Ejemplo n.º 1
0
def start_the_game():
    clock = pygame.time.Clock()
    score = Score(display)
    rocketa = hero.Hero()
    # enemy = rocket.Rocket(rocketa, display, 1000, 700)
    # enemy2 = rocket.Rocket(rocketa, display, 100, 100)
    coin = bonus.Bonus(display, rocketa, 10)
    coin_list = []
    enemy_list = []
    coin_counter = 0
    time_start = pygame.time.get_ticks()
    run = True
    while run:

        if pygame.time.get_ticks() % 1500 == 0:
            enemy_list.append(
                rocket.Rocket(rocketa, display,
                              random.randint(-200, const.width_display + 50),
                              random.randint(-200, const.height_display + 50)))
        clock.tick(const.FPS)

        rocketa.change_xy()

        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                sys.exit()
        keys = pygame.key.get_pressed()

        display.blit(const.bg, (0, 0))

        if keys[pygame.K_LEFT]:
            rocketa.go_left()
            rocketa.rotate_left()
        elif keys[pygame.K_RIGHT]:
            rocketa.go_right()
            rocketa.rotate_right()
        else:
            rocketa.rect()

        if keys[pygame.K_ESCAPE]:
            menu.Pause()

        if coin.check():
            coin_counter += 1

        # enemy.is_collision()
        # enemy2.is_collision()
        for i in enemy_list:
            i.enemy_change_xy()
            i.is_collision()

        coin.update()

        score.score_update(coin_counter)

        # enemy.enemy_change_xy()
        # enemy2.enemy_change_xy()

        pygame.display.flip()
Ejemplo n.º 2
0
    def loop(self):
        #record the high scores
        #print('level loop')
        # curframe = inspect.currentframe()
        # calframe = inspect.getouterframes(curframe, 2)
        # print('caller name:', calframe[1][3])

        # stack = inspect.stack()
        # the_class = stack[1][0].f_locals["self"].__class__.__name__
        # the_method = stack[1][0].f_code.co_name
        #
        # print("I was called by {}.{}()".format(the_class, the_method))
        self.game.high = max(self.game.high, self.game.score)

        if self.status != '_first':
            # start up some new sprites ...
            r = self.get_border(INIT_BORDER)
            self.run_codes(
                pygame.Rect(r.x, r.y, r.w,
                            TH))  #top #MYNOTE this is where init normal enemy?
            self.run_codes(pygame.Rect(r.right - TW, r.y, TW, r.h))  #right
            self.run_codes(pygame.Rect(r.x, r.bottom - TH, r.w, TH))  #bottom
            self.run_codes(pygame.Rect(r.x, r.y, TW, r.h))  #left

            # grab the current existing sprites
            # doing this avoids a few odd situations
            sprites = self.sprites[:]  #MYNOTE first time self.sprites = []?? may be tile_to_sprite when print sprites it is living things
            #print(sprites)

            # mark off the previous rect
            for s in sprites:
                s.prev = pygame.Rect(s.rect)

            # let the sprites do their thing
            for s in sprites:
                if s.loop == None: continue
                s.loop(self, s)

            # re-calculate the groupings
            groups = {}
            for s in sprites:
                for g in s.groups:
                    if g not in groups: groups[g] = []
                    groups[g].append(s)

            # hit them sprites! w-tsh!
            for s1 in sprites:
                for g in s1.hit_groups:
                    if g not in groups: continue
                    for s2 in groups[g]:
                        if not s1.rect.colliderect(s2.rect): continue
                        s1.hit(self, s1, s2)

