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2 Commits
Author | SHA1 | Date | |
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51b43d541e | |||
7d6c3852f1 |
284
main.py
284
main.py
@ -33,99 +33,32 @@ class SNAKE():
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if body.x == x and body.y == y:
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if body.x == x and body.y == y:
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cont = 1
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cont = 1
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return cont
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return cont
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def add_body(self):
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last_body = self.body[len(self.body)-1]
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new_body = body(last_body.x,last_body.y, self.tail_rot, "tail")
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v_x = int(math.cos(math.radians(self.tail_rot)))
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v_y = int(math.sin(math.radians(self.tail_rot)))
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new_body.x = last_body.x -v_x
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new_body.y = last_body.y -v_y
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l = len(self.body)-1
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# def calculate_coeff(self, degr):
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# return math.cos(math.radians(degr)) + math.sin(math.radians(degr))
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if self.body[l].rotate != self.tail_rot:
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# def convert_rot_to_body(self, deg0, deg1 ):
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self.body[l].type = "body-rotate"
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# # deg1 - угол ближайшей к голове части
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self.body[l].rotate = self.calculate_rot(self.body[l].rotate, self.tail_rot)
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# # deg0 - угол переходной части (он особый)
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else:
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# deg0 = deg0 % 360
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self.body[l].type = "body"
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# deg1 = deg1 % 360
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# if (deg0 == 180 and deg1 == 270) or (deg0 == 270 and deg1 == 90):
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self.body.append(new_body)
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# return 180
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# if (deg0 == 90 and deg1 == 270) or (deg0 == 0 and deg1 == 90):
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def calculate_rot(self, degr1, degr2):
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# return 0
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# deg1 - угол ближайшей к голове части
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# if ((deg0 == 90) and deg1 == 180) or (deg0 == 180 and deg1 == 0):
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# deg2 - угол дальней от голове части
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# return 90
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degr1 = degr1 % 360
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# if (deg0 == 0 and deg1 == 180) or (deg0 == 270 and deg1 == 0):
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degr2 = degr2 % 360
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# return 270
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if (degr1 == 180 and degr2 == 270) or (degr1 == 90 and degr2 == 0):
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# return 0
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return 180
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if (degr1 == 0 and degr2 == 90) or (degr1 == 270 and degr2 == 180):
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return 0
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if ((degr1 == 90) and degr2 == 180) or (degr1 == 0 and degr2 == 270):
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return 90
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if (degr1 == 270 and degr2 == 0) or (degr1 == 180 and degr2 == 90):
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return 270
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return 90
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def calculate_coeff(self, degr):
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return math.cos(math.radians(degr)) + math.sin(math.radians(degr))
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def convert_rot_to_body(self, deg0, deg1 ):
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# deg1 - угол ближайшей к голове части
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# deg0 - угол переходной части (он особый)
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deg0 = deg0 % 360
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deg1 = deg1 % 360
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if (deg0 == 180 and deg1 == 270) or (deg0 == 270 and deg1 == 90):
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return 180
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if (deg0 == 90 and deg1 == 270) or (deg0 == 0 and deg1 == 90):
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return 0
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if ((deg0 == 90) and deg1 == 180) or (deg0 == 180 and deg1 == 0):
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return 90
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if (deg0 == 0 and deg1 == 180) or (deg0 == 270 and deg1 == 0):
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return 270
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return 0
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# def convert_rot_to_tail(self, deg0, deg2):
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# def convert_rot_to_tail(self, deg0, deg2):
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def calc_tail_rotate(self):
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tail = self.body[len(self.body)-1]
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pre_last = self.body[len(self.body)-2]
