Merge branch 'main' into feat/text_input
This commit is contained in:
+14
-6
@@ -1,5 +1,13 @@
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import pygame
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import pygame
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from src.settings import (
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DOOR_WIDTH,
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DOOR_HEIGHT,
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DOOR_BORDER_WIDTH,
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COLOR_DOOR_BEIGE,
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COLOR_DOOR_BORDER
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)
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# using class to be able to reuse it
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# using class to be able to reuse it
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# as we will have multiple rooms to go in
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# as we will have multiple rooms to go in
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class Door:
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class Door:
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@@ -12,15 +20,15 @@ class Door:
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self.current_hp = hp_value
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self.current_hp = hp_value
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self.is_closed = False
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self.is_closed = False
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self.door_color = (245, 245, 220)
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self.door_color = COLOR_DOOR_BEIGE
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self.door_border_color = (100, 90, 80)
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self.door_border_color = COLOR_DOOR_BORDER
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def draw(self, screen):
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def draw(self, screen):
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# main space of the door with 20x100 px
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# door
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pygame.draw.rect(screen, self.door_color, (self.x, self.y, 20, 100))
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pygame.draw.rect(screen, self.door_color, (self.x, self.y, DOOR_WIDTH, DOOR_HEIGHT))
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# doorframe 3px
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# doorframe
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pygame.draw.rect(screen, self.door_border_color, (self.x, self.y, 20, 100), 3)
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pygame.draw.rect(screen, self.door_border_color, (self.x, self.y, DOOR_WIDTH, DOOR_HEIGHT), DOOR_BORDER_WIDTH)
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# when attacked and gets dmg reduces the health (if closed), door "breaks" when health = 0
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# when attacked and gets dmg reduces the health (if closed), door "breaks" when health = 0
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def take_damage(self, amount):
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def take_damage(self, amount):
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+149
@@ -0,0 +1,149 @@
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import pygame
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# Fenstergröße und Tile Größe (Felder)
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tile_size = 30
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screen_w = 1900
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screen_h = 900
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# Farben für die einzelnen Tiles
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color_wall = (30, 20, 40) # black like
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color_room = (75, 40, 55) # dark red-violet
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color_hall = (35, 65, 45) # dark green
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color_door = (40, 90, 110) # dark blue
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color_void = (10, 10, 15) # a little more black
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color_text = (220, 180, 210) # rose
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color_border = (55, 35, 70)
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color_start = (255, 0, 0)# dark violet
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class Map:
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def __init__(self):
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# Map wird mit "Tiles" (30x30 Feldern aufgebaut
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# W=Wall, R=Room, S=Start, H=Hall, D=Door
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self.map = [
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"WWWWWWWWWWWWWWWWWWWHHSSHHWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW",
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"WWWWWWWWWWWWWWWWWWWHHHHHHWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW",
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"WWRRRRRRRRRRRRRRRWWHHHHHHWWRRRRRRRRRRRRRRRWWRRRRRRRRRRRRRRRWW",
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"WWRRRRRRRRRRRRRRRWWHHHHHHWWRRRRRRRRRRRRRRRWWRRRRRRRRRRRRRRRWW",
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"WWRRRRRRRRRRRRRRRWWHHHHHHWWRRRRRRRRRRRRRRRWWRRRRRRRRRRRRRRRWW",
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"WWRRRRRRRRRRRRRRRWWHHHHHHWWRRRRRRRRRRRRRRRWWRRRRRRRRRRRRRRRWW",
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"WWRRRRRRRRRRRRRRRWWHHHHHHWWRRRRRRRRRRRRRRRWWRRRRRRRRRRRRRRRWW",
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"WWRRRRRRRRRRRRRRRWWHHHHHHWWRRRRRRRRRRRRRRRWWRRRRRRRRRRRRRRRWW",
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"WWRRRRRRRRRRRRRRRWWHHHHHHWWRRRRRRRRRRRRRRRWWRRRRRRRRRRRRRRRWW",
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"WWRRRRRRRRRRRRRRRWWHHHHHHWWRRRRRRRRRRRRRRRWWRRRRRRRRRRRRRRRWW",
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"WWRRRRRRRRRRRRRRRWWHHHHHHWWRRRRRRRRRRRRRRRWWRRRRRRRRRRRRRRRWW",
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"WWRRRRRRRRRRRRRRRWWHHHHHHWWRRRRRRRRRRRRRRRWWRRRRRRRRRRRRRRRWW",
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"WWWWWWWWWWWWWWWDDWWHHHHHHWWWWWWWWWWWWWWDDWWWWDDWWWWWWWWWWWWWW",
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"WWWWWWWWWWWWWWWDDWWHHHHHHWWWWWWWWWWWWWWDDWWWWDDWWWWWWWWWWWWWW",
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"WWHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHWW",
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"WWHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHWW",
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"WWHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHDD",
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"WWHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHDD",
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"WWHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHWW",
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"WWHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHWW",
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"WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW",
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"WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW",
