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# libraries
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import pygame
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from pyglet . gl import * # for blocky textures
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# other files of this project
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import project_constants as const
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import minefield as mf
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def main ( ) :
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pygame . init ( )
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pygame . display . set_caption ( const . V_NAME_OF_WINDOW )
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# FPS clock
clock = pygame . time . Clock ( )
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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
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minefield = mf . Minefield ( const . MAP_RANDOM_10x10 )
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running = True
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while running :
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# FPS control
clock . tick ( const . V_FPS )
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# ================ #
# === GRAPHICS === #
# ================ #
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# background grid (fills frame with white, blits grid)
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const . SCREEN . fill ( ( 255 , 255 , 255 ) )
const . SCREEN . blit (
const . ASSET_BACKGROUND ,
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(
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const . V_SCREEN_PADDING ,
const . V_SCREEN_PADDING
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)
)
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# draw tiles and mines
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minefield . draw ( const . SCREEN )
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pygame . display . update ( )
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# ============== #
# === EVENTS === #
# ============== #
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for event in pygame . event . get ( ) :
if event . type == pygame . QUIT :
running = False
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# Assigning all input from keyboard as variables into an array
keys = pygame . key . get_pressed ( )
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# Depending on what key we press, the agent will move in that direction
# DISCRETION : The only keys that are available are arrow keys
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# DISCRETION : is_valid_move is a new brand funcation that now plays a critical role in movement of our Agent (It is NOT just the "check up" function anymore)
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if keys [ pygame . K_RIGHT ] :
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target_x , target_y = minefield . agent . go_right ( )
minefield . is_valid_move ( target_x , target_y )
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elif keys [ pygame . K_LEFT ] :
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target_x , target_y = minefield . agent . go_left ( )
minefield . is_valid_move ( target_x , target_y )
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elif keys [ pygame . K_UP ] :
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target_x , target_y = minefield . agent . go_up ( )
minefield . is_valid_move ( target_x , target_y )
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elif keys [ pygame . K_DOWN ] :
target_x , target_y = minefield . agent . go_down ( )
minefield . is_valid_move ( target_x , target_y )
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if __name__ == " __main__ " :
main ( )