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puzzle_game_editor.py
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puzzle_game_editor.py
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import pygame
import time, sys, csv, copy, os
from pygame.locals import QUIT, KEYDOWN
from editor_objects import *
from editor_constants import *
class PyGameView(object):
'''
PyGameView controls the display
'''
def __init__(self, model):
self.model = model
self.screen = pygame.display.set_mode(GAME_SCREEN_SIZE) # a pygame screen
self.surface = pygame.Surface(GAME_SCREEN_SIZE) # a pygame surface is the thing you draw on
self.obj_select = 0
self.lvl_val = model.wall
self.sprites = []
self.sprites.append(pygame.image.load('./images/Puzzle_Game/Game/WallS_0.png'))
self.sprites.append(pygame.image.load('./images/Puzzle_Game/Game/DoorS_0.png'))
self.sprites.append(pygame.image.load('./images/Puzzle_Game/Game/KeyS_0.png'))
self.sprites.append(pygame.image.load('./images/Puzzle_Game/Game/FireS_0.png'))
self.sprites.append(pygame.image.load('./images/Puzzle_Game/Game/ExtinguishS_0.png'))
self.sprites.append(pygame.image.load('./images/Puzzle_Game/Game/ArrowUS_0.png'))
self.sprites.append(pygame.image.load('./images/Puzzle_Game/Game/ArrowDS_0.png'))
self.sprites.append(pygame.image.load('./images/Puzzle_Game/Game/ArrowLS_0.png'))
self.sprites.append(pygame.image.load('./images/Puzzle_Game/Game/ArrowRS_0.png'))
self.sprites.append(pygame.image.load('./images/Puzzle_Game/Game/BatteryS_0.png'))
self.sprites.append(pygame.image.load('./images/Puzzle_Game/Game/CharS_0.png'))
def draw(self):
# commented out because we're only updating squares if they change
# # fill background
# self.surface.fill(pygame.Color('black'))
pygame.draw.rect(self.surface, 4210752, pygame.Rect(0, 0, 640, 64))
pygame.draw.rect(self.surface, 4210752, pygame.Rect(0, 544, 640, 64))
pygame.draw.rect(self.surface, 8421504, pygame.Rect(2, 2, 636, 60))
pygame.draw.rect(self.surface, 8421504, pygame.Rect(2, 546, 636, 60))
pygame.draw.rect(self.surface, 12632256, pygame.Rect(4, 4, 632, 56))
pygame.draw.rect(self.surface, 12632256, pygame.Rect(4, 548, 632, 56))
if controller.paused:
for i in range(11):
if self.obj_select == i:
pygame.draw.rect(self.surface, 16777215, pygame.Rect(8+(48*i), 8, 48, 48))
else:
pygame.draw.rect(self.surface, 8421504, pygame.Rect(8+(48*i), 8, 48, 48))
pygame.draw.rect(self.surface, 0, pygame.Rect(8+(48*i),8,48,48), 1)
self.surface.blit(self.sprites[i], ((16*(i+1))+(32*i), 16))
if model.character_start_pos == (-1, -1) or model.num_batteries == 0:
pygame.draw.rect(self.surface, 4210752, pygame.Rect(544, 16, 84, 32))
pygame.draw.rect(self.surface, 8421504, pygame.Rect(546, 18, 80, 28))
if model.character_start_pos == (-1, -1):
self.draw_text("NO BOT", 556, 25, 23)
elif model.num_batteries == 0:
self.draw_text("NO BATTS", 548, 25, 23)
else:
if not controller.verified:
pygame.draw.rect(self.surface, 32768, pygame.Rect(544, 16, 84, 32))
pygame.draw.rect(self.surface, 65280, pygame.Rect(546, 18, 80, 28))
self.draw_text("PLAY", 567, 25, 23)
else:
pygame.draw.rect(self.surface, 32768, pygame.Rect(544, 16, 84, 32))
self.draw_text("SOLVED", 557, 25, 23)
pygame.draw.rect(self.surface, pygame.Color(128, 0, 0, 255), pygame.Rect(8, 560, 84, 32))
pygame.draw.rect(self.surface, pygame.Color(255, 0, 0, 255), pygame.Rect(10, 562, 80, 28))
self.draw_text("CLEAR", 23, 569, 23)
if controller.verified:
pygame.draw.rect(self.surface, 32768, pygame.Rect(544, 560, 84, 32))
pygame.draw.rect(self.surface, 65280, pygame.Rect(546, 562, 80, 28))
self.draw_text("SAVE", 567, 569, 23)
else:
pygame.draw.rect(self.surface, 4210752, pygame.Rect(544, 560, 84, 32))
pygame.draw.rect(self.surface, 8421504, pygame.Rect(546, 562, 80, 28))
self.draw_text("SAVE", 567, 569, 23)
if controller.saved:
pygame.draw.rect(self.surface, 32768, pygame.Rect(544, 560, 84, 32))
