mejora movimiento
This commit is contained in:
parent
7dd9fac0c8
commit
ce640e1d93
@ -1,32 +1,35 @@
|
|||||||
|
import math
|
||||||
import sys
|
import sys
|
||||||
import pygame
|
import pygame
|
||||||
|
|
||||||
# Inicialización de Pygame
|
|
||||||
pygame.init()
|
pygame.init()
|
||||||
|
|
||||||
# Constantes de Pantalla
|
# Configuración de pantalla
|
||||||
SCREEN_WIDTH = 800
|
SCREEN_WIDTH = 800
|
||||||
SCREEN_HEIGHT = 600
|
SCREEN_HEIGHT = 600
|
||||||
FPS = 60
|
FPS = 60
|
||||||
|
|
||||||
# Configuración de Cuadrícula e Isometría
|
# Isometría y Cuadrícula
|
||||||
TILE_WIDTH = 64
|
TILE_WIDTH = 64
|
||||||
TILE_HEIGHT = 32
|
TILE_HEIGHT = 32
|
||||||
GRID_SIZE_X = 8
|
GRID_SIZE_X = 8
|
||||||
GRID_SIZE_Y = 100 # Largo de la autopista
|
GRID_SIZE_Y = 120 # Distancia total de la autopista
|
||||||
|
|
||||||
# Colores (Paleta Retro Spectrum/Amstrad)
|
# Paleta de Colores
|
||||||
COLOR_BG = (10, 10, 15)
|
COLOR_BG = (15, 15, 25)
|
||||||
COLOR_GRID = (40, 40, 60)
|
COLOR_ROAD = (50, 50, 65)
|
||||||
COLOR_ROAD = (60, 60, 80)
|
COLOR_GRID = (30, 30, 45)
|
||||||
COLOR_VORTEX = (0, 255, 200)
|
COLOR_VORTEX = (220, 50, 50)
|
||||||
COLOR_PLAYER = (255, 200, 0)
|
COLOR_PLAYER = (255, 220, 0)
|
||||||
COLOR_BLOCK = (200, 50, 50)
|
COLOR_SPARE = (180, 160, 0)
|
||||||
COLOR_WALL = (100, 100, 120)
|
COLOR_BLOCK = (180, 70, 40)
|
||||||
|
COLOR_WALL = (80, 90, 110)
|
||||||
|
COLOR_ENEMY = (50, 200, 100)
|
||||||
|
COLOR_BULLET = (0, 255, 255)
|
||||||
|
|
||||||
|
|
||||||
def grid_to_iso(gx, gy, gz=0):
|
def grid_to_iso(gx, gy, gz=0):
|
||||||
"""Convierte coordenadas de cuadrícula 3D (x, y, z) a coordenadas de pantalla 2D."""
|
"""Convierte coordenadas 3D de rejilla en coordenadas 2D en pantalla."""
|
||||||
iso_x = (gx - gy) * (TILE_WIDTH // 2)
|
iso_x = (gx - gy) * (TILE_WIDTH // 2)
|
||||||
iso_y = (gx + gy) * (TILE_HEIGHT // 2) - (gz * 16)
|
iso_y = (gx + gy) * (TILE_HEIGHT // 2) - (gz * 16)
|
||||||
return iso_x, iso_y
|
return iso_x, iso_y
|
||||||
@ -41,44 +44,79 @@ class Entity:
|
|||||||
self.color = color
|
self.color = color
|
||||||
self.is_solid = is_solid
|
self.is_solid = is_solid
|
||||||
self.radius = 0.4
|
self.radius = 0.4
|
||||||
|
self.height = 20
|
||||||
|
|
||||||
def draw(self, surface, camera_offset_x, camera_offset_y):
|
def draw(self, surface, camera_offset_x, camera_offset_y):
|
||||||
screen_x, screen_y = grid_to_iso(self.gx, self.gy, self.gz)
|
screen_x, screen_y = grid_to_iso(self.gx, self.gy, self.gz)
|
||||||
draw_x = screen_x + camera_offset_x
|
draw_x = screen_x + camera_offset_x
|
||||||
draw_y = screen_y + camera_offset_y
|
draw_y = screen_y + camera_offset_y
|
||||||
|
|
||||||
# Dibujar un bloque o personaje estilo isométrico
|
|
||||||
points = [
|
points = [
|
||||||
(draw_x, draw_y - 20),
|
(draw_x, draw_y - self.height),
|
||||||
(draw_x + TILE_WIDTH // 2, draw_y - 20 + TILE_HEIGHT // 2),
|
(
|
||||||
(draw_x, draw_y - 20 + TILE_HEIGHT),
|
draw_x + TILE_WIDTH // 2,
|
||||||
(draw_x - TILE_WIDTH // 2, draw_y - 20 + TILE_HEIGHT // 2),