            # hit walls and junk like that
            for s in sprites:
                if not len(s.groups): continue
                r = s.rect
                hits = []
                for y in xrange(r.top - r.top % TH, r.bottom, TH):
                    for x in xrange(r.left - r.left % TW, r.right, TW):
                        t = self.layer[y / TH][x / TW]
                        if t == None: continue
                        if not t.hit_groups.intersection(s.groups): continue
                        dist = abs(t.rect.centerx -
                                   s.rect.centerx) + abs(t.rect.centery -
                                                         s.rect.centery)
                        hits.append([dist, t])

                hits.sort()
                for dist, t in hits:
                    if not t.rect.colliderect(s.rect): continue
                    t.hit(self, t, s)

            # remove inactive sprites
            border = self.get_border(DEINIT_BORDER)
            for s in sprites:
                if s.auto_gc and not border.colliderect(s.rect):
                    s.active = False
                if not s.active:
                    self.sprites.remove(
                        s)  # this removes 'em from the real list!
                    if hasattr(s, 'deinit'):
                        s.deinit(self, s)
                    if hasattr(s, '_code'):
                        if s._code not in self.codes:
                            print 'error in code GC', s._code
                            continue
                        del self.codes[s._code]

            #pan the screen
            if self.player != None:
                self.player.pan(self, self.player)

        # printing tiles position
        self.tilesData = []
        for l in self.layer:
            for t in l:
                if t is not None:
                    #if not hasattr(t,'standable'): break
                    #if t.standable != 1: break

                    tileData = [t.rect.centerx, t.rect.centery, t.hit_groups]
                    self.tilesData.append(tileData)

        # screenView = self.view

        # printing sprites rect position MYCODE
        self.bossSprite = None
        self.playerSprite = None
        self.playerPos = [0, 0]
        self.spritesData = []
        for s in self.sprites:
            spriteData = [s.rect.centerx, s.rect.centery]
            if hasattr(s, 'type'):
                spriteData.append(s.type)
                if s.type == 'player': self.playerSprite = s
                if s.type == 'boss': self.bossSprite = s
            self.spritesData.append(spriteData)

        # agentConnect.getScreen(tilesData, spritesData,screenView.left,screenView.top)

        if self.playerSprite != None:
            self.playerPos = [
                self.playerSprite.rect.centerx, self.playerSprite.rect.centery
            ]
        if self.bossSprite != None:
            self.bossStrength = self.bossSprite.strength
        else:
            self.bossStrength = 6
        self.currentFitness = agentConnect.fitnessF(self.playerPos, self.title,
                                                    self.bossStrength)
        if self.currentFitness > self.bestFitness:
            self.bestFitness = self.currentFitness
            self.notImproved = 0
        else:
            if self.title == "Boss" or self.title == "boss_1.tga":
                self.notImproved += 0.5
            else:
                self.notImproved += 1

        if self.currentFitness % 1 == 0:
            agentConnect.doAction('up')

        #print self.status

        #MYCODE random control
        # if self.frame % 180 < 120:
        #     agentConnect.doAction('right')
        # else:
        #     agentConnect.doAction('left')
        # agentConnect.doAction('jump')
        # agentConnect.doAction('bubble')

        # more frames
        self.frame += 1
        if (self.frame % FPS) == 0:
            pass
            #print self.player.rect.bottom
            #print ''
            #print 'frame:',self.frame
            #print 'sprites:',len(self.sprites)
            #print 'codes:',len(self.codes)

        #handle various game status'

        if self.status == '_first':
            if self.player.exploded:
                self.player.loop(self, self.player)
            else:
                self.status = 'first'
        # elif self.status == 'first':
        #     self.status = None
        #     return menu.Pause(self.game,'get ready',self)
        elif self.status == 'exit':
            self.game.lcur = (self.game.lcur + 1) % len(levels.LEVELS)
            if self.game.lcur == 0:
                # you really won!!!
                # self.game.music_play('finish')
                # next = menu.Transition(self.game,self.parent)
                # return menu.Pause(self.game,'CONGRATULATIONS!',next)
                next = menu.Transition(self.game, self.parent)
                return menu.Pause(self.game, 'GAME END', next)

