main.py
import sys import pygame from scripts.utils import load_image, load_images from scripts.entities import PhysicsEntity from scripts.tilemap import Tilemap class Game: def __init__(self): pygame.init() pygame.display.set_caption('ninja game') self.screen = pygame.display.set_mode((640, 480)) self.display = pygame.Surface((320, 240)) self.clock = pygame.time.Clock() self.movement = [False, False] self.assets = { 'decor': load_images('tiles/decor'), 'grass': load_images('tiles/grass'), 'large_decor': load_images('tiles/large_decor'), 'stone': load_images('tiles/stone'), 'player': load_image('entities/shadow0.png', playert=True) } self.player = PhysicsEntity(self, 'player', (50, 50), (8, 15)) self.scroll = [0, 0] self.tilemap = Tilemap(self, tile_size=16) def run(self): while True: self.display.fill((14, 219, 248)) self.scroll[0] += (self.player.rect().centerx - self.display.get_width() / 2 - self.scroll[0]) / 30 self.scroll[1] += (self.player.rect().centery - self.display.get_height() / 2 - self.scroll[1]) / 30 render_scroll = (int(self.scroll[0]), int(self.scroll[1])) self.tilemap.render(self.display, offset=render_scroll) self.player.update(self.tilemap, (self.movement[1] - self.movement[0], 0)) self.player.render(self.display, offset=render_scroll) for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() if event.type == pygame.KEYDOWN: if event.key == pygame.K_LEFT: self.movement[0] = True if event.key == pygame.K_RIGHT: self.movement[1] = True if event.key == pygame.K_UP: self.player.velocity[1] = -3 if event.type == pygame.KEYUP: if event.key == pygame.K_LEFT: self.movement[0] = False if event.key == pygame.K_RIGHT: self.movement[1] = False self.screen.blit(pygame.transform.scale(self.display, self.screen.get_size()), (0, 0)) pygame.display.update() self.clock.tick(60) Game().run()
Leave a Comment