411668ed8d
Manages graphic display with pygame Move from `func.py`: set_`header()` & `maze_draw()` (renamed `draw()`) Deletes `Maze.maze_print()` (integrated in `GraphicUI.draw()`) Removes the background, using only tiles TODO: Add a floor tile behind player, guard and items
59 lines
1.6 KiB
Python
59 lines
1.6 KiB
Python
#!/usr/bin/env python3
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# -*- coding: utf-8 -*-
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"""
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Author: freezed <freezed@users.noreply.github.com> 2018-03-17
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Version: 0.1
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Licence: `GNU GPL v3` GNU GPL v3: http://www.gnu.org/licenses/
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Main file for [_ocp3_ project](https://github.com/freezed/ocp3)
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See [README](https://github.com/freezed/ocp3/blob/master/README.md) for
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details
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"""
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import pygame
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from pygame.locals import (
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K_UP, K_DOWN, K_RIGHT, K_LEFT, KEYDOWN, QUIT
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)
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from maze import Maze
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from player import Player
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from gui import GraphUI
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from conf import MAZE_FILE, MSG_END, MSG_QUIT
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GAME_KEYS = [K_UP, K_DOWN, K_RIGHT, K_LEFT]
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last_message = False # Do not execute last message loop
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# initialize maze with file
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game_maze = Maze(MAZE_FILE)
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# Running graphic user interface & initialize player
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if game_maze.status:
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macgyver = Player(game_maze)
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gui = GraphUI()
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# Game loop
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while game_maze.status:
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gui.set_header(macgyver.status_message)
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gui.draw(game_maze)
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for event in pygame.event.get():
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if event.type == QUIT:
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game_maze.status = False
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last_message = False
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if event.type == KEYDOWN:
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last_message = True # Execute last_message loop
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if event.key in GAME_KEYS:
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macgyver.move_to(event.key)
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else:
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macgyver.status_message['status'] = MSG_QUIT
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game_maze.status = False
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# Allows reading the last_message (won, lost or quit)
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while last_message:
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macgyver.status_message['title'] = MSG_END
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gui.set_header(macgyver.status_message)
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pygame.display.flip()
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for event in pygame.event.get():
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if event.type == KEYDOWN:
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last_message = False
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