# libraries import pygame from pyglet.gl import * # for blocky textures # other files of this project import project_constants import minefield as mf def main(): pygame.init() pygame.display.set_caption(project_constants.V_NAME_OF_WINDOW) # for blocky textures glEnable(GL_TEXTURE_2D) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST) # create an instance of Minefield, pass necessary data minefield = mf.Minefield(project_constants.MAP_RANDOM_10x10) 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 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() if __name__ == "__main__": main()