Forbade stepping on the mines, deleted event_interpreter.py
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@ -1,30 +0,0 @@
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import pygame
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import minefield as mf
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import project_constants as pc
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import main as mai
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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_RIGHT:
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# mf.sapper_position[0] += 10
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#
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33
minefield.py
33
minefield.py
@ -22,9 +22,6 @@ mine_asset_options = {
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}
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}
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def calculate_screen_position(x, y):
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def calculate_screen_position(x, y):
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coords = (
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coords = (
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consts.V_SCREEN_PADDING + consts.V_TILE_SIZE * x,
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consts.V_SCREEN_PADDING + consts.V_TILE_SIZE * x,
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@ -87,16 +84,30 @@ class Minefield:
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sapper_screen_coords = calculate_screen_position(self.sapper_position[0], self.sapper_position[1])
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sapper_screen_coords = calculate_screen_position(self.sapper_position[0], self.sapper_position[1])
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window.blit(consts.ASSET_SAPPER, sapper_screen_coords)
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window.blit(consts.ASSET_SAPPER, sapper_screen_coords)
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# Make sure that sapper won't step on the mine.
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def check_legal_move(self, target):
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if self.matrix[target[1]][target[0]].mine is None:
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return target
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else:
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return self.sapper_position
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# Here are defined functions that move our agent. They are being called in main when certain key is pressed
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# Here are defined functions that move our agent. They are being called in main when certain key is pressed
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def go_right(self):
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def go_right(self):
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if self.sapper_position[0] != 9:
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if self.sapper_position[0] < consts.V_GRID_HOR_TILES - 1:
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self.sapper_position = (int(self.sapper_position[0])+1, int(self.sapper_position[1]))
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self.sapper_position = self.check_legal_move(
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(int(self.sapper_position[0]) + 1, int(self.sapper_position[1])))
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def go_left(self):
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def go_left(self):
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if self.sapper_position[0] != 0:
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if self.sapper_position[0] > 0:
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self.sapper_position = (int(self.sapper_position[0])-1, int(self.sapper_position[1]))
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self.sapper_position = self.check_legal_move(
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(int(self.sapper_position[0]) - 1, int(self.sapper_position[1])))
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def go_up(self):
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def go_up(self):
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if self.sapper_position[1] != 0:
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if self.sapper_position[1] > 0:
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self.sapper_position = (int(self.sapper_position[0]), int(self.sapper_position[1])-1)
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self.sapper_position = self.check_legal_move(
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(int(self.sapper_position[0]), int(self.sapper_position[1]) - 1))
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def go_down(self):
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def go_down(self):
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if self.sapper_position[1] != 9:
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if self.sapper_position[1] < consts.V_GRID_VER_TILES - 1:
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self.sapper_position = (int(self.sapper_position[0]), int(self.sapper_position[1])+1)
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self.sapper_position = self.check_legal_move(
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(int(self.sapper_position[0]), int(self.sapper_position[1]) + 1))
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