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grad = 0
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pos_x = tail.x
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pos_y = tail.y
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while not((pre_last.x == pos_x) and (pre_last.y == pos_y)):
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pos_x = tail.x + int(math.cos(math.radians(grad)))
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pos_y = tail.y + int(math.sin(math.radians(grad)))
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grad += 90
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return grad - 90
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def move(self, vector):
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i = len(self.body)-1
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self.tail_rot = self.body[len(self.body)-1 ].rotate
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while i > 0:
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self.body[i].x = self.body[i-1].x
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self.body[i].y = self.body[i-1].y
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self.body[i].rotate = self.body[i-1].rotate
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self.body[i].type = self.body[i-1].type
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i -= 1
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self.body[0].rotate = vector * 90
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self.body[0].x = int(math.cos(math.radians(self.body[0].rotate))) + self.body[0].x
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self.body[0].y = int(math.sin(math.radians(self.body[0].rotate))) + self.body[0].y
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if self.body[0].rotate != self.body[1].rotate:
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self.body[1].type = "body-rotate"
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self.body[1].rotate = self.calculate_rot(self.body[0].rotate, self.body[1].rotate)
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else:
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self.body[1].type = "body"
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self.body[len(self.body)-1 ].type = "tail"
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self.body[len(self.body)-1 ].rotate = self.calc_tail_rotate()
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@ -162,9 +95,8 @@ class MYGAME(arcade.Window):
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else:
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else:
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print("Error to load level")
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print("Error to load level")
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self.player_list = arcade.SpriteList()
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self.player_body_list = arcade.SpriteList()
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self.floor_list = arcade.SpriteList()
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self.floor_list = arcade.SpriteList()
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self.enemies_list = arcade.SpriteList()
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self.enemies_list = arcade.SpriteList()
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self.enemy_spawn = arcade.SpriteList()
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self.enemy_spawn = arcade.SpriteList()
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@ -180,7 +112,7 @@ class MYGAME(arcade.Window):
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self.food = []
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self.food = []
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# Счет
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# Счет
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self.score = 0
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self.score = 0
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self.scale_ = 1.3
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self.scale_ = 1.4
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screen_center = [SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2]
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screen_center = [SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2]
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self.level_start = [screen_center[0] - self.Lvl_data.size[0] * 16 * self.scale_, screen_center[1] - self.Lvl_data.size[1] * 16 * self.scale_]
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self.level_start = [screen_center[0] - self.Lvl_data.size[0] * 16 * self.scale_, screen_center[1] - self.Lvl_data.size[1] * 16 * self.scale_]
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@ -188,25 +120,104 @@ class MYGAME(arcade.Window):
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# Загрузка змеи
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# Загрузка змеи
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for body in self.snake.body:
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for body in self.snake.body:
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snake_sprite = arcade.Sprite(f"./DATA/Sprites/Snake/{body.type}.png", self.scale_)
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snake_sprite = arcade.Sprite(f"./DATA/Sprites/Snake/{body.type}.png", self.scale_)
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snake_sprite.type = body.type
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snake_sprite.angle = 0
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snake_sprite.angle = 0
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snake_sprite.center_x = self.level_start[0] - 16 + ( body.x + 1 ) * 32 * self.scale_
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snake_sprite.center_x = self.level_start[0] - 16 + ( body.x ) * 32 * self.scale_
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snake_sprite.center_y = self.level_start[1] - 16 + ( body.y + 1 ) * 32 * self.scale_
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snake_sprite.center_y = self.level_start[1] - 16 + ( body.y ) * 32 * self.scale_
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self.player_list.append(snake_sprite)
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self.player_body_list.append(snake_sprite)