|
draw_y - self.height + TILE_HEIGHT // 2,
|
||||||
|
),
|
||||||
|
(draw_x, draw_y - self.height + TILE_HEIGHT),
|
||||||
|
(
|
||||||
|
draw_x - TILE_WIDTH // 2,
|
||||||
|
draw_y - self.height + TILE_HEIGHT // 2,
|
||||||
|
),
|
||||||
]
|
]
|
||||||
pygame.draw.polygon(surface, self.color, points)
|
pygame.draw.polygon(surface, self.color, points)
|
||||||
pygame.draw.polygon(
|
pygame.draw.polygon(surface, (255, 255, 255), points, 2)
|
||||||
surface, (255, 255, 255), points, 2
|
|
||||||
) # Borde brillante
|
|
||||||
|
class Bullet(Entity):
|
||||||
|
|
||||||
|
def __init__(self, gx, gy, dir_x, dir_y):
|
||||||
|
super().__init__(gx, gy, COLOR_BULLET, is_solid=False)
|
||||||
|
self.dir_x = dir_x
|
||||||
|
self.dir_y = dir_y
|
||||||
|
self.speed = 0.25
|
||||||
|
self.height = 10
|
||||||
|
self.alive = True
|
||||||
|
|
||||||
|
def update(self, entities):
|
||||||
|
self.gx += self.dir_x * self.speed
|
||||||
|
self.gy += self.dir_y * self.speed
|
||||||
|
|
||||||
|
# Comprobar límites
|
||||||
|
if not (0 <= self.gx < GRID_SIZE_X and 0 <= self.gy < GRID_SIZE_Y):
|
||||||
|
self.alive = False
|
||||||
|
return
|
||||||
|
|
||||||
|
# Impacto con entidades
|
||||||
|
for entity in entities:
|
||||||
|
if entity != self and entity.is_solid:
|
||||||
|
if (
|
||||||
|
abs(entity.gx - self.gx) < 0.5
|
||||||
|
and abs(entity.gy - self.gy) < 0.5
|
||||||
|
):
|
||||||
|
self.alive = False
|
||||||
|
if isinstance(entity, (PushBlock, Enemy)):
|
||||||
|
entity.health -= 1
|
||||||
|
break
|
||||||
|
|
||||||
|
|
||||||
class PushBlock(Entity):
|
class PushBlock(Entity):
|
||||||
|
|
||||||
def __init__(self, gx, gy):
|
def __init__(self, gx, gy):
|
||||||
super().__init__(gx, gy, COLOR_BLOCK, is_solid=True)
|
super().__init__(gx, gy, COLOR_BLOCK, is_solid=True)
|
||||||
|
self.health = 2 # Se puede destruir tras 2 disparos
|
||||||
|
|
||||||
def push(self, dx, dy, entities):
|
def push(self, dx, dy, entities):
|
||||||
new_gx = self.gx + dx
|
new_gx = self.gx + dx
|
||||||
new_gy = self.gy + dy
|
new_gy = self.gy + dy
|
||||||
|
|
||||||
# Comprobar límites de la carretera
|
|
||||||
if not (0 <= new_gx < GRID_SIZE_X and 0 <= new_gy < GRID_SIZE_Y):
|
if not (0 <= new_gx < GRID_SIZE_X and 0 <= new_gy < GRID_SIZE_Y):
|
||||||
return False
|
return False
|
||||||
|
|
||||||
# Comprobar colisión con otras entidades
|
|
||||||
for entity in entities:
|
for entity in entities:
|
||||||
if entity != self and entity.is_solid:
|
if entity != self and entity.is_solid:
|
||||||
if (
|
if (
|
||||||
abs(entity.gx - new_gx) < 0.6
|
abs(entity.gx - new_gx) < 0.5
|
||||||
and abs(entity.gy - new_gy) < 0.6
|
and abs(entity.gy - new_gy) < 0.5
|
||||||
):
|
):
|
||||||
return False
|
return False
|
||||||
|
|
||||||
@ -87,13 +125,35 @@ class PushBlock(Entity):
|
|||||||
return True
|
return True
|
||||||
|
|
||||||
|
|
||||||
|
class Enemy(Entity):
|
||||||
|
|
||||||
|
def __init__(self, gx, gy):
|
||||||
|
super().__init__(gx, gy, COLOR_ENEMY, is_solid=True)
