Hi, this is a maze I have been working on. As you can see everything is just flat colors. I was wanting to make it so i can add more detail like having it so i could have a picture of some tree textures as the walls to my maze and not just green, same for the path. I have tried many things but nothing seems to work. If anyone could help it would be amazing.

import os
import pygame
import random
pygame.init()
white = (255,255,255)
black = (0,0,0)
red = (255,0,0)
green = (0,155,0)
brown = (205,133,63)
blue = (135,206,250)
FPS = 60
#the dimension of the game
display_width = 680
display_height = 440
# Class for the player
class Player(object):
    def __init__(self):
        self.rect = pygame.Rect(40, 40, 30, 30)
    def move(self, dx, dy):
        # Move each axis separately. Note that this checks for collisions both times.
        if dx != 0:
            self.move_single_axis(dx, 0)
        if dy != 0:
            self.move_single_axis(0, dy)
    def move_single_axis(self, dx, dy):
        # Move the rect
        self.rect.x += dx
        self.rect.y += dy
        # If you collide with a wall, move out based on velocity
        for wall in walls:
            if self.rect.colliderect(wall.rect):
                if dx > 0: # Moving right, Hit the left side of the wall
                    self.rect.right = wall.rect.left
                if dx < 0: # Moving left, Hit the right side of the wall
                    self.rect.left = wall.rect.right
                if dy > 0: # Moving down, Hit the top side of the wall
                    self.rect.bottom = wall.rect.top
                if dy < 0: # Moving up, Hit the bottom side of the wall
                    self.rect.top = wall.rect.bottom
# Class to hold a wall rect
class Wall(object):
    def __init__(self, pos):
        walls.append(self)
        self.rect = pygame.Rect(pos[0], pos[1], 40, 40)
font = pygame.font.SysFont(None, 50)
def message_to_screen(msg,color):
    screen_text = font.render(msg, True, color)
    gameDisplay.blit(screen_text, [680/2, display_height/2])
# Initialise pygame
os.environ["Time to play"] = "1"
# Set up the display
pygame.display.set_caption("Wrath of the gods")
gameDisplay = pygame.display.set_mode((display_width,display_height))
clock = pygame.time.Clock()
walls = [] # List to hold the walls
player = None
end_rect = None
def reinit():
    global player, end_rect
    player = Player() # Create the player
    # Holds the level layout in a list of strings.
    level = [
    "WWWWWWWWWWWWWWWWW",
    "W    W    W     W",
    "W WW W WW   WWW W",
    "W W  W  W W W W W",
    "W WWWWW WWW W W W",
    "W  W  W   W   W W",
    "WW W WW WWWWWWW W",
    "W    W   W      W",
    "W WWWW W WWWWW WW",
    "W               W",
    "WWWWWWWWWWWWWWWEW",
    ]
    # W = wall, E = exit
    x = y = 0
    for row in level:
        for col in row:
            if col == "W":
                Wall((x, y))
            if col == "E":
                end_rect = pygame.Rect(x, y, 40, 40)
            x += 40
        y += 40
        x = 0
reinit()
bigfont = pygame.font.Font(None, 80)
smallfont = pygame.font.Font(None, 45)
def play_again():
    SCREEN_WIDTH = display_width
    SCREEN_HEIGHT = display_height
    screen = gameDisplay
    text = bigfont.render('Play again?', 13, (0, 0, 0))
    textx = SCREEN_WIDTH / 2 - text.get_width() / 2
    texty = SCREEN_HEIGHT / 2 - text.get_height() / 2
    textx_size = text.get_width()
    texty_size = text.get_height()
    pygame.draw.rect(screen, (255, 255, 255), ((textx - 5, texty - 5),
                                               (textx_size + 10, texty_size +
                                                10)))
    screen.blit(text, (SCREEN_WIDTH / 2 - text.get_width() / 2,
                       SCREEN_HEIGHT / 2 - text.get_height() / 2))
    #clock = pygame.time.Clock()
    pygame.display.flip()
    in_main_menu = True
    while in_main_menu:
        clock.tick(50)
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                in_main_menu = False
                return False
            elif event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
                x, y = event.pos
                if x >= textx - 5 and x <= textx + textx_size + 5:
                    if y >= texty - 5 and y <= texty + texty_size + 5:
                        in_main_menu = False
                        return True
running = True
while running:
    clock.tick(FPS)
    for e in pygame.event.get():
        if e.type == pygame.QUIT:
            running = False
        if e.type == pygame.KEYDOWN and e.key == pygame.K_ESCAPE:
            running = False
    # Move the player
    key = pygame.key.get_pressed()
    if key[pygame.K_LEFT]:
        player.move(-2, 0)
    if key[pygame.K_RIGHT]:
        player.move(2, 0)
    if key[pygame.K_UP]:
        player.move(0, -2)
    if key[pygame.K_DOWN]:
        player.move(0, 2)
    if player.rect.colliderect(end_rect):
        again = play_again()
        if again:
            reinit()
        else:
            break
        # Draw the scene
    gameDisplay.fill((brown))
    for wall in walls:
        pygame.draw.rect(gameDisplay, green, wall.rect)
    pygame.draw.rect(gameDisplay, red, end_rect)
    pygame.draw.rect(gameDisplay, white, player.rect)
    pygame.display.flip()
pygame.quit()
quit()

Hi,

as you are already using pygame, I would recommend using a tilemap.

    tilemap = [
        [W,W,W,W,W,WW,W,W,W,W,W,W,W,W,W,W],
        [W, , , , ,W, , , , ,W, , , , , ,W],
        [W, ,W,W, ,W, ,W,W, , , ,W,W,W, ,W],
        [W, ,W, , ,W, , ,W, ,W, ,W, ,W, ,W],
        [W, ,W,W,W,W,W, ,W,W,W, ,W, ,W, ,W],
        [W, , ,W, , ,W, , , ,W, , , ,W, ,W],
        [W,W, ,W, ,W,W, ,W,W,W,W,W,W,W, ,W],
        [W, , , , ,W, , , ,W, , , , , , ,W],
        [W, ,W,W,W,W, ,W, ,W,W,W,W,W, ,W,W],
        [W, , , , , , , , , , , , , , , ,W],
        [W,W,W,W,W,W,W,W,W,W,W,W,W,W,W,E,W]
        ]

    tileSize = 40
    mapWidth = 17
    mapHeight = 11

    DISPLAYSURF = pygame.display.set_mode(mapWidth*tileSize, mapHeight*tileSize)




    #loop through each row
    for row in range(mapHeight):
        #loop through each column in the row
        for column in range(mapWidth):
            #draw the resource at that position in the tilemap, using the correct colour
            pygame.draw.rect(DISPLAYSURF, colours[tilemap[row][column]], (column*tileSize,row*tileSize,tileSize,tileSize))
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