132 lines
4.0 KiB
Python
132 lines
4.0 KiB
Python
# libraries
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import time
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from pyglet.gl import * # for blocky textures
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import random
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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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import searching_algorithms.bfs as bfs
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from display_assets import blit_graphics
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from ui.input_box import *
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from ui.button import *
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from ui.text_box import *
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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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# for blocky textures
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glEnable(GL_TEXTURE_2D)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
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# FPS clock
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clock = pygame.time.Clock()
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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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# setting flags for program
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running = True
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in_menu = True
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# counting coordinates for ui components
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ib_width, ib_height = 100, 65
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bt_width, bt_height = 210, 55
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ib_y = 200
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ib1_x = const.SCREEN.get_width() / 2 - ib_width - 5
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ib2_x = const.SCREEN.get_width() / 2 + 5
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bt_x = const.SCREEN.get_width() / 2 - bt_width / 2
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bt1_y = ib_y + ib_height + 10
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bt2_y = bt1_y + bt_height + 10
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# creating ui components used in menu
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input1 = InputBox(
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position=(ib1_x, ib_y),
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dimensions=(ib_width, ib_height),
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text="row",
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input_centered=True,
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clear_input_on_click=True
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)
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input2 = InputBox(
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position=(ib2_x, ib_y),
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dimensions=(ib_width, ib_height),
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text="column",
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input_centered=True,
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clear_input_on_click=True
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)
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random_button = Button(position=(bt_x, bt1_y), dimensions=(bt_width, bt_height), text="random")
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ok_button = Button(position=(bt_x, bt2_y), dimensions=(bt_width, bt_height), text="ok")
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# initializing goal position
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to_x, to_y = 0, 0
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while running:
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while running and in_menu:
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const.SCREEN.fill((255, 255, 255))
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events = pygame.event.get()
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for event in events:
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if event.type == pygame.QUIT:
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running = False
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input1.run(const.SCREEN, pygame.mouse.get_pos(), events)
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input2.run(const.SCREEN, pygame.mouse.get_pos(), events)
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ok_button.draw(const.SCREEN, pygame.mouse.get_pos())
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random_button.draw(const.SCREEN, pygame.mouse.get_pos())
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if ok_button.is_clicked(pygame.mouse.get_pos(), events):
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in_menu = False
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if random_button.is_clicked(pygame.mouse.get_pos(), events):
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input1.set_texts(user_input=str(random.randint(0, 9)))
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input2.set_texts(user_input=str(random.randint(0, 9)))
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pygame.display.flip()
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clock.tick(const.V_FPS)
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if running:
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to_x = int(input1.get_input())
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to_y = int(input2.get_input())
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action_sequence = bfs.graphsearch(
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initial_state=bfs.State(
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row=minefield.agent.position[0],
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column=minefield.agent.position[1],
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direction=minefield.agent.direction),
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minefield=minefield, tox=to_x, toy=to_y)
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while running and not in_menu:
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# FPS control
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clock.tick(const.V_FPS)
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# graphics (from display_assets)
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blit_graphics(minefield)
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# make the next move from sequence of actions
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if any(action_sequence):
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action = action_sequence.pop(0)
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if action == const.Action.ROTATE_LEFT:
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minefield.agent.rotate_left()
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elif action == const.Action.ROTATE_RIGHT:
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minefield.agent.rotate_right()
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elif action == const.Action.GO:
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minefield.agent.go()
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time.sleep(const.ACTION_INTERVAL)
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else:
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in_menu = True
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time.sleep(const.ACTION_INTERVAL)
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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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if __name__ == "__main__":
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main()
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