Example #1
0
    def winner(self):
        self.draw_path(self.path, red)  # draws player path
        self.draw_path(self.maze.route, blue)  # draws optimal path
        # Winner text at center of the screen
        font = pygame.font.SysFont("monospace", 60)
        win = font.render("WINNER!", 1, yellow)
        win_pos = win.get_rect()
        win_pos.centerx = self.maze.screen.get_rect().centerx
        win_pos.centery = self.maze.screen.get_rect().centery

        # display "winner" message for 4 seconds and returns to level selection menu
        self.maze.screen.blit(win, win_pos)
        pygame.display.update()
        t1 = time.clock()
        while True:
            t2 = time.clock()
            if t2 - t1 > 0.4:  # 4 second delay
                break
            try:
                self.clock.tick(
                    60)  # game can't run faster than 60 frames per second
                for event in pygame.event.get():
                    is_quit_event(
                        event)  # exit gracefully if the user requests
            except:
                sys.exit()
Example #2
0
    def move_player(self, x, y):
        try:
            while True:
                self.clock.tick(
                    60)  # game can't run faster than 60 frames per second
                for event in pygame.event.get():
                    is_quit_event(
                        event)  # exit gracefully if the user requests
                    if event.type == pygame.KEYDOWN:
                        if event.key == pygame.K_UP:  # moves up
                            if self.maze.screen.get_at(
                                (x, y - wall_width))[:3] != dark_blue:
                                self.maze.screen.fill(
                                    pink, (x, y, self.maze.hall_width,
                                           self.maze.hall_width))
                                y -= self.maze.hall_width + wall_width
                                self.path.append((x, y))

                        if event.key == pygame.K_DOWN:  # moves down
                            if self.maze.screen.get_at(
                                (x,
                                 y + self.maze.hall_width))[:3] != dark_blue:
                                self.maze.screen.fill(
                                    pink, (x, y, self.maze.hall_width,
                                           self.maze.hall_width))
                                y += self.maze.hall_width + wall_width
                                self.path.append((x, y))

                        if event.key == pygame.K_RIGHT:  # moves right
                            if self.maze.screen.get_at(
                                (x + self.maze.hall_width,
                                 y))[:3] != dark_blue:
                                self.maze.screen.fill(
                                    pink, (x, y, self.maze.hall_width,
                                           self.maze.hall_width))
                                x += self.maze.hall_width + wall_width
                                self.path.append((x, y))

                        if event.key == pygame.K_LEFT:  # moves left
                            if self.maze.screen.get_at(
                                (x - wall_width, y))[:3] != dark_blue:
                                self.maze.screen.fill(
                                    pink, (x, y, self.maze.hall_width,
                                           self.maze.hall_width))
                                x -= self.maze.hall_width + wall_width
                                self.path.append((x, y))

                self.maze.screen.blit(self.player, (x, y))
                pygame.display.update()  # display player to new postion
                if x == self.maze.end[0] and y == self.maze.end[1]:
                    self.winner()  # player has reached the goal!
                    break
        except:
            sys.exit()
Example #3
0
    def move_player(self, x, y):
        try:
            while True:
                self.clock.tick(60)  # game can't run faster than 60 frames per second
                for event in pygame.event.get():
                    is_quit_event(event)  # exit gracefully if the user requests
                    if event.type == pygame.KEYDOWN:
                        if event.key == pygame.K_UP: # moves up
                            if self.maze.screen.get_at((x, y - wall_width))[:3] != dark_blue:
                                self.maze.screen.fill(pink, (x, y, self.maze.hall_width, self.maze.hall_width))
                                y -= self.maze.hall_width + wall_width
                                self.path.append((x,y))

                        if event.key == pygame.K_DOWN: # moves down
                            if self.maze.screen.get_at((x, y + self.maze.hall_width))[:3] != dark_blue:
                                self.maze.screen.fill(pink, (x, y, self.maze.hall_width, self.maze.hall_width))
                                y += self.maze.hall_width + wall_width
                                self.path.append((x,y))

                        if event.key == pygame.K_RIGHT: # moves right
                            if self.maze.screen.get_at((x + self.maze.hall_width, y))[:3] != dark_blue:
                                self.maze.screen.fill(pink,(x, y, self.maze.hall_width, self.maze.hall_width))
                                x += self.maze.hall_width + wall_width
                                self.path.append((x,y))

                        if event.key == pygame.K_LEFT: # moves left
                            if self.maze.screen.get_at((x - wall_width, y))[:3] != dark_blue:
                                self.maze.screen.fill(pink,(x, y, self.maze.hall_width, self.maze.hall_width))
                                x -= self.maze.hall_width + wall_width
                                self.path.append((x,y))

                self.maze.screen.blit(self.player, (x, y)) 
                pygame.display.update() # display player to new postion
                if x == self.maze.end[0] and y == self.maze.end[1]:
                    self.winner() # player has reached the goal!
                    break
        except:
            sys.exit()
Example #4
0
    def winner(self):
        self.draw_path(self.path, red) # draws player path
        self.draw_path(self.maze.route, blue) # draws optimal path
        # Winner text at center of the screen
        font = pygame.font.SysFont("monospace", 60)
        win = font.render("WINNER!", 1, yellow)
        win_pos = win.get_rect()
        win_pos.centerx = self.maze.screen.get_rect().centerx
        win_pos.centery = self.maze.screen.get_rect().centery

        # display "winner" message for 4 seconds and returns to level selection menu
        self.maze.screen.blit(win, win_pos)
        pygame.display.update()
        t1 = time.clock()
        while True: 
            t2 = time.clock()
            if t2 - t1 > 0.4: # 4 second delay
                break
            try:
                self.clock.tick(60)  # game can't run faster than 60 frames per second
                for event in pygame.event.get():
                    is_quit_event(event)  # exit gracefully if the user requests
            except:
                sys.exit()