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# Загрузка пола
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# Загрузка пола
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for floor in self.Lvl_data.floor:
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for floor in self.Lvl_data.floor:
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floor_sprite = arcade.Sprite(floor["sprite"], self.scale_)
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floor_sprite = arcade.Sprite(floor["sprite"], self.scale_)
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floor_sprite.center_x = self.level_start[0] - 16 + ( floor["x"] + 1 ) * 32 * self.scale_
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floor_sprite.center_x = self.level_start[0] - 16 + ( floor["x"] ) * 32 * self.scale_
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floor_sprite.center_y = self.level_start[1] - 16 + ( floor["y"] + 1 ) * 32 * self.scale_
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floor_sprite.center_y = self.level_start[1] - 16 + ( floor["y"] ) * 32 * self.scale_
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self.floor_list.append(floor_sprite)
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self.floor_list.append(floor_sprite)
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# Загрузка врагов
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# if "enemies" in self.level_data:
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def calculate_rot(self, degr1, degr2):
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# for enemy in self.level_data["enemies"]:
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# deg1 - угол ближайшей к голове части
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# enemy_sprite = arcade.Sprite(enemy["sprite"], 1)
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# deg2 - угол дальней от голове части
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# enemy_sprite.center_x = self.level_start[0] - 16 + ( enemy["x"] + 1 ) * 32 * self.scale_
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degr1 = degr1 % 360
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# enemy_sprite.center_y = self.level_start[0] - 16 + ( enemy["y"] + 1 ) * 32 * self.scale_
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degr2 = degr2 % 360
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# self.enemies_list.append(enemy_sprite)
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if (degr1 == 180 and degr2 == 270) or (degr1 == 90 and degr2 == 0):
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return 180
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if (degr1 == 0 and degr2 == 90) or (degr1 == 270 and degr2 == 180):
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return 0
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if ((degr1 == 90) and degr2 == 180) or (degr1 == 0 and degr2 == 270):
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return 90
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if (degr1 == 270 and degr2 == 0) or (degr1 == 180 and degr2 == 90):
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return 270
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return 90
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def calc_tail_rotate(self):
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tail = self.player_body_list[len(self.player_body_list)-1]
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pre_last = self.player_body_list[len(self.player_body_list)-2]
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grad = 0
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pos_x = tail.center_x
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pos_y = tail.center_y
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while not((pre_last.center_x == pos_x) and (pre_last.center_y == pos_y)):
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pos_x = tail.center_x + int(math.cos(math.radians(grad))) * 32 * self.scale_
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pos_y = tail.center_y + int(math.sin(math.radians(grad))) * 32 * self.scale_
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grad += 90
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return grad - 90
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def update_sprite(self, type):
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return f"./DATA/Sprites/Snake/{type}.png"
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def player_move(self, vector):
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i = len(self.player_body_list)-1
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self.tail_rot = self.player_body_list[i].angle
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while i > 0:
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self.player_body_list[i].center_x = self.player_body_list[i-1].center_x
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self.player_body_list[i].center_y = self.player_body_list[i-1].center_y
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self.player_body_list[i].angle = self.player_body_list[i-1].angle
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self.player_body_list[i].type = self.player_body_list[i-1].type
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self.player_body_list[i].texture = self.player_body_list[i-1].texture
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i -= 1
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self.player_body_list[0].angle = vector * 90
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self.player_body_list[0].center_x = int(math.cos(math.radians(self.player_body_list[0].angle))) * 32 * self.scale_ + self.player_body_list[0].center_x
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self.player_body_list[0].center_y = int(math.sin(math.radians(self.player_body_list[0].angle))) * 32 * self.scale_ + self.player_body_list[0].center_y
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self.player_body_list[0].angle = 360 - self.player_body_list[0].angle
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if self.player_body_list[0].angle != self.player_body_list[1].angle:
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self.player_body_list[1].type = "body-rotate"
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self.player_body_list[1].angle = 360 - self.calculate_rot(360 - self.player_body_list[0].angle, 360 - self.player_body_list[1].angle)
