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explore.py
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import pygame
import math
import csv
WATER = 0
DIRT = 1
GRASS = 2
display_width = 800
display_height = 600
x = display_width*.45
y = display_height*.8
playerSize = 20
tileset = {0:pygame.image.load('water.png'), 1:pygame.image.load('dirt.png'), 2:pygame.image.load('grass.png')}
pygame.init()
with open('explore_map.csv', 'r') as f:
reader = csv.reader(f)
currentmap = list(reader)
screen = pygame.display.set_mode((display_width,display_height))
pygame.display.set_caption('explore!')
clock = pygame.time.Clock()
crashed = False
black = (0,0,0)
tileSize = 20
white = (255,255,255)
playerImg = pygame.image.load('player.png')
def player(x,y):
screen.blit(playerImg, (x,y))
def drawTile(tile, x, y):
screen.blit(tileset[tile], (x,y))
def drawMap(map):
for row in range(0, len(map)):
for tileIn in range(0, len(map[0])):
tile = map[row][tileIn]
x = tileIn * tileSize
y = row * tileSize
drawTile(int(tile), x, y)
def getCurrentTile(x, y):
row = math.floor(y/tileSize)
col = math.floor(x/tileSize)
return map[row][column]
xspeed = 4
yspeed = xspeed
dspeed = math.sqrt(xspeed)
leftKey = pygame.K_a
rightKey = pygame.K_d
upKey = pygame.K_w
downKey = pygame.K_s
keysPressed = [0,0,0,0] #W, A, S, D (or up, left, down, right)
class Tile(pygame.sprite.Sprite):
class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load('player.png')
self.rect = self.image.get_rect()
self.vx = 0
self.vy = 0
def update(self):
self.vx = 0
self.vy = 0
if keysPressed[1] == 1:
self.vx -= xspeed
if keysPressed[3] == 1:
self.vx += xspeed
if keysPressed[0] == 1:
self.vy -= yspeed
if keysPressed[2] == 1:
self.vy += yspeed
if sum(keysPressed) == 2:
if self.vx != 0 and self.vy != 0:
if self.vx > 0:
self.vx = dspeed
else:
self.vx = -dspeed
if self.vy > 0:
self.vy = dspeed
else:
self.vy = -dspeed
self.rect.x += self.vx
self.rect.y += self.vy
#set back player if he has crossed a screen boundary
if self.rect.x > display_width-playerSize:
self.rect.x = display_width-playerSize
if self.rect.x < 0:
self.rect.x = 0
if self.rect.y > display_height-playerSize:
self.rect.y = display_height-playerSize
if self.rect.y < 0:
self.rect.y = 0
player = Player()
all_sprites = pygame.sprite.Group()
all_sprites.add(player)
while not crashed:
for event in pygame.event.get():
if event.type == pygame.QUIT:
crashed = True
if event.type == pygame.KEYUP:
if event.key == leftKey:
keysPressed[1] = 0
if event.key == rightKey:
keysPressed[3] = 0
if event.key == upKey:
keysPressed[0] = 0
if event.key == downKey:
keysPressed[2] = 0
if event.type == pygame.KEYDOWN:
if event.key == leftKey:
keysPressed[1] = 1
if event.key == rightKey:
keysPressed[3] = 1
if event.key == upKey:
keysPressed[0] = 1
if event.key == downKey:
keysPressed[2] = 1
drawMap(currentmap)
all_sprites.update()
all_sprites.draw(screen)
pygame.display.update()
clock.tick(30)
pygame.quit()
quit()