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main.py
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import pygame
from assets.colors import COLORS
from core.EventHandler import EventHandler
from graphics.RenderingManager import RenderingManager
from graphics.Camera import Camera
from state.MapStateManager import MapStateManager
from core.AxialHexCoord import AxialHexCoord
from assets.constants import SCREEN_WIDTH, SCREEN_HEIGHT
class Game:
def __init__(self):
pygame.init()
self.screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
self.running = True
self.map_state_manager = MapStateManager()
self.rendering_manager = RenderingManager()
self.camera = Camera()
self.event_handler = EventHandler()
def run(self):
while self.running:
actions = []
for event in pygame.event.get():
if event.type == pygame.QUIT:
self.running = False
pygame.quit()
actions = self.event_handler.handle_event(event)
self.screen.fill(COLORS['black'])
self.update(actions)
self.draw()
pygame.display.flip()
def update(self, actions: tuple[str, tuple[int, int] | None]):
for action in actions:
if action[0] == 'zoom_out':
self.camera.zoom_out()
elif action[0] == 'zoom_in':
self.camera.zoom_in()
elif action[0] == 'move':
self.camera.move(action[1][0], action[1][1])
elif action[0] == 'click':
mouse_pos: tuple[float, float] = action[1]
axial_mouse_pos = AxialHexCoord.pixel_to_hex(
self.camera.transform_to_world_coords(mouse_pos)
)
self.map_state_manager.handle_tile_click(axial_mouse_pos)
def draw(self):
self.rendering_manager.draw_hex_map(self.map_state_manager, self.camera, self.screen)
self.rendering_manager.draw_hud(self.screen, self.map_state_manager)
if __name__ == "__main__":
game = Game()
game.run()