            else:
                # self.game.music_play('lvlwin',1)
                # l2 = Level(self.game,self.fname,self.parent)
                # next = menu.Transition(self.game,l2)
                # return menu.Pause(self.game,'good job!',next)
                next = menu.Transition(self.game, self.parent)
                return menu.Pause(self.game, 'GAME END', next)

        elif self.status == 'dead':
            if self.agentCon is not None:
                self.agentCon.setGameEnd()
            # if self.game.lives:
            #     self.game.lives -= 1
            #     return menu.Transition(self.game,Level(self.game,self.fname,self.parent))
            # else:
            #     next = menu.Transition(self.game,self.parent)
            #     return menu.Pause(self.game,'game over',next)
            next = menu.Transition(self.game, self.parent)
            return menu.Pause(self.game, 'GAME END', next)
        elif self.status == 'transition':
            self.status = None
            return menu.Transition(self.game, self)
Ejemplo n.º 3
0
 def is_collision(self):
     if (self.rocketa_rect.left > self.kosmolet.rocketa_rect.left) and (
             self.rocketa_rect.right < self.kosmolet.rocketa_rect.right
     ) and (self.rocketa_rect.top > self.kosmolet.rocketa_rect.top) and (
             self.rocketa_rect.bottom < self.kosmolet.rocketa_rect.bottom):
         menu.Pause()
Ejemplo n.º 4
0
    def loop(self):
        #record the high scores
        self.game.high = max(self.game.high, self.game.score)

        if self.status != '_first':
            # start up some new sprites ...
            r = self.get_border(INIT_BORDER)
            self.run_codes(pygame.Rect(r.x, r.y, r.w, TH))  #top
            self.run_codes(pygame.Rect(r.right - TW, r.y, TW, r.h))  #right
            self.run_codes(pygame.Rect(r.x, r.bottom - TH, r.w, TH))  #bottom
            self.run_codes(pygame.Rect(r.x, r.y, TW, r.h))  #left

            # grab the current existing sprites
            # doing this avoids a few odd situations
            sprites = self.sprites[:]

            # mark off the previous rect
            for s in sprites:
                s.prev = pygame.Rect(s.rect)

            # let the sprites do their thing
            for s in sprites:
                if s.loop == None: continue
                s.loop(self, s)

            # re-calculate the groupings
            groups = {}
            for s in sprites:
                for g in s.groups:
                    if g not in groups: groups[g] = []
                    groups[g].append(s)

            # hit them sprites! w-tsh!
            for s1 in sprites:
                for g in s1.hit_groups:
                    if g not in groups: continue
                    for s2 in groups[g]:
                        if not s1.rect.colliderect(s2.rect): continue
                        s1.hit(self, s1, s2)

            # hit walls and junk like that
            for s in sprites:
                if not len(s.groups): continue
                r = s.rect
                hits = []
                for y in xrange(r.top - r.top % TH, r.bottom, TH):
                    for x in xrange(r.left - r.left % TW, r.right, TW):
                        t = self.layer[y / TH][x / TW]
                        if t == None: continue
                        if not t.hit_groups.intersection(s.groups): continue
                        dist = abs(t.rect.centerx -
                                   s.rect.centerx) + abs(t.rect.centery -
                                                         s.rect.centery)
                        hits.append([dist, t])

                hits.sort()
                for dist, t in hits:
                    if not t.rect.colliderect(s.rect): continue
                    t.hit(self, t, s)

            # remove inactive sprites
            border = self.get_border(DEINIT_BORDER)
            for s in sprites:
                if s.auto_gc and not border.colliderect(s.rect):
                    s.active = False
                if not s.active:
                    self.sprites.remove(
                        s)  # this removes 'em from the real list!
                    if hasattr(s, 'deinit'):
                        s.deinit(self, s)
                    if hasattr(s, '_code'):
                        if s._code not in self.codes:
                            print 'error in code GC', s._code
                            continue
                        del self.codes[s._code]

