Delete map_0.py

master
Timofejs Maksimovs 2024-03-03 21:17:33 +00:00
parent f91d169fbb
commit 98909e7240
1 changed files with 0 additions and 143 deletions

143
map_0.py
View File

@ -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()