|
||||||
|
self.speed = 0.03
|
||||||
|
self.direction = 1
|
||||||
|
self.health = 1
|
||||||
|
|
||||||
|
def update(self, entities):
|
||||||
|
target_gx = self.gx + (self.speed * self.direction)
|
||||||
|
|
||||||
|
# Rebotar en los bordes de la carretera
|
||||||
|
if target_gx <= 0.5 or target_gx >= GRID_SIZE_X - 0.5:
|
||||||
|
self.direction *= -1
|
||||||
|
target_gx = self.gx + (self.speed * self.direction)
|
||||||
|
|
||||||
|
self.gx = target_gx
|
||||||
|
|
||||||
|
|
||||||
class Player(Entity):
|
class Player(Entity):
|
||||||
|
|
||||||
def __init__(self, gx, gy):
|
def __init__(self, gx, gy):
|
||||||
super().__init__(gx, gy, COLOR_PLAYER, is_solid=True)
|
super().__init__(gx, gy, COLOR_PLAYER, is_solid=True)
|
||||||
self.speed = 0.08
|
self.speed = 0.09
|
||||||
|
self.facing_x = 0.0
|
||||||
|
self.facing_y = -1.0 # Mirando hacia adelante por defecto
|
||||||
|
self.shoot_cooldown = 0
|
||||||
|
|
||||||
def update(self, keys, entities):
|
def update(self, keys, entities, bullets):
|
||||||
dx, dy = 0, 0
|
dx, dy = 0, 0
|
||||||
if keys[pygame.K_LEFT] or keys[pygame.K_a]:
|
if keys[pygame.K_LEFT] or keys[pygame.K_a]:
|
||||||
dx -= self.speed
|
dx -= self.speed
|
||||||
@ -105,51 +165,66 @@ class Player(Entity):
|
|||||||
dy += self.speed
|
dy += self.speed
|
||||||
|
|
||||||
if dx != 0 or dy != 0:
|
if dx != 0 or dy != 0:
|
||||||
|
# Actualizar la dirección en la que mira el jugador
|
||||||
|
norm = math.sqrt(dx * dx + dy * dy)
|
||||||
|
self.facing_x = dx / norm
|
||||||
|
self.facing_y = dy / norm
|
||||||
|
|
||||||
target_gx = self.gx + dx
|
target_gx = self.gx + dx
|
||||||
target_gy = self.gy + dy
|
target_gy = self.gy + dy
|
||||||
|
|
||||||
# Limites horizontales
|
if 0 <= target_gx < GRID_SIZE_X and 0 <= target_gy < GRID_SIZE_Y:
|
||||||
if not (0 <= target_gx < GRID_SIZE_X):
|
blocked = False
|
||||||
dx = 0
|
for entity in entities:
|
||||||
if not (0 <= target_gy < GRID_SIZE_Y):
|
if entity != self and entity.is_solid:
|
||||||
dy = 0
|
if (
|
||||||
|
abs(entity.gx - target_gx) < 0.5
|
||||||
|
and abs(entity.gy - target_gy) < 0.5
|
||||||
|
):
|
||||||
|
if isinstance(entity, PushBlock):
|
||||||
|
push_dx = (
|
||||||
|
0.15 if dx > 0 else (-0.15 if dx < 0 else 0)
|
||||||
|
)
|
||||||
|
push_dy = (
|
||||||
|
0.15 if dy > 0 else (-0.15 if dy < 0 else 0)
|
||||||
|
)
|
||||||
|
if not entity.push(push_dx, push_dy, entities):
|
||||||
|
blocked = True
|
||||||
|
else:
|
||||||
|
blocked = True
|
||||||
|
if not blocked:
|
||||||
|
self.gx = target_gx
|
||||||
|
self.gy = target_gy
|
||||||
|
|
||||||
# Intento de movimiento y colisión con bloques
|
# Gestión del enfriamiento de disparo
|
||||||
for entity in entities:
|
if self.shoot_cooldown > 0:
|
||||||
if entity != self and entity.is_solid:
|
self.shoot_cooldown -= 1
|
||||||
if (
|
|
||||||
abs(entity.gx - (self.gx + dx)) < 0.6
|
|
||||||
and abs(entity.gy - (self.gy + dy)) < 0.6
|
|
||||||
):
|
|
||||||
# Intentar empujar si es un PushBlock
|
