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game.py
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import pygame as p
from direction import Direction
from player import Player
from state import State
from config import RESOLUTION, PLAYER_SPRITE
from levels import _level_1
class Game:
def __init__(self, clock: p.time.Clock, fps: int = 60) -> None:
self.clock = clock
self.player = Player(PLAYER_SPRITE, size = (RESOLUTION, RESOLUTION))
self.fps = fps
self.now = p.time.get_ticks()
self.previous = p.time.get_ticks()
self.current_level = _level_1
self.state = State.ON_MAP
def tick(self, screen: p.Surface):
if self.state == State.ON_MAP:
self.clock.tick(self.fps)
dt = self.update_time()
keys_pressed = self.read_input()
self.handle_movement(keys_pressed, dt)
self.draw_sceen(screen)
screen.blit(self.player.get_sprite(), self.player.get_pos())
def update_time(self):
dt = self.now - self.previous
self.previous = self.now
self.now = p.time.get_ticks()
return dt
def handle_movement(self, pressed, dt: float):
door = False
map = self.current_level.map
if pressed[p.K_UP]:
entering = self.player.move(Direction.UP, dt, map)
if entering: door = entering
if pressed[p.K_DOWN]:
entering = self.player.move(Direction.DOWN, dt, map)
if entering: door = entering
if pressed[p.K_LEFT]:
entering = self.player.move(Direction.LEFT, dt, map)
if entering: door = entering
if pressed[p.K_RIGHT]:
entering = self.player.move(Direction.RIGHT, dt, map)
if entering: door = entering
if door: self.change_lvl(self.current_level.get_bordering(door))
def read_input(self):
return p.key.get_pressed()
def change_lvl(self, level):
self.current_level = level
def draw_sceen(self, screen: p.Surface):
for row in self.current_level.map:
for tile in row:
screen.blit(tile.get_sprite(), tile.get_pos())
def end_game(self):
pass