            #pan the screen
            if self.player != None:
                self.player.pan(self, self.player)

        # more frames
        self.frame += 1
        if (self.frame % FPS) == 0:
            pass
            #print self.player.rect.bottom
            #print ''
            #print 'frame:',self.frame
            #print 'sprites:',len(self.sprites)
            #print 'codes:',len(self.codes)

        #handle various game status'
        if self.status == '_first':
            if self.player.exploded:
                self.player.loop(self, self.player)
            else:
                self.status = 'first'
        elif self.status == 'first':
            self.status = None
            return menu.Pause(self.game, 'get ready', self)
        elif self.status == 'exit':
            self.game.lcur = (self.game.lcur + 1) % len(levels.LEVELS)
            if self.game.lcur == 0:
                # you really won!!!
                self.game.music_play('finish')
                next = menu.Transition(self.game, self.parent)
                return menu.Pause(self.game, 'CONGRATULATIONS!', next)

            else:
                self.game.music_play('lvlwin', 1)
                l2 = Level(self.game, self.fname, self.parent)
                next = menu.Transition(self.game, l2)
                return menu.Pause(self.game, 'good job!', next)

        elif self.status == 'dead':
            if self.game.lives:
                self.game.lives -= 1
                return menu.Transition(
                    self.game, Level(self.game, self.fname, self.parent))
            else:
                next = menu.Transition(self.game, self.parent)
                return menu.Pause(self.game, 'game over', next)
        elif self.status == 'transition':
            self.status = None
            return menu.Transition(self.game, self)
Ejemplo n.º 5
0
    def run_game(self, game: Game) -> None:
        """Runs the game"""
        pg.display.set_caption("Treasure Hunt game!")
        line_color = pg.Color('#8c8c91')

        # Initializes game loop booleans
        draw_general_path = False
        draw_all_path = False
        draw_path = False
        draw_grid = True
        show_all = False
        exit_game = False
        game_start = False
        player_set = False
        is_paused = False
        paths_import = False
        treasures_copied = False
        treasures_copy = []
        # Create Game Menu Objects
        name_entry = menu.NameEntry(self.screen_size, self.screen)
        settings_menu = menu.Settings(self.screen_size, self.screen)
        main_menu = menu.MainMenu(self.screen_size, self.screen)
        pause = menu.Pause(self.screen_size, self.screen)

        # Initializes player rect object
        rect_size = (8, 8)
        rect_pos = (0, 0)
        player_rect = pg.Rect(rect_pos, rect_size)

        map_paths = []
        general_path = Path((0, 0))
        # Sets default map and path
        game.set_map(1)
        game.reset_path()

        # Initializes empty path list for the current map
        paths_colors = [pg.Color('#390ac0'), pg.Color('#188418'), pg.Color('#b81118'),
                        pg.Color('#cb02a6'), pg.Color('#1584af'), pg.Color('#2bacc4'),
                        pg.Color('#ac83b1'), pg.Color('#4ca13b'), pg.Color('#9c7463')]

        # Initialize music and sound
        pg.mixer.music.load('music/background.mp3')
        pg.mixer.music.set_volume(0.03)
        pg.mixer.music.play(-1)
        # river_sound =
        rock_sound = pg.mixer.Sound('music/rock.mp3')
        rock_sound.set_volume(0.1)
        treasure_sound = pg.mixer.Sound('music/treasure.wav')
        treasure_sound.set_volume(0.1)
        fragment_sound = pg.mixer.Sound('music/fragment.mp3')
        fragment_sound.set_volume(0.1)

        shortest_path_rect = []

        while not exit_game:
            name_on = not player_set
            settings_on = False

            name_input = name_entry.display(name_on)
            if not player_set:
                game.player = Player(name_input)
                game.player.set_vision_radius(20)

            vision_radius = game.player.get_vision_radius()
            player_set = True

            if game_start:
                menu_on = False
            else:
                menu_on = True