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else:
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self.player_body_list[1].type = "body"
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self.player_body_list[1].texture = arcade.load_texture(self.update_sprite(self.player_body_list[1].type))
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self.player_body_list[ len(self.player_body_list) - 1 ].type = "tail"
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self.player_body_list[ len(self.player_body_list) - 1 ].texture = arcade.load_texture(self.update_sprite( self.player_body_list[ len(self.player_body_list) - 1 ].type ))
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self.player_body_list[ len(self.player_body_list) - 1 ].angle = 360 - self.calc_tail_rotate()
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def add_body(self):
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last_body = self.player_body_list[len(self.player_body_list)-1]
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new_body = arcade.Sprite(self.update_sprite( "tail" ), self.scale_,last_body.center_x, last_body.center_y, self.tail_rot)
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v_x = int(math.cos(math.radians(360 - self.tail_rot))) * 32 * self.scale_
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v_y = int(math.sin(math.radians(360 - self.tail_rot))) * 32 * self.scale_
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new_body.center_x = last_body.center_x - v_x
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new_body.center_y = last_body.center_y - v_y
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l = len(self.player_body_list)-1
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if 360 - self.player_body_list[l].angle != 360 - self.tail_rot:
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self.player_body_list[l].type = "body-rotate"
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self.player_body_list[l].angle = 360 - self.calculate_rot(360 - self.player_body_list[l].angle, 360 - self.tail_rot)
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else:
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self.player_body_list[l].type = "body"
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self.player_body_list[l].texture = arcade.load_texture(self.update_sprite(self.player_body_list[l].type))
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self.player_body_list.append(new_body)
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def spawn_food(self):
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def spawn_food(self):
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spawn = False
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spawn = False
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while spawn == False:
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while spawn == False:
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@ -216,34 +227,25 @@ class MYGAME(arcade.Window):
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self.food.append(food(x,y))
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self.food.append(food(x,y))
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food_sprite = arcade.Sprite(f"./DATA/Sprites/Enemies/Tier 0/healthy_food.png", self.scale_)
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food_sprite = arcade.Sprite(f"./DATA/Sprites/Enemies/Tier 0/healthy_food.png", self.scale_)
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food_sprite.angle = 0
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food_sprite.angle = 0
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food_sprite.center_x = self.level_start[0] - 16 + ( x + 1 ) * 32 * self.scale_
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food_sprite.center_x = self.level_start[0] - 16 + ( x ) * 32 * self.scale_
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food_sprite.center_y = self.level_start[1] - 16 + ( y + 1 ) * 32 * self.scale_
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food_sprite.center_y = self.level_start[1] - 16 + ( y ) * 32 * self.scale_
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self.food_list.append(food_sprite)
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self.food_list.append(food_sprite)
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spawn = True
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spawn = True
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def update(self):
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def update(self):
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if len(self.snake.body) > 0:
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i = 0
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while i < len(self.snake.body):
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self.player_list[i] = arcade.Sprite(f"./DATA/Sprites/Snake/{self.snake.body[i].type}.png", self.scale_)
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self.player_list[i].angle = 360 - self.snake.body[i].rotate
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self.player_list[i].center_x = self.level_start[0] - 16 + ( self.snake.body[i].x + 1 ) * 32 * self.scale_
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self.player_list[i].center_y = self.level_start[1] - 16 + ( self.snake.body[i].y + 1 ) * 32 * self.scale_
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i = i + 1
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# Food
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# Food
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self.food_sleep -= 1
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self.food_sleep -= 1
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if self.food_sleep <= 0:
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if self.food_sleep <= 0:
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self.spawn_food()
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self.spawn_food()
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self.food_sleep = self.delay
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self.food_sleep = self.delay
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i = 0
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while i < len(self.food_list):
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list = arcade.check_for_collision_with_list(self.player_body_list[0], self.food_list)
