Setup for basic Editor for map, started gameplay screen
This commit is contained in:
+62
-30
@@ -1,40 +1,72 @@
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import pygame as pg
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import pygame
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import pygame_gui
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from constants import Config
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class Game():
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def __init__(self, screen, clock, manager):
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self.screen = screen
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self.clock = clock
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self.manager = manager
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self.fps_label = pygame_gui.elements.UILabel(
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relative_rect=pg.Rect((10, 10), (120, 40)),
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text="FPS: 0",
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manager=self.manager
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from game.util import *
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from game.tilemap import Tilemap
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from game.screens.main_menu import MainMenu
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from game.screens.game_play import GamePlay
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FPS=60
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WINDOW_SIZE=(960,540)
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TILE=16
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class Game:
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def __init__(self):
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pygame.init()
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self.window = pygame.display.set_mode(WINDOW_SIZE)
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self.clock = pygame.time.Clock()
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self.ui_manager = pygame_gui.UIManager(
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WINDOW_SIZE,
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"theme.json"
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)
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self.tilemap = Tilemap(self)
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self.assets={
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"base": load_images('/tiles/test')
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}
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self.screens = {
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"menu": MainMenu(self),
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"game": GamePlay(self)
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}
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self.current_screen = self.screens["menu"]
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def change_screen(self, name):
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self.current_screen.hide()
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self.current_screen = self.screens[name]
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self.current_screen.show()
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def run(self):
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self.running = True
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while self.running:
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self.clock.tick(Config.FPS)
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self.update()
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self.draw()
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return self.running
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def update(self):
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fps = str(int(self.clock.get_fps()))
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self.fps_label.set_text('fps: ' + fps)
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running = True
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for event in pg.event.get():
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if event.type == pg.QUIT:
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self.running = False
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while running:
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self.manager.process_events(event)
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dt = self.clock.tick(FPS) / 1000.0
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time_delta = self.clock.tick(Config.FPS)/1000.0
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self.manager.update(time_delta)
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for event in pygame.event.get():
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def draw(self):
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self.screen.fill(self.manager.get_theme().get_colour('normal_bg'))
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self.manager.draw_ui(self.screen)
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pg.display.update()
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if event.type == pygame.QUIT:
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running = False
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self.ui_manager.process_events(event)
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self.current_screen.process_event(event)
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self.ui_manager.update(dt)
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self.window.fill((20, 20, 20))
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self.current_screen.draw(self.window)
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self.ui_manager.draw_ui(self.window)
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pygame.display.update()
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pygame.quit()
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@@ -0,0 +1,23 @@
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class BaseScreen:
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def __init__(self, game):
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self.game = game
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self.elements = []
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def process_event(self, event):
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pass
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def update(self, dt):
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pass
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def draw(self, surface):
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pass
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def show(self):
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for element in self.elements:
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element.show()
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def hide(self):
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for element in self.elements:
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element.hide()
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@@ -0,0 +1,35 @@
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from game.screens.base_screen import BaseScreen
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import pygame as pg
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import pygame_gui as pgi
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class GamePlay(BaseScreen):
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def __init__(self, game):
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super().__init__(game)
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self.tile_multiplicator = 2.0
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self.width, self.height = pg.display.get_surface().get_size()
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self.map_screen = pg.surface.Surface((int(self.width/4*3),int(self.height/6*5)))
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self.scroll = [0, 0]
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self.map = 'test'
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self.path = 'assets/maps/' + str(self.map) + '.json'
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try:
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self.game.tilemap.load(self.path)
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except FileNotFoundError:
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print('File not Found')
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def process_event(self, event):
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pass
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def update(self, dt):
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pass
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def draw(self, surface):
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self.map_screen.fill((40, 40, 40))
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render_scroll = (int(self.scroll[0]), int(self.scroll[1]))
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self.game.tilemap.render(self.map_screen, offset=render_scroll)
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self.game.window.blit(self.map_screen, (0, self.height/6))
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@@ -0,0 +1,79 @@
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from game.screens.base_screen import BaseScreen
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import pygame as pg
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import pygame_gui as pgi
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class MainMenu(BaseScreen):
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def __init__(self, game):
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super().__init__(game)
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manager = game.ui_manager
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width, height = pg.display.get_surface().get_size()
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# Größen
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title_width = 400
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title_height = 80
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button_width = 250
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button_height = 60
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center_x = width // 2
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self.title = pgi.elements.UILabel(
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relative_rect=pg.Rect(
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center_x - title_width // 2,
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int(height * 0.2),
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title_width,
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title_height
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),
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text="MAIN MENU",
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manager=manager
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)
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self.play_button = pgi.elements.UIButton(
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relative_rect=pg.Rect(
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center_x - button_width // 2,
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int(height * 0.35),
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button_width,
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button_height
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),
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text="Play",
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manager=manager
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)
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self.quit_button = pgi.elements.UIButton(
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relative_rect=pg.Rect(
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center_x - button_width // 2,
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int(height * 0.60),
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button_width,
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button_height
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),
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text="Quit",
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manager=manager
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)
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self.elements = [
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self.title,
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self.play_button,
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self.quit_button
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]
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def process_event(self, event):
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if event.type == pgi.UI_BUTTON_PRESSED:
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if event.ui_element == self.play_button:
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# Zum Gameplay wechseln
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self.game.change_screen("game")
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if event.ui_element == self.quit_button:
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pg.quit()
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exit()
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@@ -0,0 +1,29 @@
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import pygame, json
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class Tilemap:
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def __init__(self, game, tile=16):
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self.game = game
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self.tile_size = tile
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self.tilemap = {}
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def save(self, path):
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f = open(path, 'w')
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json.dump({'tilemap': self.tilemap, 'tile_size': self.tile_size}, f)
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f.close()
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def load(self, path):
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f = open(path, 'r')
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map_data = json.load(f)
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f.close()
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self.tilemap = map_data['tilemap']
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self.tile_size = map_data['tile_size']
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def render(self, surf, offset=(0, 0)):
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for x in range(offset[0] // self.tile_size, (offset[0] + surf.get_width()) // self.tile_size + 1):
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for y in range(offset[1] // self.tile_size, (offset[1] + surf.get_height()) // self.tile_size + 1):
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loc = str(x) + ';' + str(y)
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if loc in self.tilemap:
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tile = self.tilemap[loc]
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surf.blit(self.game.assets[tile['type']][tile['variant']], (tile['pos'][0] * self.tile_size - offset[0], tile['pos'][1] * self.tile_size - offset[1]))
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@@ -0,0 +1,16 @@
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import pygame as pg
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import os
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img_path='assets/images'
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WINDOW_SIZE=(800,600)
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def load_image(path, colorkey=(0,0,0)):
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img = pg.image.load(img_path + path).convert()
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img.set_colorkey(colorkey)
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return img
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def load_images(dir_path):
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images = []
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for img_name in os.listdir(img_path+dir_path):
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images.append(load_image(dir_path + '/' + img_name))
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return images
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