level = [ ['#', '#', '#', '#', '#'], ['#', '@', ' ', '.', '#'], ['#', ' ', '$', ' ', '#'], ['#', '.', '$', ' ', '#'], ['#', ' ', '$', '.', '#'], ['#', '.', '$', '.', '#'], ['#', '.', '*', ' ', '#'], ['#', ' ', '*', '.', '#'], ['#', ' ', '*', ' ', '#'], ['#', '.', '*', '.', '#'], ['#', '#', '#', '#', '#'], ] player = '@' player_on_storage = '+' box = '$' box_on_storage = '*' storage = '.' wall = '#' empty = ' ' def on_key_down(key): if key in (keys.UP, keys.DOWN, keys.LEFT, keys.RIGHT): for test_y, row in enumerate(level): for test_x, cell in enumerate(row): if cell == player or cell == player_on_storage: player_x = test_x player_y = test_y dx = 0 dy = 0 if key == keys.LEFT: dx = -1 elif key == keys.RIGHT: dx = 1 elif key == keys.UP: dy = -1 elif key == keys.DOWN: dy = 1 current = level[player_y][player_x] adjacent = level[player_y + dy][player_x + dx] def draw(): screen.fill((255, 255, 190)) for y, row in enumerate(level): for x, cell in enumerate(row): if cell != empty: cell_size = 23 colors = { player: (167, 135, 255), player_on_storage: (158, 119, 255), box: (255, 201, 126), box_on_storage: (150, 255, 127), storage: (156, 229, 255), wall: (255, 147, 209), } screen.draw.filled_rect( Rect( (x * cell_size, y * cell_size), (cell_size, cell_size) ), color=colors[cell] ) screen.draw.text( cell, (x * cell_size, y * cell_size), color=(255, 255, 255) )