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main.py
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main.py
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from Level import *
from EditLevel.EditMain import *
DATA_PATH = os.path.join('data')
def main():
pygame.init()
screen = pygame.display.set_mode((800, 600))
pygame.display.set_caption('Game')
pygame.mouse.set_visible(0)
clock = pygame.time.Clock()
level = Level(2000, 8000, 'objects1.ini', DATA_PATH)
pygame.display.flip()
screen.blit(level.background, (0, 0))
#Main Loop
while 1:
clock.tick(60)
for event in pygame.event.get():
if event.type == pygame.QUIT:
return
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
return
if event.type > pygame.USEREVENT:
Timer.handle_event(event.type)
if event.type == pygame.KEYUP:
if event.key == pygame.K_a:
level.player.check_interactions()
if pygame.key.get_pressed()[pygame.K_RETURN]:
edit_main(screen)
level.load()
if pygame.key.get_pressed()[pygame.K_RIGHT]:
level.player.move_direction(DIR_RIGHT)
elif pygame.key.get_pressed()[pygame.K_LEFT]:
level.player.move_direction(DIR_LEFT)
else:
level.player.iswalking = False
if pygame.key.get_pressed()[pygame.K_SPACE]:
if level.player.jump_state == NOT_JUMPING and level.player.airborne is not True:
level.player.start_jump()
level.update()
level.draw(screen)
pygame.display.flip()
if __name__ == '__main__': main()