|
||||||
if isinstance(entity, PushBlock):
|
|
||||||
push_dx = 0.1 if dx > 0 else (-0.1 if dx < 0 else 0)
|
|
||||||
push_dy = 0.1 if dy > 0 else (-0.1 if dy < 0 else 0)
|
|
||||||
if not entity.push(push_dx, push_dy, entities):
|
|
||||||
return
|
|
||||||
else:
|
|
||||||
return # Bloqueado
|
|
||||||
|
|
||||||
self.gx += dx
|
# Disparar al pulsar la barra espaciadora
|
||||||
self.gy += dy
|
if keys[pygame.K_SPACE] and self.shoot_cooldown == 0:
|
||||||
|
# Generar la bala desplazada por delante del jugador para evitar la auto-colisión
|
||||||
|
spawn_x = self.gx + (self.facing_x * 0.7)
|
||||||
|
spawn_y = self.gy + (self.facing_y * 0.7)
|
||||||
|
|
||||||
|
bullets.append(Bullet(spawn_x, spawn_y, self.facing_x, self.facing_y))
|
||||||
|
self.shoot_cooldown = 15 # Cadencia de tiro
|
||||||
|
|
||||||
|
|
||||||
class Vortex(Entity):
|
class Vortex(Entity):
|
||||||
|
|
||||||
def __init__(self, gx, gy):
|
def __init__(self, gx, gy):
|
||||||
super().__init__(gx, gy, COLOR_VORTEX, is_solid=True)
|
super().__init__(gx, gy, COLOR_VORTEX, is_solid=True)
|
||||||
self.speed = 0.015 # Avance constante automático
|
self.speed = 0.012
|
||||||
|
|
||||||
def update(self, entities):
|
def update(self, entities):
|
||||||
target_gy = self.gy - self.speed
|
target_gy = self.gy - self.speed
|
||||||
|
|
||||||
# Verificar si hay algún obstáculo al avanzar
|
|
||||||
blocked = False
|
blocked = False
|
||||||
for entity in entities:
|
for entity in entities:
|
||||||
if entity != self and entity.is_solid:
|
if entity != self and entity.is_solid:
|
||||||
if (
|
if (
|
||||||
abs(entity.gx - self.gx) < 0.7
|
abs(entity.gx - self.gx) < 0.6
|
||||||
and abs(entity.gy - target_gy) < 0.7
|
and abs(entity.gy - target_gy) < 0.6
|
||||||
):
|
):
|
||||||
blocked = True
|
blocked = True
|
||||||
break
|
break
|
||||||
@ -162,51 +237,123 @@ class Game:
|
|||||||
|
|
||||||
def __init__(self):
|
def __init__(self):
|
||||||
self.screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
|
self.screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
|
||||||
pygame.display.set_caption("Highway Encounter Python Remake")
|
pygame.display.set_caption("Highway Encounter - Full Game")
|
||||||
self.clock = pygame.time.Clock()
|
self.clock = pygame.time.Clock()
|
||||||
|
self.font = pygame.font.SysFont("monospace", 18, bold=True)
|
||||||
|
|
||||||
self.vortex = Vortex(3.5, 95)
|
self.lives = 4
|
||||||
self.player = Player(3.5, 92)
|
self.score = 0
|
||||||
|
|
||||||
|
self.reset_level()
|
||||||
|
|
||||||
|
def reset_level(self):
|
||||||
|
self.vortex = Vortex(3.5, GRID_SIZE_Y - 5)
|
||||||
|
self.player = Player(3.5, GRID_SIZE_Y - 8)
|
||||||
|
|
||||||
self.entities = [self.vortex, self.player]
|
self.entities = [self.vortex, self.player]
|
||||||
|
self.bullets = []
|
||||||
|
|
||||||
# Generar bloques de prueba a lo largo de la autopista
|
# Crear escuadrón de reserva (Vidas restantes)
|
||||||
for y in range(10, 90, 5):
|
self.spares = []
|
||||||
|