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]
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# Raumbeschreibung in (Spalte, Zeile, Beschreibung)
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# gibt an wo der Raumname auf dem Bildschirm angezeigt wird
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self.room_decription = [
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(7, 13, "Room 102"),
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(32, 13, "Room 103"),
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(49, 13, "Room 105")
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]
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def get_tile(self, column: int, row: int):
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# ein check, ob die Position innerhalb der Map liegt
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if 0 <= row < len(self.map) and 0 <= column < len(self.map[row]):
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# gibt den Buchstaben der Position zurück
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return self.map[row][column]
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# falls Außerhalb der Map, ein return als Wand
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return "W"
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def is_accessible(self, column: int, row: int) -> bool:
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# gibt True zurück, wenn der Spieler das Tile betreten darf
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return self.get_tile(column, row) in ("R", "D,", "H", "S")
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# Funktion, um die Map zu erstellen
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def draw_map(self, surface: pygame.Surface, font: pygame.font.Font, cam_x: int = 0, cam_y: int = 0) -> None:
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# Dict, dass jedem Buchstaben eine Farbe zuordnet
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color_for = {
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"W": color_wall,
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"R": color_room,
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"H": color_hall,
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"D": color_door,
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"S": color_start,
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}
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# äußere Schleife Zeile für Zeile
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for row_nr in range(len(self.map)):
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# innerer Loop für jedes Zeichen in der Zeile
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for column_nr in range(len(self.map[row_nr])):
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# holt sich den Buchstaben und speichert ihn in der Variable mark
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mark = self.map[row_nr][column_nr]
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# sucht die Farbe für den Buchstaben - falls unbekannt -> color_void
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color = color_for.get(mark, color_void)
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# errechnet die Position des Tiles auf dem Bildschirm mit "column_nr * tile_size", "- cam_x" verschiebt alles mit der Kamera
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rect = pygame.Rect(
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column_nr * tile_size - cam_x,
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row_nr * tile_size - cam_y,
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# Tile-Breite
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tile_size,
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# Tile-Höhe
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tile_size,
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)
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# das Rechteck ind er Farbe zeichnen
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pygame.draw.rect(surface, color, rect)
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# die Wände sollen einen zusätzlichen Rand haben mit 1 = Wandbreite in Pixel
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if mark == "W":
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pygame.draw.rect(surface, color_border, rect, 1)
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# geht die Beschriftungen durch
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for i in range(len(self.room_decription)):
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# entpackt das Tupel in 3 Variablen: column, row, text
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column, row, text = self.room_decription[i]
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# die Tile-Koordinaten in Pixel umrechnen und addieren von 2, damit der Text nicht ganz am Rand klebt
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px = column * tile_size - cam_x + 2
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py = row * tile_size - cam_y + 2
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# Text-Bild mit fon.render()
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# True gibt eine glattere Schrift
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# blit() fixiert den Text auf dem Bildschirm
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surface.blit(font.render(text, True, color_text), (px, py))
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if __name__ == "__main__":
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pygame.init()
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screen = pygame.display.set_mode((screen_w, screen_h))
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font = pygame.font.SysFont("monospace", 26, bold=True)
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clock = pygame.time.Clock()
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my_map = Map()
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while True:
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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pygame.quit()
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exit()
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screen.fill(color_void)
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my_map.draw_map(screen, font)
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pygame.display.flip()
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clock.tick(60)
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@@ -2,3 +2,13 @@
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DESK_WIDTH = 70
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DESK_WIDTH = 70
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DESK_HEIGHT = 40
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DESK_HEIGHT = 40
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# --- DOOR ---
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DOOR_WIDTH = 20
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DOOR_HEIGHT = 100
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DOOR_BORDER_WIDTH = 3
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COLOR_DOOR_BEIGE = (245, 245, 220)
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COLOR_DOOR_BORDER = (100, 90, 80)
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COLOR_HP_BAR_GREEN = (0, 255, 0)
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COLOR_HP_BAR_BG = (50, 50, 50)
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Reference in New Issue
Block a user