self.draw_text("SAVED", 562, 569, 23)
self.draw_text("LMB: SELECT / PLACE OBJECT | RMB: DELETE OBJECT", 128, 552, 20)
self.draw_text("LEVEL MUST HAVE A BOT AND AT LEAST ONE BATTERY", 128, 569, 20)
self.draw_text("PLAY AND SOLVE LEVEL TO UNLOCK SAVE", 128, 586, 20)
else:
pygame.draw.rect(self.surface, pygame.Color(128, 0, 0, 255), pygame.Rect(8, 16, 624, 32))
pygame.draw.rect(self.surface, pygame.Color(255, 0, 0, 255), pygame.Rect(10, 18, 620, 28))
self.draw_text("CLICK HERE OR PRESS SPACE TO RETURN TO THE EDITOR", 100, 25, 23)
self.draw_game_map()
# update display
pygame.display.update()
def draw_game_map(self):
# variable setup
w, h = GAME_MAP_GRID # number of positions wide and high
ms = GAME_MAP_START
# draw each position in the grid
for x in range(w):
for y in range(h):
if self.model.change_in_game_map[x][y]:
self.model.game_map[x][y].draw_game_image(self, x, y)
def draw_text(self, text, x, y, size, color=(0, 0, 0)):
basicfont = pygame.font.SysFont(None, size)
text_render = basicfont.render(
text, False, color)
self.surface.blit(text_render, (x, y))
class Model(object):
'''
Model represents the state of all entities in
the environment and drawing parameters
'''
# this function initializes the model
def __init__(self, controller):
'''
initialize model, environment, and default keyboard controller states
Args:
width (int): width of window in pixels
height (int): height of window in pixels
'''
# game setup parameters
self.show = True # show current model
self.controller = controller
# maze game setup
self.make_singletons()
self.current_maze = 0
self.get_next_maze()
self.set_change_in_game_map(True)
# this function updates the model
def update(self):
self.set_change_in_game_map(False)
# get user input
player_action = self.get_action()
# update the game according to the player's input
self.game_logic(player_action)
# go to next level if player beats the current level
if self.batteries_collected == self.num_batteries or self.maze_reset:
if self.batteries_collected == self.num_batteries:
controller.paused = True
controller.verified = True
for x in range(len(controller.game_map)):
for y in range(len(controller.game_map[x])):
self.game_map[x][y] = controller.game_map[x][y]
self.character_current_pos = copy.deepcopy(controller.character_start_pos)
self.character_start_pos = copy.deepcopy(controller.character_start_pos)
self.num_batteries = copy.deepcopy(controller.num_batteries)
self.character_current_floor = self.floor
self.batteries_collected = 0
self.extinguishers_collected = 0
self.keys_collected = 0
self.set_change_in_game_map(True)
controller.is_there_input = True
self.maze_reset = False
def get_action(self):
return self.controller.player_input
# these functions controls game logic
def game_logic(self, player_input):
character_new_pos = self.character_current_pos
if player_input != 'nothing':
if player_input == 'up' and self.character_current_pos[1] > 0:
character_new_pos = (self.character_current_pos[0], self.character_current_pos[1] - 1)
if player_input == 'down' and self.character_current_pos[1] < 14:
character_new_pos = (self.character_current_pos[0], self.character_current_pos[1] + 1)
if player_input == 'left' and self.character_current_pos[0] > 0:
character_new_pos = (self.character_current_pos[0] - 1, self.character_current_pos[1])
if player_input == 'right' and self.character_current_pos[0] < 19:
character_new_pos = (self.character_current_pos[0] + 1, self.character_current_pos[1])
new_tile = self.game_map[character_new_pos[0]][character_new_pos[1]]
if isinstance(new_tile, Floor):
self.move_character(new_tile, character_new_pos, self.character)
elif isinstance(new_tile, Wall):
pass
elif isinstance(new_tile, Battery):
self.move_character(new_tile, character_new_pos, self.character)
self.collect_battery(character_new_pos)
elif isinstance(new_tile, RightArrow):
if player_input != 'left':