for i in range(self.lives - 1):
|
||||||
|
spare = Entity(
|
||||||
|
3.5, GRID_SIZE_Y - 3 + (i * 1.2), COLOR_SPARE, is_solid=False
|
||||||
|
)
|
||||||
|
self.spares.append(spare)
|
||||||
|
|
||||||
|
# Generar obstáculos y enemigos en la autopista
|
||||||
|
for y in range(10, GRID_SIZE_Y - 15, 6):
|
||||||
self.entities.append(PushBlock(y % GRID_SIZE_X, y))
|
self.entities.append(PushBlock(y % GRID_SIZE_X, y))
|
||||||
self.entities.append(PushBlock((y + 3) % GRID_SIZE_X, y + 2))
|
if y % 12 == 0:
|
||||||
|
self.entities.append(Enemy(3.5, y - 2))
|
||||||
|
|
||||||
|
def handle_collisions(self):
|
||||||
|
# Muerte del jugador por contacto con enemigos
|
||||||
|
for entity in self.entities:
|
||||||
|
if isinstance(entity, Enemy):
|
||||||
|
if (
|
||||||
|
abs(entity.gx - self.player.gx) < 0.5
|
||||||
|
and abs(entity.gy - self.player.gy) < 0.5
|
||||||
|
):
|
||||||
|
self.lives -= 1
|
||||||
|
if self.lives > 0:
|
||||||
|
self.reset_level()
|
||||||
|
return
|
||||||
|
|
||||||
|
# Eliminar bloques/enemigos destruidos
|
||||||
|
for entity in self.entities[:]:
|
||||||
|
if hasattr(entity, "health") and entity.health <= 0:
|
||||||
|
self.entities.remove(entity)
|
||||||
|
self.score += 100
|
||||||
|
|
||||||
|
def draw_hud(self):
|
||||||
|
zone = int((GRID_SIZE_Y - self.vortex.gy) / 4)
|
||||||
|
hud_text = f"ZONE: {zone:02d} | LIVES: {self.lives} | SCORE: {self.score:06d}"
|
||||||
|
text_surface = self.font.render(hud_text, True, (255, 255, 255))
|
||||||
|
pygame.draw.rect(self.screen, (0, 0, 0), (0, 0, SCREEN_WIDTH, 40))
|
||||||
|
self.screen.blit(text_surface, (20, 10))
|
||||||
|
|
||||||
def run(self):
|
def run(self):
|
||||||
running = True
|
running = True
|
||||||
while running:
|
while running:
|
||||||
self.clock.tick(FPS)
|
self.clock.tick(FPS)
|
||||||
|
|
||||||
# 1. Procesar Eventos
|
|
||||||
for event in pygame.event.get():
|
for event in pygame.event.get():
|
||||||
if event.type == pygame.QUIT:
|
if event.type == pygame.QUIT:
|
||||||
running = False
|
running = False
|
||||||
|
|
||||||
# 2. Actualizar Estado
|
if self.lives <= 0:
|
||||||
|
self.screen.fill((0, 0, 0))
|
||||||
|
msg = self.font.render(
|
||||||
|
"GAME OVER - Press R to Restart", True, (255, 50, 50)
|
||||||
|
)
|
||||||
|
self.screen.blit(
|
||||||
|
msg, (SCREEN_WIDTH // 2 - 150, SCREEN_HEIGHT // 2)
|
||||||
|
)
|
||||||
|
pygame.display.flip()
|
||||||
|
|
||||||
|
keys = pygame.key.get_pressed()
|
||||||
|
if keys[pygame.K_r]:
|
||||||
|
self.lives = 4
|
||||||
|
self.score = 0
|
||||||
|
self.reset_level()
|
||||||
|
continue
|
||||||
|
|
||||||
|
# Actualizaciones
|
||||||
keys = pygame.key.get_pressed()
|
keys = pygame.key.get_pressed()
|
||||||
self.player.update(keys, self.entities)
|
self.player.update(keys, self.entities, self.bullets)
|
||||||
self.vortex.update(self.entities)
|
self.vortex.update(self.entities)
|
||||||
|
|
||||||
# 3. Calcular desplazamiento de cámara (centrada en el VORTEX o el jugador)
|
for entity in self.entities:
|
||||||