            main_option = main_menu.display(menu_on)
            if main_option == 'Start':
                game.reset_path()

                rect_pos = game.path.initial_pos

                player_rect = pg.Rect(rect_pos, rect_size)

                game_start = True

                main_menu.return_option = ''
            elif main_option == 'Settings':
                settings_on = True
            elif main_option == 'Quit':
                exit_game = True
            else:
                pass

            settings_option = settings_menu.display(settings_on)
            if settings_option == 'logout':
                player_set = False
                settings_menu.option = ''
            map_id = settings_menu.map_id
            current_mode = settings_menu.mode

            # Sets game map id given by settings
            game.set_map(map_id)
            game.path.set_map(map_id)
            # Defines player movement step size
            h_step, v_step = game.game_map.get_step()

            if not paths_import:
                map_paths = []
                for path_ in game.path_list:
                    if path_.get_map() == map_id:
                        map_paths.append(path_)
                paths_import = True

                # Generate the general path for the current map. This may slow down performance
                general_path = Path(initial_pos=(int(self.screen_size[0] / 40 - rect_size[0] / 2),
                                                 int(self.screen_size[1] / 2 - rect_size[1] / 2)))
                general_path.set_map(map_id)
                general_path.set_general_paths(game.map_list[map_id-1], rect_size)

            # Obtains game objects from the map
            obstacle_list_type = [(x[0], x[1]) for x in game.game_map.get_obstacles()]
            obstacle_list = [x[0] for x in game.game_map.get_obstacles()]
            treasure_list = game.game_map.get_treasures()
            if not treasures_copied:
                treasures_copy = copy.deepcopy(treasure_list)
                treasures_copied = True
            fragment_list = game.game_map.get_fragments()

            # Retrieves object types and their relevant information
            object_type = game.game_map.get_object_types()

            # Change in position according to movement event
            dir_key = {K_LEFT: (-h_step, 0), K_RIGHT: (h_step, 0), K_UP: (0, -v_step), K_DOWN: (0, v_step)}
            # Assign keys to movement names
            dir_name = {K_LEFT: 'left', K_RIGHT: 'right', K_UP: 'up', K_DOWN: 'down'}
            # Assign keys to those for opposite direction. This is for reversing a move
            dir_opposite = {K_LEFT: K_RIGHT, K_RIGHT: K_LEFT, K_UP: K_DOWN, K_DOWN: K_UP}

            # Game window
            if game_start:
                # Checks for possible movements given obstacles in the current map
                possible_movements = ['left', 'right', 'up', 'down']
                margins = [0, 800]
                available_movements = []
                for move in possible_movements:
                    new_pos = next_pos(rect_pos, move, h_step, v_step)
                    center_pos = [new_pos[0] + rect_size[0] / 2, new_pos[1] + rect_size[1] / 2]
                    new_rect = pg.Rect(new_pos, rect_size)
                    if new_rect.collidelist(obstacle_list) == -1 and \
                            all(x not in margins for x in center_pos):
                        available_movements.append(move)

                treasure_obtainable = True
                for event in pg.event.get():
                    if event.type == QUIT:
                        exit_game = True
                        pg.quit()

                    if current_mode == 'Shortest Path':
                        if player_rect.collidelist(treasures_copy) == -1:
                            shortest_path = []
                            # Utilizes Shortest Path function
                            if event.type == MOUSEBUTTONDOWN:
                                init_pos = player_rect.topleft
                                for fragment in fragment_list:
                                    if fragment.collidepoint(pg.mouse.get_pos()):
                                        final_pos = (int(fragment.centerx - rect_size[0] / 2),
                                                     int(fragment.centery - rect_size[1] / 2))
                                        shortest_path = general_path.shortest_path(init_pos, final_pos)
                                for pos in shortest_path:
                                    path_rect_pos = (pos[0] + 2, pos[1] + 2)
                                    path_rect = pg.Rect(path_rect_pos, (4, 4))
                                    shortest_path_rect.append(path_rect)
                                    pos_change = (pos[0] - init_pos[0], pos[1] - init_pos[1])
                                    rect_pos = tuple(map(sum, zip(rect_pos, pos_change)))
                                    player_rect.move_ip(pos_change)
                                    game.path.update_path((int(rect_pos[0]), int(rect_pos[1])))
                                    init_pos = rect_pos