self.move_character(new_tile, character_new_pos, self.character_on_right_arrow)
elif isinstance(new_tile, LeftArrow):
if player_input != 'right':
self.move_character(new_tile, character_new_pos, self.character_on_left_arrow)
elif isinstance(new_tile, UpArrow):
if player_input != 'down':
self.move_character(new_tile, character_new_pos, self.character_on_up_arrow)
elif isinstance(new_tile, DownArrow):
if player_input != 'up':
self.move_character(new_tile, character_new_pos, self.character_on_down_arrow)
elif isinstance(new_tile, Fire):
if self.extinguishers_collected == 0:
self.reset_maze()
else:
self.move_character(new_tile, character_new_pos, self.character)
self.character_current_floor = self.floor
self.extinguishers_collected -= 1
elif isinstance(new_tile, Extinguisher):
self.move_character(new_tile, character_new_pos, self.character)
self.collect_extinguisher(character_new_pos)
elif isinstance(new_tile, Door):
if self.keys_collected == 0:
pass
else:
self.move_character(new_tile, character_new_pos, self.character_on_open_door)
self.keys_collected -= 1
elif isinstance(new_tile, OpenDoor):
self.move_character(new_tile, character_new_pos, self.character_on_open_door)
elif isinstance(new_tile, Key):
self.move_character(new_tile, character_new_pos, self.character)
self.collect_key(character_new_pos)
def move_character(self, new_tile, character_new_pos, character_and_floor):
character_old_floor = self.character_current_floor
character_old_pos = self.character_current_pos
if character_and_floor != self.character_on_open_door:
self.character_current_floor = new_tile
else:
self.character_current_floor = self.open_door
self.character_current_pos = character_new_pos
self.game_map[self.character_current_pos[0]][self.character_current_pos[1]] = character_and_floor
self.change_in_game_map[self.character_current_pos[0]][self.character_current_pos[1]] = True
self.game_map\
[character_old_pos[0]][character_old_pos[1]] = character_old_floor
self.change_in_game_map[character_old_pos[0]][character_old_pos[1]] = True
def collect_battery(self, character_new_pos):
self.batteries_collected += 1
self.character_current_floor = self.floor
def collect_extinguisher(self, character_new_pos):
self.extinguishers_collected += 1
self.character_current_floor = self.floor
def collect_key(self, character_new_pos):
self.keys_collected += 1
self.character_current_floor = self.floor
def reset_maze(self):
self.maze_reset = True
# self.update()
# these functions initialize the maze levels
def load_maze(self):
game_map = self.floor_init()
with open('custom_levels/' + str(sys.argv[1]) + '.csv', 'r') as File:
read = csv.reader(File, delimiter=',')
for r, row in enumerate(read):
row[0] = int(row[0])
row[1] = int(row[1])
row[2] = int(row[2])
if r == 0:
self.character_start_pos = (row[0], row[1])
self.character_current_pos = (row[0], row[1])
self.character_current_floor = self.floor
self.num_batteries = row[2]
else:
if row[2] == 1:
game_map[row[0]][row[1]] = self.character
if row[2] == 2:
game_map[row[0]][row[1]] = self.wall
if row[2] == 3:
game_map[row[0]][row[1]] = self.battery
if row[2] == 4:
game_map[row[0]][row[1]] = self.door
if row[2] == 5:
game_map[row[0]][row[1]] = self.key
if row[2] == 6:
game_map[row[0]][row[1]] = self.extinguisher
if row[2] == 7:
game_map[row[0]][row[1]] = self.fire
if row[2] == 8:
game_map[row[0]][row[1]] = self.right_arrow
if row[2] == 9:
game_map[row[0]][row[1]] = self.left_arrow
if row[2] == 10:
game_map[row[0]][row[1]] = self.down_arrow
if row[2] == 11:
game_map[row[0]][row[1]] = self.up_arrow
pygame.display.set_caption('Puzzle Game Level Editor - Editing Level custom_levels/'+str(sys.argv[1]))
self.game_map = game_map
def get_next_maze(self):
self.set_change_in_game_map(True)
self.current_maze += 1
try:
self.load_maze()
except FileNotFoundError:
print('ERROR: custom_levels/'+str(sys.argv[1])+'.csv does not exist!')
