How jonesy200/course_work works
This repository contains a Pygame tower-defence game: the player starts the game, which runs a real-time game loop, renders levels, and supports unit combat and building placement. The tree also shows multiple levels, enemy and friendly unit types, buildings, projectiles, pathfinding, collision handling, and UI components. The README is empty, and the game orchestrator and most feature implementations were not sampled, so the graph includes only clearly supported connections and treats several capabilities as subsystems rather than asserting their internal wiring.
Main entry points: levels Level definitions · unit.py Unit movement and attacks · main.py Pygame entry · level.py Level rendering
Components 16
Game runtime
- Pygame entry
tower_defence_game/game_files/main.py - Game controller
tower_defence_game/game_files/game.py - Camera
tower_defence_game/game_files/systems/camera.py - Game settings
tower_defence_game/game_files/utils/settings.py
World and navigation
- Level definitions
tower_defence_game/game_files/levels - Level rendering
tower_defence_game/game_files/world/level.py - Tilemap
tower_defence_game/game_files/systems/tilemap.py - Terrain tilesets
tower_defence_game/game_files/world/tilesets/terrain_tilesets.py - Collision grid
tower_defence_game/game_files/systems/collision_grid.py - Pathfinder
tower_defence_game/game_files/systems/pathfinder.py
Units and combat
- Defensive buildings
tower_defence_game/game_files/entities/buildings - Friendly and enemy units
tower_defence_game/game_files/entities/units - Unit movement and attacks
tower_defence_game/game_files/entities/units/unit.py - Projectiles
tower_defence_game/game_files/entities/projectiles/projectile.py
Player interface
- Menus and controls
tower_defence_game/game_files/ui
Other components
- Player
Connections 7
- Player → Pygame entry: starts
- Pygame entry → Game controller: creates and runs
- Level definitions → Terrain tilesets: creates terrain tileset
- Level definitions → Level rendering: initializes level
- Level rendering → Tilemap: creates tilemap
- Unit movement and attacks → Pathfinder: requests path
- Unit movement and attacks → Collision grid: checks movement