                    if event.type == KEYDOWN:
                        if event.key in dir_key and dir_name[event.key] not in available_movements:
                            rock_sound.play()
                        # Assign rectangle movements according to key event if movement is valid
                        if event.key in dir_key and dir_name[event.key] in available_movements:
                            event_key = event.key

                            pos_change = dir_key[event.key]
                            rect_pos = tuple(map(sum, zip(rect_pos, pos_change)))
                            player_rect.move_ip(pos_change)

                            # Checks for fragment and treasure collision
                            # Treasure Collision
                            treasure_collision_index = player_rect.collidelist(treasure_list)
                            if treasure_collision_index != -1:
                                # With at least 3 fragments on treasure collision
                                if game.player.backpack['fragments'] >= 3:
                                    treasure_sound.play()
                                    # Remove collided treasure from list
                                    del treasure_list[treasure_collision_index]
                                    game.player.update_backpack('treasures', 1)
                                    game.player.update_backpack('fragments', -3)
                                # Not enough fragments on treasure collision
                                else:
                                    treasure_obtainable = False
                                    # Moves player back to their last position
                                    pos_change = dir_key[dir_opposite[event_key]]
                                    rect_pos = tuple(map(sum, zip(rect_pos, pos_change)))
                                    player_rect.move_ip(pos_change)
                                    # Prints info message
                                    self.not_enough_fragment()

                            if treasure_obtainable:
                                game.path.update_path((int(rect_pos[0]), int(rect_pos[1])))

                        if event.key == K_f:
                            show_all = not show_all

                        if event.key == K_ESCAPE:
                            is_paused = not is_paused

                        if event.key == K_g:
                            draw_grid = not draw_grid

                        if event.key == K_p:
                            draw_path = not draw_path

                        if event.key == K_a:
                            draw_all_path = not draw_all_path

                        if event.key == K_h:
                            draw_general_path = not draw_general_path

                # Fragment Collision
                fragment_collision_index = player_rect.collidelist(fragment_list)
                if fragment_collision_index != -1:
                    fragment_sound.play()
                    # remove collided fragment from list
                    del fragment_list[fragment_collision_index]
                    game.player.update_backpack('fragments', 1)

                # Fills screen
                self.screen.fill((248, 186, 182))

                # Sets color for fragment and treasures
                treasure_color = pg.Color('#fdcc33')
                fragment_color = pg.Color('#f25805')

                if show_all:
                    # Draws all game objects onto screen if show_all is True
                    for o in obstacle_list_type:
                        pg.draw.rect(self.screen, object_type[o[1]][0], o[0])
                    for treasure in treasure_list:
                        pg.draw.rect(self.screen, treasure_color, treasure)
                    for fragment in fragment_list:
                        pg.draw.rect(self.screen, fragment_color, fragment)
                else:
                    # Otherwise, utilizes vision field function
                    path_pos = game.path.all_pos

                    vision_rect_size = (rect_size[0] + 2 * vision_radius, rect_size[1] + 2 * vision_radius)
                    vision_rect_pos = [(pos[0] - vision_radius, pos[1] - vision_radius) for pos in path_pos]

                    vision_rects = [pg.Rect(pos, vision_rect_size) for pos in vision_rect_pos]

                    for o in obstacle_list_type:
                        if o[0].collidelist(vision_rects) != -1:
                            pg.draw.rect(self.screen, object_type[o[1]][0], o[0])
                    for treasure in treasure_list:
                        if treasure.collidelist(vision_rects) != -1:
                            pg.draw.rect(self.screen, treasure_color, treasure)
                    for fragment in fragment_list:
                        if fragment.collidelist(vision_rects) != -1:
                            pg.draw.rect(self.screen, '#ea4915', fragment)