print('Remove or change command line argument "'+str(sys.argv[1])+'" and run again.')
sys.exit()
except IndexError:
self.game_map = self.floor_init()
self.num_batteries = 0
self.character_start_pos = (-1, -1)
self.character_current_pos = (-1, -1)
self.character_current_floor = self.floor
self.get_name = str(len(os.listdir(os.getcwd()+'/custom_levels'))+1)
pygame.display.set_caption('Puzzle Game Level Editor - Creating new level: custom_levels/' + self.get_name)
self.batteries_collected = 0
self.extinguishers_collected = 0
self.keys_collected = 0
self.maze_reset = False
# these are helper functions for making maze levels
def floor_init(self):
# initialize everything to a floor tile
game_map = []
for x in range(GAME_MAP_GRID[0]):
game_map.append([])
for y in range(GAME_MAP_GRID[1]):
game_map[x].append(self.floor)
return game_map
def make_singletons(self):
self.character = Character()
self.floor = Floor()
self.wall = Wall()
self.fire = Fire()
self.extinguisher = Extinguisher()
self.battery = Battery()
self.key = Key()
self.door = Door()
self.open_door = OpenDoor()
self.right_arrow = RightArrow()
self.left_arrow = LeftArrow()
self.down_arrow = DownArrow()
self.up_arrow = UpArrow()
self.character_on_right_arrow = CharacterOnRightArrow()
self.character_on_left_arrow = CharacterOnLeftArrow()
self.character_on_down_arrow = CharacterOnDownArrow()
self.character_on_up_arrow = CharacterOnUpArrow()
self.character_on_open_door = CharacterOnOpenDoor()
# this function is used to render the game faster
# by only rendering the parts of the game that
# changed from the previous time step
def set_change_in_game_map(self, state):
self.change_in_game_map = []
for x in range(GAME_MAP_GRID[0]):
self.change_in_game_map.append([])
for y in range(GAME_MAP_GRID[1]):
self.change_in_game_map[x].append(state)
class PyGameKeyboardController(object):
'''
Keyboard controller that responds to keyboard input
'''
def __init__(self):
self.paused = True
self.player_input = 'nothing'
self.mb_left = False
self.mb_right = False
self.first = True
self.num_batteries = 0
self.character_start_pos = (-1, -1)
self.is_there_input = False
self.verified = False
self.saved = False
self.save_map = []
self.save_val = 2
def handle_input(self):
self.is_there_input = False
if self.first:
self.game_map = self.floor_init()
self.character_start_pos = model.character_start_pos
self.num_batteries = model.num_batteries
for x in range(len(self.game_map)):
self.save_map.append([])
for y in range(len(self.game_map[x])):
self.game_map[x][y] = model.game_map[x][y]
self.save_map[x].append(0)
if self.game_map[x][y] == model.wall:
self.save_map[x][y] = 2
if self.game_map[x][y] == model.door:
self.save_map[x][y] = 4
if self.game_map[x][y] == model.key:
self.save_map[x][y] = 5
if self.game_map[x][y] == model.fire:
self.save_map[x][y] = 7
if self.game_map[x][y] == model.extinguisher:
self.save_map[x][y] = 6
if self.game_map[x][y] == model.up_arrow:
self.save_map[x][y] = 11
if self.game_map[x][y] == model.down_arrow:
self.save_map[x][y] = 10
if self.game_map[x][y] == model.left_arrow:
self.save_map[x][y] = 9
if self.game_map[x][y] == model.right_arrow:
self.save_map[x][y] = 8
if self.game_map[x][y] == model.battery:
self.save_map[x][y] = 3
if self.game_map[x][y] == model.character:
self.save_map[x][y] = 1
self.first = False
for event in pygame.event.get():
if event.type == QUIT:
return False, self.is_there_input
else:
if event.type != KEYDOWN:
if event.type == pygame.MOUSEBUTTONDOWN:
if self.paused:
if event.button == 1:
self.mb_left = True
elif event.button == 3:
self.mb_right = True
if event.type == pygame.MOUSEBUTTONUP:
if event.button == 1:
self.mb_left = False
elif event.button == 3:
self.mb_right = False
elif event.key == pygame.K_SPACE:
if self.character_start_pos != (-1, -1) and self.num_batteries > 0:
