initial project structure, dummy background
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event_interpreter.py
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25
event_interpreter.py
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import pygame
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def interpret( event ):
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# remove this after adding code
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pass
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# key press interpretation here
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# add calls to sapper object's movement functions
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# TODO : key press interpretation goes here
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#
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# TINY SAMPLE FROM MY PYGAME TEST
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# (had trouble with figuring this out)
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#
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# # this part is true, when you press a key down
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# # there's also a KEYUP for letting go
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# if event.type == pygame.KEYDOWN:
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#
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# # this part is true, when a key u pressed down is the left arrow
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# if event.key == pygame.K_LEFT:
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# # here should be a call to sapper's movement function
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#
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52
main.py
52
main.py
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# libraries
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import pygame
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import pygame
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# other files of this project
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import project_constants
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import event_interpreter
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if __name__ == "__main__":
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if __name__ == "__main__":
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pygame.init()
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pygame.init()
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pygame.display.set_caption(project_constants.V_NAME_OF_WINDOW)
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# loading minefields
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# TODO : call to a minefield loading function goes here
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running = True
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running = True
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while running:
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# ================ #
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# === GRAPHICS === #
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# ================ #
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# background grid (fills frame with white, blits grid)
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project_constants.SCREEN.fill((255, 255, 255))
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project_constants.SCREEN.blit\
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(
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project_constants.ASSET_BACKGROUND,
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(
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project_constants.V_SCREEN_PADDING,
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project_constants.V_SCREEN_PADDING
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)
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)
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# tiles
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# TODO : call to tile blitting function goes here
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# mines
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# TODO : call to a mine blitting function goes here
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pygame.display.update()
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# ============== #
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# === EVENTS === #
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# ============== #
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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running = False
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else: event_interpreter.interpret( event )
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23
project_constants.py
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23
project_constants.py
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import pygame
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# VARIABLE STARTS WITH ... IF IT'S
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# V a value like a string or an int
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# ASSET a png file (or other graphic format)
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V_NAME_OF_WINDOW = "MineFusion TM"
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V_TILE_SIZE = 60
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V_GRID_VER_TILES = V_GRID_HOR_TILES = 10 # vertical, horizontal
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V_SCREEN_PADDING = 10
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SCREEN = pygame.display.set_mode\
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(
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(
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V_TILE_SIZE * V_GRID_HOR_TILES + 2 * V_SCREEN_PADDING, # screen width
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V_TILE_SIZE * V_GRID_HOR_TILES + 2 * V_SCREEN_PADDING # screen height
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)
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)
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ASSET_BACKGROUND = pygame.image.load('resources/assets/background.png')
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BIN
resources/assets/background.png
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BIN
resources/assets/background.png
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After Width: | Height: | Size: 88 KiB |
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