Projekt_Sztuczna_Inteligencja/main.py

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# libraries
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import pygame
from pyglet.gl import * # for blocky textures
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# other files of this project
import project_constants
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import minefield as mf
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def main():
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pygame.init()
pygame.display.set_caption(project_constants.V_NAME_OF_WINDOW)
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# for blocky textures
glEnable(GL_TEXTURE_2D)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
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# create an instance of Minefield, pass necessary data
minefield = mf.Minefield(project_constants.MAP_RANDOM_10x10)
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running = True
while running:
# ================ #
# === GRAPHICS === #
# ================ #
# background grid (fills frame with white, blits grid)
project_constants.SCREEN.fill((255, 255, 255))
project_constants.SCREEN.blit(
project_constants.ASSET_BACKGROUND,
(
project_constants.V_SCREEN_PADDING,
project_constants.V_SCREEN_PADDING
)
)
# draw tiles and mines
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minefield.draw(project_constants.SCREEN)
pygame.display.update()
# ============== #
# === EVENTS === #
# ============== #
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
# else: event_interpreter.interpret( event )
# Assigning all input from keyboard as variables into an array
keys = pygame.key.get_pressed()
# Depending on what key we press, the agent will move in that direction
# DISCRETION : The only keys that are available are arrow keys
if keys[pygame.K_RIGHT]:
minefield.go_right()
elif keys[pygame.K_LEFT]:
minefield.go_left()
elif keys[pygame.K_UP]:
minefield.go_up()
elif keys[pygame.K_DOWN]:
minefield.go_down()
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if __name__ == "__main__":
main()