if not self.paused:
for x in range(len(self.game_map)):
for y in range(len(self.game_map[x])):
model.game_map[x][y] = self.game_map[x][y]
model.character_current_pos = copy.deepcopy(self.character_start_pos)
model.character_start_pos = copy.deepcopy(self.character_start_pos)
model.num_batteries = copy.deepcopy(self.num_batteries)
model.character_current_floor = model.floor
model.batteries_collected = 0
model.extinguishers_collected = 0
model.keys_collected = 0
model.set_change_in_game_map(True)
self.paused = not self.paused
self.is_there_input = True
mouse_pos = pygame.mouse.get_pos()
if self.mb_left:
if 8 <= mouse_pos[0] <= 528 and 8 <= mouse_pos[1] <= 56:
view.obj_select = (mouse_pos[0] - 8) // 48
if view.obj_select == 0:
view.lvl_val = model.wall
self.save_val = 2
if view.obj_select == 1:
view.lvl_val = model.door
self.save_val = 4
if view.obj_select == 2:
view.lvl_val = model.key
self.save_val = 5
if view.obj_select == 3:
view.lvl_val = model.fire
self.save_val = 7
if view.obj_select == 4:
view.lvl_val = model.extinguisher
self.save_val = 6
if view.obj_select == 5:
view.lvl_val = model.up_arrow
self.save_val = 11
if view.obj_select == 6:
view.lvl_val = model.down_arrow
self.save_val = 10
if view.obj_select == 7:
view.lvl_val = model.left_arrow
self.save_val = 9
if view.obj_select == 8:
view.lvl_val = model.right_arrow
self.save_val = 8
if view.obj_select == 9:
view.lvl_val = model.battery
self.save_val = 3
if view.obj_select == 10:
view.lvl_val = model.character
self.save_val = 1
if 64 < mouse_pos[1] < 544:
self.saved = False
self.verified = False
if view.obj_select == 9 and model.game_map[mouse_pos[0] // 32][(mouse_pos[1] - 64) // 32] != model.battery:
self.num_batteries += 1
model.num_batteries += 1
if view.obj_select == 10:
if model.character_start_pos != (-1, -1) and (model.character_current_pos[0] != mouse_pos[0] // 32 or model.character_current_pos[1] != (mouse_pos[1] - 64) // 32):
self.game_map[model.character_current_pos[0]][model.character_current_pos[1]] = model.floor
self.save_map[model.character_current_pos[0]][model.character_current_pos[1]] = 0
model.game_map[model.character_current_pos[0]][model.character_current_pos[1]] = model.floor
model.change_in_game_map[model.character_current_pos[0]][model.character_current_pos[1]] = True
self.character_start_pos = (mouse_pos[0] // 32, (mouse_pos[1] - 64) // 32)
model.character_start_pos = (mouse_pos[0] // 32, (mouse_pos[1] - 64) // 32)
model.character_current_pos = (mouse_pos[0] // 32, (mouse_pos[1] - 64) // 32)
self.game_map[mouse_pos[0] // 32][(mouse_pos[1] - 64) // 32] = view.lvl_val
self.save_map[mouse_pos[0] // 32][(mouse_pos[1] - 64) // 32] = self.save_val
model.game_map[mouse_pos[0] // 32][(mouse_pos[1] - 64) // 32] = view.lvl_val
if view.obj_select != 10:
self.game_map[mouse_pos[0] // 32][(mouse_pos[1] - 64) // 32] = view.lvl_val
self.save_map[mouse_pos[0] // 32][(mouse_pos[1] - 64) // 32] = self.save_val
model.game_map[mouse_pos[0] // 32][(mouse_pos[1] - 64) // 32] = view.lvl_val
if self.character_start_pos == (mouse_pos[0] // 32, (mouse_pos[1] - 64) // 32):
self.character_start_pos = (-1, -1)
model.character_start_pos = (-1, -1)
model.character_current_pos = (-1, -1)
model.change_in_game_map[mouse_pos[0] // 32][(mouse_pos[1] - 64) // 32] = True
if 544 < mouse_pos[0] < 628 and 16 < mouse_pos[1] < 48:
if model.character_start_pos != (-1, -1) and model.num_batteries > 0:
self.paused = False
self.is_there_input = True
if 560 < mouse_pos[1] < 592:
if 8 < mouse_pos[0] < 92:
self.game_map = self.floor_init()
model.game_map = model.floor_init()
for x in range(len(self.game_map)):
for y in range(len(self.game_map[x])):
self.save_map[x][y] = 0
self.is_there_input = True
model.set_change_in_game_map(True)
self.saved = False
self.verified = False
self.num_batteries = 0
model.num_batteries = 0
