, _, 2, 2, _, 2, _, _, _, _, _, _, 4, _, _, _, 1],
|
||||||
|
[1, _, 3, _, _, _, 2, _, _, 2, _, _, 2, _, _, _, 4, _, _, _, _, 4, _, 1],
|
||||||
|
[1, _, _, 3, _, _, 2, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, 1],
|
||||||
|
[1, _, 3, _, _, _, _, _, _, _, 3, _, _, 3, 3, _, _, _, _, 3, 3, _, _, 1],
|
||||||
|
[1, _, 3, _, _, _, 3, 3, _, 3, _, _, _, 3, 3, _, _, _, _, 2, 3, _, _, 1],
|
||||||
|
[1, _, _, _, _, 3, _, 3, _, _, 3, _, _, _, _, _, _, _, _, _, _, _, _, 1],
|
||||||
|
[1, _, 4, _, 3, _, _, _, _, 3, _, _, 2, _, _, _, _, _, _, _, _, 2, _, 1],
|
||||||
|
[1, _, _, _, _, _, 4, _, _, _, _, _, 2, 2, _, _, _, _, _, _, 2, 2, _, 1],
|
||||||
|
[1, _, _, 4, _, _, _, _, 4, _, _, _, _, 2, 2, 2, 2, 2, 2, 2, 2, _, _, 1],
|
||||||
|
[1, _, _, _, _, _, _, _, _, _, 4, _, _, _, _, _, _, _, _, _, _, _, _, 1],
|
||||||
|
[1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
|
||||||
|
]
|
||||||
|
|
||||||
|
WORLD_WIDTH = len(matrix_map[0]) * TILE
|
||||||
|
WORLD_HEIGHT = len(matrix_map) * TILE
|
||||||
|
world_map = Dict.empty(key_type=types.UniTuple(int32, 2), value_type=int32)
|
||||||
|
mini_map = set()
|
||||||
|
collision_walls = []
|
||||||
|
for j, row in enumerate(matrix_map):
|
||||||
|
for i, char in enumerate(row):
|
||||||
|
if char:
|
||||||
|
mini_map.add((i * MAP_TILE, j * MAP_TILE))
|
||||||
|
collision_walls.append(pygame.Rect(i * TILE, j * TILE, TILE, TILE))
|
||||||
|
if char == 1:
|
||||||
|
world_map[(i * TILE, j * TILE)] = 1
|
||||||
|
elif char == 2:
|
||||||
|
world_map[(i * TILE, j * TILE)] = 2
|
||||||
|
elif char == 3:
|
||||||
|
world_map[(i * TILE, j * TILE)] = 3
|
||||||
|
elif char == 4:
|
||||||
|
world_map[(i * TILE, j * TILE)] = 4
|
|
@ -0,0 +1,22 @@
|
||||||
|
import pygame as pg
|
||||||
|
from settings import *
|
||||||
|
|
||||||
|
class ObjectRenderer:
|
||||||
|
def __init__(self, game):
|
||||||
|
self.game = game
|
||||||
|
self.screen = game.screen
|
||||||
|
self.wall_textures = self.load_wall_textures()
|
||||||
|
|
||||||
|
@staticmethod
|
||||||
|
def get_texture(path, res=(TEXTURE_SIZE, TEXTURE_SIZE)):
|
||||||
|
texture = pg.image.load(path).convert_alpha()
|
||||||
|
return pg.transform.scale(texture, res)
|
||||||
|
|
||||||
|
def load_wall_textures(self):
|
||||||
|
return {
|
||||||
|
1: self.get_texture('resources/textures/wall1.png'),
|
||||||
|
2: self.get_texture('resources/textures/wall2.png'),
|
||||||
|
3: self.get_texture('resources/textures/wall3.png'),
|
||||||
|
4: self.get_texture('resources/textures/wall4.png'),
|
||||||
|
5: self.get_texture('resources/textures/wall5.png'),
|
||||||
|
}
|
Loading…
Reference in New Issue