201 lines
6.3 KiB
Python
201 lines
6.3 KiB
Python
import pygame as pg
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import sys
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import ctypes
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from os import path
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from maze import *
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from grid import *
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from settings import *
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from sprites import *
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from graphsearch import *
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from astar2 import *
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class Game:
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def __init__(self):
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pg.init()
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self.screen = pg.display.set_mode((WIDTH, HEIGHT))
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pg.display.set_caption(TITLE)
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self.clock = pg.time.Clock()
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pg.key.set_repeat(500, 100)
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self.load_data()
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self.wentyl_bezpieczenstwa = 0
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def load_data(self):
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game_folder = path.dirname(__file__)
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self.map_data = []
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with open(path.join(game_folder, 'map.txt'), 'rt') as f:
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for line in f:
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self.map_data.append(line)
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def new(self):
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# initialize all variables and do all the setup for a new game
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self.all_sprites = pg.sprite.Group()
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self.walls = pg.sprite.Group()
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self.mines = pg.sprite.Group()
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self.puddles = pg.sprite.Group()
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for row, tiles in enumerate(self.map_data):
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for col, tile in enumerate(tiles):
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if tile == '2':
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Mine(self, col, row)
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if tile == '3':
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Bomb(self, col, row)
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if tile == '4':
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Grenade(self, col, row)
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if tile == "#":
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Wall(self, col, row)
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if tile == 'p':
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Puddle(self, col, row)
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if tile == '>':
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self.player = Player(self, col, row, Direction.Right.name)
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if tile == '^':
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self.player = Player(self, col, row, Direction.Up.name)
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if tile == '<':
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self.player = Player(self, col, row, Direction.Left.name)
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if tile == 'v':
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self.player = Player(self, col, row, Direction.Down.name)
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def run(self):
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# game loop - set self.playing = False to end the game
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self.playing = True
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while self.playing:
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self.events()
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self.update()
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self.draw()
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def quit(self):
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pg.quit()
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sys.exit()
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def update(self):
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# update portion of the game loop
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self.all_sprites.update()
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def draw_grid(self):
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for x in range(0, WIDTH, TILESIZE):
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pg.draw.line(self.screen, LIGHTGREY, (x, 0), (x, HEIGHT))
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for y in range(0, HEIGHT, TILESIZE):
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pg.draw.line(self.screen, LIGHTGREY, (0, y), (WIDTH, y))
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def draw(self):
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self.screen.fill(BGCOLOR)
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self.draw_grid()
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self.all_sprites.draw(self.screen)
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pg.display.flip()
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def events(self):
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# catch all events here
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for event in pg.event.get():
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if event.type == pg.QUIT:
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self.quit()
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if event.type == pg.KEYDOWN:
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if event.key == pg.K_ESCAPE:
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self.quit()
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if event.key == pg.K_LEFT:
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self.player.move(dx=0, move='Left')
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if event.key == pg.K_RIGHT:
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self.player.move(dx=0, move='Right')
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if event.key == pg.K_UP:
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self.player.move(dy=0, move='Forward')
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if event.key == pg.K_F2 and self.wentyl_bezpieczenstwa == 0:
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self.player.maze.run()
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self.player.parse_maze_moves()
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self.i_like_to_move_it()
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self.wentyl_bezpieczenstwa = 1
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if event.key == pg.K_F3 and self.wentyl_bezpieczenstwa == 0:
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player_moves = BFS.run()
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self.graph_move(player_moves)
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self.wentyl_bezpieczenstwa = 1
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if event.key == pg.K_F4 and self.wentyl_bezpieczenstwa == 0:
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#print("test1")
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agent = SweeperAgent()
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player_moves = SweeperAgent.run(agent)
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self.graph_move(player_moves)
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self.wentyl_bezpieczenstwa = 1
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# Test.run()
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def graph_move(self, moves):
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for i in moves:
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if i == 'Right':
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self.player.move(dx=0, move='Right')
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self.update()
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self.draw()
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pg.time.delay(250)
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if i == 'Left':
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self.player.move(dx=0, move='Left')
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self.update()
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self.draw()
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pg.time.delay(250)
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if i == 'Forward':
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self.player.move(dx=0, move='Forward')
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self.update()
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self.draw()
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pg.time.delay(250)
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def i_like_to_move_it(self):
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for i in self.player.moves:
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if i == 'Right':
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self.player.move(dx=1, direction='Right')
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self.update()
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self.draw()
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pg.time.delay(250)
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if i == 'Turn Right':
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self.player.move(0, 0, direction='Right')
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self.update()
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self.draw()
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pg.time.delay(250)
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if i == 'Left':
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self.player.move(dx=-1, direction='Left')
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self.update()
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self.draw()
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pg.time.delay(250)
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if i == 'Turn Left':
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self.player.move(0, 0, direction='Left')
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self.update()
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self.draw()
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pg.time.delay(250)
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if i == 'Down':
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self.player.move(dy=1, direction='Down')
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self.update()
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self.draw()
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pg.time.delay(250)
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if i == 'Turn Down':
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self.player.move(0, 0, direction='Down')
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self.update()
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self.draw()
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pg.time.delay(250)
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if i == 'Up':
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self.player.move(dy=-1, direction='Up')
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self.update()
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self.draw()
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pg.time.delay(250)
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if i == 'Turn Up':
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self.player.move(0, 0, direction='Up')
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self.update()
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self.draw()
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pg.time.delay(250)
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def show_start_screen(self):
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pass
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def show_go_screen(self):
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pass
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# create the game object
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g = Game()
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g.show_start_screen()
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#m = Maze()
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#m.run()
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while True:
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g.new()
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g.run()
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g.show_go_screen()
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