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if self.snake.check_contact(self.food[i].x, self.food[i].y):
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if list != []:
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self.food_list[i].kill()
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self.food_list.remove(list[0])
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self.food.pop(i)
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self.score += 1
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self.score += 1
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self.spawn_food()
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self.snake.add_body()
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self.add_body()
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self.player_list.append(arcade.Sprite())
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i += 1
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# Enemy_spawn
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# Enemy_spawn
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for spawn in self.Lvl_data.enemy_spawns[0]:
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for spawn in self.Lvl_data.enemy_spawns[0]:
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spawn["sleep"] -= 1
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spawn["sleep"] -= 1
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@ -277,33 +279,47 @@ class MYGAME(arcade.Window):
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# Обработка нажатий
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# Обработка нажатий
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MOVEMENT_SPEED = 1
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MOVEMENT_SPEED = 1
|
||||||
|
def check_floor(self, vector):
|
||||||
|
rotate = 90 * vector
|
||||||
|
v_x = int(math.cos(math.radians(rotate))) * 32 * self.scale_
|
||||||
|
v_y = int(math.sin(math.radians(rotate))) * 32 * self.scale_
|
||||||
|
|
||||||
|
new_pos = arcade.Sprite( "./DATA/Sprites/Floor/floor_grey.png", self.scale_, self.player_body_list[0].center_x + v_x, self.player_body_list[0].center_y + v_y )
|
||||||
|
posible = arcade.check_for_collision_with_list(new_pos, self.floor_list) != []
|
||||||
|
|
||||||
|
new_pos.kill()
|
||||||
|
print("1 " + str(posible))
|
||||||
|
return posible
|
||||||
def on_key_press(self, key, modifiers):
|
def on_key_press(self, key, modifiers):
|
||||||
"""Вызывается при нажатии пользователем клавиши"""
|
"""Вызывается при нажатии пользователем клавиши"""
|
||||||
|
|
||||||
# Get the first sprite (head) from the player list
|
# Get the first sprite (head) from the player list
|
||||||
if len(self.player_list) > 0:
|
if len(self.player_body_list) == 0:
|
||||||
|
return
|
||||||
|
|
||||||
if key in (arcade.key.UP, arcade.key.W):
|
if key in (arcade.key.UP, arcade.key.W):
|
||||||
if self.floor_grid[self.snake.body[0].y + 1][self.snake.body[0].x] == 1 and self.snake.body[0].rotate != 270 and not(self.snake.check_contact(self.snake.body[0].x ,self.snake.body[0].y+1)):
|
if self.check_floor(1) and self.player_body_list[0].angle != 90 and arcade.check_for_collision_with_list(self.player_body_list[0], self.player_body_list ) == []:
|
||||||
self.snake.move(1)
|
self.player_move(1)
|
||||||
|
|
||||||
elif key in (arcade.key.DOWN, arcade.key.S):
|
elif key in (arcade.key.DOWN, arcade.key.S):
|
||||||
if self.floor_grid[self.snake.body[0].y - 1][self.snake.body[0].x] == 1 and self.snake.body[0].rotate != 90 and not(self.snake.check_contact(self.snake.body[0].x ,self.snake.body[0].y-1)):
|
if self.check_floor(3) and self.player_body_list[0].angle != 270 and arcade.check_for_collision_with_list(self.player_body_list[0], self.player_body_list ) == []:
|
||||||
self.snake.move(3)
|
self.player_move(3)
|
||||||
|
|
||||||
elif key in (arcade.key.LEFT, arcade.key.A):
|
elif key in (arcade.key.LEFT, arcade.key.A):
|
||||||
if self.floor_grid[self.snake.body[0].y][self.snake.body[0].x - 1] == 1 and self.snake.body[0].rotate != 0 and not(self.snake.check_contact(self.snake.body[0].x - 1,self.snake.body[0].y)):
|
if self.check_floor(2) and (self.player_body_list[0].angle != 360 and self.player_body_list[0].angle != 0) and arcade.check_for_collision_with_list(self.player_body_list[0], self.player_body_list ) == []:
|
||||||
self.snake.move(2)
|
self.player_move(2)
|
||||||
|
else:
|
||||||
|
print("2 " + str(self.player_body_list[0].angle != 0 ))
|
||||||
|
a = arcade.check_for_collision_with_list(self.player_body_list[0], self.player_body_list )
|
||||||
|
print("3 " + str(arcade.check_for_collision_with_list(self.player_body_list[0], self.player_body_list ) == []) )
|
||||||
|
|
||||||
elif key in (arcade.key.RIGHT, arcade.key.D):
|
elif key in (arcade.key.RIGHT, arcade.key.D):
|
||||||
if self.floor_grid[self.snake.body[0].y][self.snake.body[0].x + 1] == 1 and self.snake.body[0].rotate != 180 and not(self.snake.check_contact(self.snake.body[0].x + 1,self.snake.body[0].y)):
|
if self.check_floor(0) and self.player_body_list[0].angle != 180 and arcade.check_for_collision_with_list(self.player_body_list[0], self.player_body_list) == []:
|
||||||
self.snake.move(0)
|
self.player_move(0)
|
||||||
|
|
||||||
def on_key_release(self, key, modifiers):
|
def on_key_release(self, key, modifiers):
|
||||||
"""Вызывается, когда пользователь отпускает клавишу"""
|
"""Вызывается, когда пользователь отпускает клавишу"""
|
||||||
if len(self.player_list) > 0:
|
if len(self.player_body_list) > 0:
|
||||||
self.player_sprite = self.player_list[0]
|
self.player_sprite = self.player_body_list[0]
|
||||||
|
|
||||||
if key in (arcade.key.UP, arcade.key.DOWN, arcade.key.W, arcade.key.S):
|
if key in (arcade.key.UP, arcade.key.DOWN, arcade.key.W, arcade.key.S):
|
||||||
self.player_sprite.change_y = 0
|
self.player_sprite.change_y = 0
|
||||||
@ -317,7 +333,7 @@ class MYGAME(arcade.Window):
|
|||||||
self.floor_list.draw()
|
self.floor_list.draw()
|
||||||
self.enemies_list.draw()
|
self.enemies_list.draw()
|
||||||
self.food_list.draw()
|
self.food_list.draw()
|
||||||
self.player_list.draw()
|
self.player_body_list.draw()
|
||||||
|
|
||||||
def print_spawn(who, x, y):
|
def print_spawn(who, x, y):
|
||||||
print(f"Spawn: {who}\nx: {x}\ny: {y}")
|
print(f"Spawn: {who}\nx: {x}\ny: {y}")
|
||||||
|
Loading…
Reference in New Issue
Block a user