def draw_maze(surface, maze): screen.fill(SCREEN_BLANK_COLOUR) render_grid(screen, maze, (SCREEN_W / 2) - (MAZE_W / 2), (SCREEN_H / 2) - (MAZE_H / 2), MAZE_W, MAZE_H, render_cell=draw_maze_cell)
if GRID_W > 1: GRID_W -= 1 elif event.key == K_UP: GRID_H += 1 elif event.key == K_DOWN: if GRID_H > 1: GRID_H -= 1 random_cell = random.choice(world.items()) if random_cell[1]: world[random_cell[0]] = 0 else: world[random_cell[0]] = 1 screen.fill((255, 255, 255)) render_grid(screen, world, (SCREEN_W / 2) - (GRID_W / 2), (SCREEN_H / 2) - (GRID_H / 2), GRID_W, GRID_H, padding=GRID_PADDING) grid_w = font.render("GRID_W: %s" % GRID_W, True, FONT_COLOUR) grid_h = font.render("GRID_H: %s" % GRID_H, True, FONT_COLOUR) grid_pad = font.render("GRID_PADDING: %s" % GRID_PADDING, True, FONT_COLOUR) screen.blit(grid_w, (0, SCREEN_H - 40)) screen.blit(grid_h, (0, SCREEN_H - 25)) screen.blit(grid_pad, (0, SCREEN_H - 10)) pygame.display.flip() pygame.quit()