fix queue events
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parent
6d34b95f8f
commit
5ac5fd9aea
70
src/main.py
70
src/main.py
@ -8,10 +8,32 @@ from BFS import breadth_first_search
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from tilesFactory import TilesFactory
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def handle_keys(env, agent, game_ui, factory):
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for event in pg.fastevent.get():
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if event.type == pg.KEYDOWN:
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if event.key == pg.K_d or event.key == pg.K_RIGHT:
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game_ui.rotate(-1)
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elif event.key == pg.K_a or event.key == pg.K_LEFT:
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game_ui.rotate(1)
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elif (event.key == pg.K_w or event.key == pg.K_UP) \
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and ((agent.direction == 1 and agent.x * 80 < 700)
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or (agent.direction == 3 and agent.x * 80 > 5)
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or (agent.direction == 0 and agent.y * 80 > 0)
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or (agent.direction == 2 and agent.y * 80 < 700)):
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game_ui.move()
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elif event.key == pg.K_SPACE:
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if env.field[agent.y][agent.x].mine:
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env.mine_count -= 1
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env.field[agent.y][agent.x] = factory.create_tile(
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IMAGES[env.field[agent.y][agent.x].number].parent
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)
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game_ui.update()
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def main():
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pg.init()
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pg.display.set_caption('Super Saper')
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pg.display.set_icon(pg.image.load(ICON))
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pg.fastevent.init()
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env = Environment()
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agent = Agent()
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@ -31,44 +53,24 @@ def main():
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# 2 - down -> 2
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while running:
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for event in pg.event.get():
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for event in pg.fastevent.get():
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if event.type == pg.QUIT:
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running = False
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elif event.type == pg.KEYDOWN:
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if event.key == pg.K_d or event.key == pg.K_RIGHT:
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game_ui.rotate(-1)
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elif event.key == pg.K_a or event.key == pg.K_LEFT:
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game_ui.rotate(1)
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elif (event.key == pg.K_w or event.key == pg.K_UP) \
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and ((agent.direction == 1 and agent.x * 80 < 700)
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or (agent.direction == 3 and agent.x * 80 > 5)
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or (agent.direction == 0 and agent.y * 80 > 0)
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or (agent.direction == 2 and agent.y * 80 < 700)):
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game_ui.move()
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elif event.key == pg.K_SPACE:
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if env.field[agent.y][agent.x].mine:
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env.mine_count -= 1
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env.field[agent.y][agent.x] = factory.create_tile(
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IMAGES[env.field[agent.y][agent.x].number].parent
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)
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game_ui.update()
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elif event.key == pg.K_t:
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# TODO
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# petla while dopóki env.mine_count != 0
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# uwzglednienie czy bfs zwraca False i wtedy break
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# for i in range(2):
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# while env.mine_count:
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pg.time.delay(50)
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path, actions = breadth_first_search(env.field, agent.x, agent.y, agent.direction)
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print(path, actions)
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if not path and not env.field[agent.y][agent.x].mine:
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print("Nie ma więcej min!")
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break
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for action in actions:
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print(action)
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pg.event.post(pg.event.Event(pg.KEYDOWN, {'key': action}))
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if event.key == pg.K_t:
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while env.mine_count:
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path, actions = breadth_first_search(env.field, agent.x, agent.y, agent.direction)
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print(path, actions)
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if not path and not env.field[agent.y][agent.x].mine:
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break
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for action in actions:
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pg.fastevent.post(pg.event.Event(pg.KEYDOWN, {'key': action}))
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pg.event.post(pg.event.Event(pg.KEYDOWN, {'key': pg.K_SPACE}))
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pg.fastevent.post(pg.event.Event(pg.KEYDOWN, {'key': pg.K_SPACE}))
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handle_keys(env, agent, game_ui, factory)
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else:
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pg.fastevent.post(event)
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handle_keys(env, agent, game_ui, factory)
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if __name__ == "__main__":
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