self.character_start_pos = (-1, -1)
model.character_start_pos = (-1, -1)
if self.verified and 544 < mouse_pos[0] < 628 and not self.saved:
self.saved = True
if len(sys.argv) > 1:
with open('custom_levels/' + sys.argv[1] + '.csv', 'w', newline='') as level_file:
level_writer = csv.writer(level_file, delimiter=',')
level_writer.writerow(
[self.character_start_pos[0], self.character_start_pos[1], self.num_batteries])
for x in range(len(self.save_map)):
for y in range(len(self.save_map[x])):
if self.save_map[x][y] != 0:
level_writer.writerow([x, y, self.save_map[x][y]])
else:
with open('custom_levels/' + model.get_name + '.csv', 'w', newline='') as level_file:
level_writer = csv.writer(level_file, delimiter=',')
level_writer.writerow(
[self.character_start_pos[0], self.character_start_pos[1], self.num_batteries])
for x in range(len(self.save_map)):
for y in range(len(self.save_map[x])):
if self.save_map[x][y] != 0:
level_writer.writerow([x, y, self.save_map[x][y]])
if self.mb_right:
if 64 < mouse_pos[1] < 544:
self.saved = False
self.verified = False
if model.game_map[mouse_pos[0] // 32][(mouse_pos[1] - 64) // 32] is model.battery:
self.num_batteries -= 1
model.num_batteries -= 1
if model.game_map[mouse_pos[0] // 32][(mouse_pos[1] - 64) // 32] is model.character:
self.character_start_pos = (-1, -1)
model.character_start_pos = (-1, -1)
self.game_map[mouse_pos[0] // 32][(mouse_pos[1] - 64) // 32] = model.floor
self.save_map[mouse_pos[0] // 32][(mouse_pos[1] - 64) // 32] = 0
model.game_map[mouse_pos[0] // 32][(mouse_pos[1] - 64) // 32] = model.floor
model.change_in_game_map[mouse_pos[0] // 32][(mouse_pos[1] - 64) // 32] = True
keys = pygame.key.get_pressed() # checking pressed keys
original_player_input = self.player_input
number_of_keys_pressed = 0
if keys[pygame.K_UP]:
self.is_there_input = True
self.player_input = 'up'
number_of_keys_pressed += 1
# print('up')
if keys[pygame.K_DOWN]:
self.is_there_input = True
self.player_input = 'down'
number_of_keys_pressed += 1
# print('down')
if keys[pygame.K_LEFT]:
self.is_there_input = True
self.player_input = 'left'
number_of_keys_pressed += 1
# print('left')
if keys[pygame.K_RIGHT]:
self.is_there_input = True
self.player_input = 'right'
number_of_keys_pressed += 1
# print('right')
if number_of_keys_pressed > 1:
# print('>1')
self.player_input = original_player_input
elif number_of_keys_pressed == 0:
self.player_input = 'nothing'
return True, self.is_there_input
def floor_init(self):
# initialize everything to a floor tile
game_map = []
for x in range(GAME_MAP_GRID[0]):
game_map.append([])
for y in range(GAME_MAP_GRID[1]):
game_map[x].append(model.floor)
return game_map
if __name__ == '__main__':
# pygame setup
pygame.init()
pygame.display.set_caption('Puzzle Game Level Editor')
controller = PyGameKeyboardController()
model = Model(controller)
view = PyGameView(model)
# loop variable setup
running = True
first_update = True
# display the view initially
view.draw()
view.screen.blit(view.surface, (0,0))
pygame.display.update()
while running:
# listen for user input
if controller.paused:
model.set_change_in_game_map(False)
running, there_is_input = controller.handle_input()
if controller.paused:
view.draw()
view.screen.blit(view.surface, (0,0))
pygame.display.update()
else:
if there_is_input or first_update:
there_is_input, first_update = False, False
# update the model
model.update()
# display the view
view.draw()
view.screen.blit(view.surface, (0,0))
pygame.display.update()
# reset user input
controller.player_input = 'nothing'
# update again if player won or died
if model.batteries_collected == model.num_batteries or model.maze_reset:
model.update()
# display the view
view.draw()
view.screen.blit(view.surface, (0,0))
pygame.display.update()
time.sleep(0.10) # control frame rate (in seconds)
pygame.quit()
sys.exit()