import pygame as pg import sys import ctypes from os import path from maze import * from grid import * from settings import * from sprites import * from graphsearch import * class Game: def __init__(self): pg.init() self.screen = pg.display.set_mode((WIDTH, HEIGHT)) pg.display.set_caption(TITLE) self.clock = pg.time.Clock() pg.key.set_repeat(500, 100) self.load_data() self.wentyl_bezpieczenstwa = 0 def load_data(self): game_folder = path.dirname(__file__) self.map_data = [] with open(path.join(game_folder, 'map.txt'), 'rt') as f: for line in f: self.map_data.append(line) def new(self): # initialize all variables and do all the setup for a new game self.all_sprites = pg.sprite.Group() self.walls = pg.sprite.Group() self.mines = pg.sprite.Group() for row, tiles in enumerate(self.map_data): for col, tile in enumerate(tiles): if tile == '2': Mine(self, col, row) if tile == '3': Bomb(self, col, row) if tile == '4': Grenade(self, col, row) if tile == "#": Wall(self, col, row) if tile == '>': self.player = Player(self, col, row, Direction.Right.name) if tile == '^': self.player = Player(self, col, row, Direction.Up.name) if tile == '<': self.player = Player(self, col, row, Direction.Left.name) if tile == 'v': self.player = Player(self, col, row. Direction.Down.name) def run(self): # game loop - set self.playing = False to end the game self.playing = True while self.playing: self.events() self.update() self.draw() def quit(self): pg.quit() sys.exit() def update(self): # update portion of the game loop self.all_sprites.update() def draw_grid(self): for x in range(0, WIDTH, TILESIZE): pg.draw.line(self.screen, LIGHTGREY, (x, 0), (x, HEIGHT)) for y in range(0, HEIGHT, TILESIZE): pg.draw.line(self.screen, LIGHTGREY, (0, y), (WIDTH, y)) def draw(self): self.screen.fill(BGCOLOR) self.draw_grid() self.all_sprites.draw(self.screen) pg.display.flip() def events(self): # catch all events here for event in pg.event.get(): if event.type == pg.QUIT: self.quit() if event.type == pg.KEYDOWN: if event.key == pg.K_ESCAPE: self.quit() if event.key == pg.K_LEFT: self.player.move(dx=0, move='Left') if event.key == pg.K_RIGHT: self.player.move(dx=0, move='Right') if event.key == pg.K_UP: self.player.move(dy=0, move='Forward') if event.key == pg.K_F2 and self.wentyl_bezpieczenstwa == 0: self.player.maze.run() self.player.parse_maze_moves() self.i_like_to_move_it() self.wentyl_bezpieczenstwa = 1 if event.key == pg.K_F3 and self.wentyl_bezpieczenstwa == 0: player_moves = BFS.run() self.graph_move(player_moves) self.wentyl_bezpieczenstwa = 1 def graph_move(self, moves): for i in moves: if i == 'Right': self.player.move(dx=0, move='Right') self.update() self.draw() pg.time.delay(250) if i == 'Left': self.player.move(dx=0, move='Left') self.update() self.draw() pg.time.delay(250) if i == 'Forward': self.player.move(dx=0, move='Forward') self.update() self.draw() pg.time.delay(250) def i_like_to_move_it(self): for i in self.player.moves: if i == 'Right': self.player.move(dx=1, direction='Right') self.update() self.draw() pg.time.delay(250) if i == 'Turn Right': self.player.move(0, 0, direction='Right') self.update() self.draw() pg.time.delay(250) if i == 'Left': self.player.move(dx=-1, direction='Left') self.update() self.draw() pg.time.delay(250) if i == 'Turn Left': self.player.move(0, 0, direction='Left') self.update() self.draw() pg.time.delay(250) if i == 'Down': self.player.move(dy=1, direction='Down') self.update() self.draw() pg.time.delay(250) if i == 'Turn Down': self.player.move(0, 0, direction='Down') self.update() self.draw() pg.time.delay(250) if i == 'Up': self.player.move(dy=-1, direction='Up') self.update() self.draw() pg.time.delay(250) if i == 'Turn Up': self.player.move(0, 0, direction='Up') self.update() self.draw() pg.time.delay(250) def show_start_screen(self): pass def show_go_screen(self): pass # create the game object g = Game() g.show_start_screen() #m = Maze() #m.run() while True: g.new() g.run() g.show_go_screen()