                # Adds grid to the screen
                if draw_grid:
                    self.draw_grid(40)

                for path_rect in shortest_path_rect:
                    pg.draw.rect(self.screen, (35, 25, 25), path_rect)
                # Draws player rectangle object onto screen
                pg.draw.rect(self.screen, (255, 255, 255), player_rect)

                if pause.display(is_paused) == 'exit':
                    player_rect.topleft = game.path.initial_pos
                    game.reset_path()
                    game.player.reset()
                    game.game_map.reset()
                    game_start = False
                    paths_import = False
                    treasures_copied = False
                    shortest_path_rect.clear()
                    pause.reset()
                is_paused = False

                if draw_all_path:
                    # Draws all paths for the current map from previous games
                    for i in range(len(map_paths)):
                        if i < len(paths_colors) - 1:
                            path_vertices = map_paths[i].get_graph().get_vertices().values()
                            for vertex in path_vertices:
                                pos = vertex.pos
                                neighbours = vertex.neighbours
                                for neighbour in neighbours:
                                    init_pos = (pos[0] + rect_size[0] / 2, pos[1] + rect_size[1] / 2)
                                    end_pos = (neighbour.pos[0] + rect_size[0] / 2, neighbour.pos[1] + rect_size[1] / 2)
                                    pg.draw.line(self.screen, paths_colors[i], init_pos, end_pos)

                if draw_general_path:
                    # Draws all possible paths for the current game
                    path_vertices = general_path.get_graph().get_vertices().values()
                    for vertex in path_vertices:
                        pos = vertex.pos
                        neighbours = vertex.neighbours
                        for neighbour in neighbours:
                            init_pos = (pos[0] + rect_size[0] / 2, pos[1] + rect_size[1] / 2)
                            end_pos = (neighbour.pos[0] + rect_size[0] / 2, neighbour.pos[1] + rect_size[1] / 2)
                            pg.draw.line(self.screen, paths_colors[0], init_pos, end_pos)

                # Showing the path of the player
                if draw_path:
                    path_vertices = game.path.get_graph().get_vertices().values()
                    for vertex in path_vertices:
                        pos = vertex.pos
                        neighbours = vertex.neighbours
                        for neighbour in neighbours:
                            init_pos = (pos[0] + rect_size[0] / 2, pos[1] + rect_size[1] / 2)
                            end_pos = (neighbour.pos[0] + rect_size[0] / 2, neighbour.pos[1] + rect_size[1] / 2)
                            pg.draw.line(self.screen, line_color, init_pos, end_pos)

                # On winning game
                if game.player.backpack['treasures'] == game.game_map.get_difficulty():
                    # Keeps record of move_count
                    move_count = copy.deepcopy(game.path.move_count)
                    # Reset player position
                    player_rect.topleft = game.path.initial_pos
                    # Saves current game score to player data and resets player
                    game.player.update_data(game.game_map.get_difficulty())
                    game.player.reset()

                    # Saves the current path to file
                    game.path.write_path()
                    # The reset path function is part of the Game class, contrary to GameMap and Player
                    # This is path requires a given map and player, which are obtained from game.
                    game.reset_path()

                    # Resets the game objects in the current GameMap
                    game.game_map.reset()
                    shortest_path_rect.clear()
                    treasures_copied = False

                    self.game_end(move_count)

                    # Reread from files
                    game = Game()
                    game.read()
                    game.set_map(map_id)

                    paths_import = False
                    game_start = False

                # Display current number of fragments and treasures the player has found
                self.show_score(game)

                pg.display.flip()

            self.clock.tick(60)

        pg.quit()