Delete map_0.py
parent
f91d169fbb
commit
98909e7240
143
map_0.py
143
map_0.py
|
@ -1,143 +0,0 @@
|
|||
import os
|
||||
import pygame
|
||||
import json
|
||||
import csv
|
||||
|
||||
|
||||
pygame.init()
|
||||
screen_width = 1920
|
||||
screen_height = 960
|
||||
screen = pygame.display.set_mode((screen_width, screen_height))
|
||||
|
||||
class Wall(pygame.sprite.Sprite):
|
||||
def __init__(self, color, size, pos):
|
||||
super().__init__()
|
||||
self.image = pygame.Surface(size)
|
||||
self.image.fill(color)
|
||||
self.rect = self.image.get_rect(topleft=pos)
|
||||
|
||||
# Load image for player
|
||||
player_image = pygame.image.load("Player_right.png").convert_alpha()
|
||||
player_image = pygame.transform.scale(player_image, (16, 16)) # Adjust player size to fit the new scale
|
||||
|
||||
class Player(pygame.sprite.Sprite):
|
||||
def __init__(self, color, walls):
|
||||
super().__init__()
|
||||
self.image = player_image
|
||||
self.rect = self.image.get_rect()
|
||||
self.foot_size = 15
|
||||
self.dt = 0
|
||||
self.speed_x = 1
|
||||
self.max_speed_x = 700
|
||||
self.speed_y = 1
|
||||
self.max_speed_y = 1500
|
||||
self.walls = walls
|
||||
|
||||
def player_input(self, dt):
|
||||
keys = pygame.key.get_pressed()
|
||||
move_direction_x = 0
|
||||
move_direction_y = 0
|
||||
|
||||
if keys[pygame.K_w]:
|
||||
move_direction_y -= 1
|
||||
if keys[pygame.K_s]:
|
||||
move_direction_y += 1
|
||||
if keys[pygame.K_a]:
|
||||
move_direction_x -= 1
|
||||
if keys[pygame.K_d]:
|
||||
move_direction_x += 1
|
||||
|
||||
# Apply movement
|
||||
self.speed_x = move_direction_x * self.max_speed_x
|
||||
self.speed_y = move_direction_y * self.max_speed_y
|
||||
|
||||
self.rect.x += self.speed_x * dt
|
||||
self.rect.y += self.speed_y * dt
|
||||
|
||||
|
||||
# Get the directory of the current script
|
||||
script_dir = os.path.dirname(__file__)
|
||||
|
||||
# Initialize Pygame
|
||||
|
||||
|
||||
# Set up the display
|
||||
|
||||
pygame.display.set_caption('Medival Guns')
|
||||
|
||||
# Load JSON data
|
||||
with open(os.path.join(script_dir, 'data.json')) as json_file:
|
||||
level_data = json.load(json_file)
|
||||
|
||||
# Load Collisions
|
||||
collisions = []
|
||||
with open(os.path.join(script_dir, 'Collisions.csv'), 'r') as csv_file:
|
||||
csv_reader = csv.reader(csv_file)
|
||||
for row in csv_reader:
|
||||
# Convert non-empty strings to integers, skip empty strings
|
||||
row_data = [int(cell) if cell else 0 for cell in row]
|
||||
collisions.append(row_data)
|
||||
|
||||
|
||||
#WALLS
|
||||
walls_group = pygame.sprite.Group()
|
||||
|
||||
for i, row in enumerate(collisions):
|
||||
for j, el in enumerate(row):
|
||||
if el:
|
||||
walls_group.add(Wall("purple", (60, 60), (60*j, 60*i)))
|
||||
|
||||
#collision functioning
|
||||
def collision(self):
|
||||
collisions = pygame.sprite.spritecollide(self, self.walls, False)
|
||||
if collisions:
|
||||
for wall in collisions:
|
||||
if abs(self.rect.bottom - wall.rect.top) < self.foot_size:
|
||||
self.rect.bottom = wall.rect.top
|
||||
self.speed_y = 0
|
||||
self.jumping_time = 0
|
||||
self.is_jumping = False
|
||||
|
||||
elif abs(self.rect.top - wall.rect.bottom) < self.foot_size:
|
||||
self.rect.top = wall.rect.bottom
|
||||
self.speed_y = 0
|
||||
|
||||
elif abs(self.rect.right - wall.rect.left) < self.foot_size:
|
||||
self.rect.right = wall.rect.left
|
||||
self.speed_x = 0
|
||||
elif abs(self.rect.left - wall.rect.right) < self.foot_size:
|
||||
self.rect.left = wall.rect.right
|
||||
self.speed_x = 0
|
||||
|
||||
# Load images for LAYERS
|
||||
layers = {}
|
||||
for layer in level_data["layers"]:
|
||||
layers[layer] = pygame.image.load(layer).convert_alpha()
|
||||
layers[layer] = pygame.transform.scale(layers[layer], (screen_width, screen_height))
|
||||
|
||||
# Main game loop
|
||||
running = True
|
||||
clock = pygame.time.Clock()
|
||||
dt = 0
|
||||
|
||||
# Main game loop
|
||||
while running:
|
||||
# Event handling
|
||||
for event in pygame.event.get():
|
||||
if event.type == pygame.QUIT:
|
||||
running = False
|
||||
|
||||
# Draw layers
|
||||
for layer_name, layer_image in layers.items():
|
||||
screen.blit(layer_image, (0, 0))
|
||||
|
||||
#Draw walls
|
||||
walls_group.draw(screen)
|
||||
|
||||
# Update the display
|
||||
pygame.display.flip()
|
||||
|
||||
dt = clock.tick(60) / 1000 # Get time passed since last tick in seconds
|
||||
|
||||
# Quit Pygame
|
||||
pygame.quit()
|
Loading…
Reference in New Issue