def run(): while True: for event in pygame.event.get(): if event.type == pygame.QUIT: #Quit if you leave the window pygame.quit() quit() glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) #Clear buffer output2d.draw_images() output2d.draw_inv_text() if pygame.key.get_pressed()[pygame.K_UP]: if hallway_type not in [Hallways.LEFT, Hallways.RIGHT, Hallways.BIFURC]: step(Directions.FORWARDS, pygame.K_UP) elif pygame.key.get_pressed()[pygame.K_DOWN] and maze.position.adjacent[Directions.BACKWARDS] != None: step(Directions.BACKWARDS,pygame.K_DOWN) elif pygame.key.get_pressed()[pygame.K_LEFT]: if hallway_type not in [Hallways.STRAIGHT, Hallways.RIGHT, Hallways.RIGHT_BIFURC]: step(Directions.LEFT, pygame.K_LEFT) elif pygame.key.get_pressed()[pygame.K_RIGHT]: if hallway_type not in [Hallways.STRAIGHT, Hallways.LEFT, Hallways.LEFT_BIFURC]: step(Directions.RIGHT, pygame.K_RIGHT) hallway_type = maze.current_type() GLComponents.hallway(hallway_type, True, maze.position.colours) pygame.display.flip() #Refresh screen pygame.time.wait(25)
def display(): output2d.draw_images() output2d.draw_inv_text() hallway_type = maze.current_type() GLComponents.hallway(hallway_type, True, maze.position.colours) pygame.display.flip() #Refresh screen glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) #Clear buffer
def display_straight(delay, winning_spot): glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) if winning_spot and maze.give_prize(inventory): #Note the use of short circuit operators here. Be careful output2d.winning_message() #GLComponents.prize_picture(maze.position.prize[0]) #can add this for images I think??????not quite sure what it does, only seems to work sometimes (maybe its selecting nones sometimes) #GLComponents.prize_picture('food') output2d.draw_inv_text() GLComponents.hallway(Hallways.STRAIGHT, True, MazeComponent.generate_colours(Hallways.STRAIGHT)) pygame.display.flip() time.mri_delay(delay) #Show first hallway
def display_straight(delay, winning_spot): glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) GLComponents.hallway(Hallways.STRAIGHT, True, MazeComponent.generate_colours(Hallways.STRAIGHT)) if winning_spot and maze.give_prize(inventory): #Note the use of short circuit operators here. Be careful output2d.winning_message() #GLComponents.prize_picture(maze.position.prize[0]) #GLComponents.prize_picture('food') output2d.draw_inv_text() pygame.display.flip() time.mri_delay(delay) #Show first hallway
def wait_key_up(key): if maze.give_prize(inventory): output2d.winning_message() GLComponents.hallway(maze.current_type(), True, maze.position.colours) pygame.display.flip() while pygame.key.get_pressed()[key]: for event in pygame.event.get(): if event.type == pygame.QUIT: #Quit if you leave the window pygame.quit() quit()