|
if isinstance(entity, Enemy):
|
||||||
|
entity.update(self.entities)
|
||||||
|
|
||||||
|
for bullet in self.bullets[:]:
|
||||||
|
bullet.update(self.entities)
|
||||||
|
if not bullet.alive:
|
||||||
|
self.bullets.remove(bullet)
|
||||||
|
|
||||||
|
self.handle_collisions()
|
||||||
|
|
||||||
|
# Posicionamiento de cámara centrado en el jugador
|
||||||
iso_x, iso_y = grid_to_iso(self.player.gx, self.player.gy)
|
iso_x, iso_y = grid_to_iso(self.player.gx, self.player.gy)
|
||||||
camera_offset_x = SCREEN_WIDTH // 2 - iso_x
|
camera_offset_x = SCREEN_WIDTH // 2 - iso_x
|
||||||
camera_offset_y = SCREEN_HEIGHT // 2 - iso_y + 100
|
camera_offset_y = SCREEN_HEIGHT // 2 - iso_y + 100
|
||||||
|
|
||||||
# 4. Renderizado
|
# Renderizado
|
||||||
self.screen.fill(COLOR_BG)
|
self.screen.fill(COLOR_BG)
|
||||||
|
|
||||||
# Dibujar suelo (Autopista)
|
# Dibujar suelo
|
||||||
for gy in range(0, GRID_SIZE_Y):
|
for gy in range(0, GRID_SIZE_Y):
|
||||||
for gx in range(0, GRID_SIZE_X):
|
for gx in range(0, GRID_SIZE_X):
|
||||||
sx, sy = grid_to_iso(gx, gy)
|
sx, sy = grid_to_iso(gx, gy)
|
||||||
draw_x = sx + camera_offset_x
|
draw_x = sx + camera_offset_x
|
||||||
draw_y = sy + camera_offset_y
|
draw_y = sy + camera_offset_y
|
||||||
|
|
||||||
# Solo dibujar si está visible en pantalla
|
if (
|
||||||
if -100 < draw_x < SCREEN_WIDTH + 100 and -100 < draw_y < SCREEN_HEIGHT + 100:
|
-100 < draw_x < SCREEN_WIDTH + 100
|
||||||
|
and -100 < draw_y < SCREEN_HEIGHT + 100
|
||||||
|
):
|
||||||
pts = [
|
pts = [
|
||||||
(draw_x, draw_y),
|
(draw_x, draw_y),
|
||||||
(
|
(
|
||||||
@ -222,13 +369,15 @@ class Game:
|
|||||||
pygame.draw.polygon(self.screen, COLOR_ROAD, pts)
|
pygame.draw.polygon(self.screen, COLOR_ROAD, pts)
|
||||||
pygame.draw.polygon(self.screen, COLOR_GRID, pts, 1)
|
pygame.draw.polygon(self.screen, COLOR_GRID, pts, 1)
|
||||||
|
|
||||||
# Ordenar entidades por coordenada 'gy' descendente para renderizar correctamente la profundidad
|
# Renderizado en orden de profundidad (Z-Sorting por Y)
|
||||||
|
all_drawables = self.entities + self.bullets + self.spares
|
||||||
sorted_entities = sorted(
|
sorted_entities = sorted(
|
||||||
self.entities, key=lambda e: e.gy, reverse=True
|
all_drawables, key=lambda e: e.gy, reverse=True
|
||||||
)
|
)
|
||||||
for entity in sorted_entities:
|
for entity in sorted_entities:
|
||||||
entity.draw(self.screen, camera_offset_x, camera_offset_y)
|
entity.draw(self.screen, camera_offset_x, camera_offset_y)
|
||||||
|
|
||||||
|
self.draw_hud()
|
||||||
pygame.display.flip()
|
pygame.display.flip()
|
||||||
|
|
||||||
pygame.quit()
|
pygame.quit()
|
||||||
@ -237,3 +386,4 @@ class Game:
|
|||||||
|
|
||||||
if __name__ == "__main__":
|
if __name__ == "__main__":
|
||||||
Game().run()
|
Game().run()
|
||||||
|
|
||||||
|
|||||||
BIN
img-versiones/version_0.2.png
Normal file
BIN
img-versiones/version_0.2.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 16 KiB |
Loading…
x
Reference in New Issue
Block a user