def __init__(self, screen, squareSize=30, mapSize=20, drawerParams={}): self.screen = screen self.players = [ Player(Objects.Player2, 0, 0), Player(Objects.Player1, mapSize - 1, mapSize - 1) ] self.map = MapModel(mapSize, self.players[0], self.players[1]) self.players[0].setMap(self.map) self.players[1].setMap(self.map) self.drawer = MapDrawer(self.map, screen, squareSize, mapSize, **drawerParams)
class Game: def __init__(self, screen, squareSize=30, mapSize=20, drawerParams={}): self.screen = screen self.players = [ Player(Objects.Player2, 0, 0), Player(Objects.Player1, mapSize - 1, mapSize - 1) ] self.map = MapModel(mapSize, self.players[0], self.players[1]) self.players[0].setMap(self.map) self.players[1].setMap(self.map) self.drawer = MapDrawer(self.map, screen, squareSize, mapSize, **drawerParams) def redraw(self, update=True): self.drawer.redraw(update) def processEvents(self, t): """ Processes events, taking into account t seconds have passed since last """ for event in pygame.event.get(): if event.type == QUIT: pygame.quit() sys.exit(0) #if event.type == KEYDOWN and event.key == K_t: # print("CHEAT") # Objects.BombBonus.collectBy(self.player[0]) # Objects.Pepper.collectBy(self.player[0]) self.handleKeys(self.players[0], t, P1_KEYS) self.handleKeys(self.players[1], t, P2_KEYS) def handleKeys(self, player, t, playerKeys): keys = pygame.key.get_pressed() pressed = 0 newDirection = (0, 0) for key, direction in zip(playerKeys[:-1], DIRECTIONS): if keys[key]: pressed += 1 newDirection = direction if keys[playerKeys[-1]]: self.map.placeBomb(player) if pressed != 1: player.setMovement((0, 0)) else: player.setMovement(newDirection) player.setDirection(newDirection) def update(self, t, update=True): " Updates the map and redraws it. Returns True if something on the map was added/removed " result = self.map.update(t) self.redraw(update) return result def winners(self): return list(filter(lambda p: p.lives == 0, self.players))
class Game: def __init__(self, screen, squareSize = 30, mapSize = 20, drawerParams={}): self.screen = screen self.players = [Player(Objects.Player2, 0, 0), Player(Objects.Player1, mapSize-1, mapSize-1)] self.map = MapModel(mapSize, self.players[0], self.players[1]) self.players[0].setMap(self.map) self.players[1].setMap(self.map) self.drawer = MapDrawer(self.map, screen, squareSize, mapSize, **drawerParams) def redraw(self, update = True): self.drawer.redraw(update) def processEvents(self, t): """ Processes events, taking into account t seconds have passed since last """ for event in pygame.event.get(): if event.type == QUIT: pygame.quit() sys.exit(0) #if event.type == KEYDOWN and event.key == K_t: # print("CHEAT") # Objects.BombBonus.collectBy(self.player[0]) # Objects.Pepper.collectBy(self.player[0]) self.handleKeys(self.players[0], t, P1_KEYS) self.handleKeys(self.players[1], t, P2_KEYS) def handleKeys(self, player, t, playerKeys): keys = pygame.key.get_pressed() pressed = 0 newDirection = (0,0) for key, direction in zip(playerKeys[:-1], DIRECTIONS): if keys[key]: pressed += 1 newDirection = direction if keys[playerKeys[-1]]: self.map.placeBomb(player) if pressed != 1: player.setMovement((0,0)) else: player.setMovement(newDirection) player.setDirection(newDirection) def update(self, t, update=True): " Updates the map and redraws it. Returns True if something on the map was added/removed " result = self.map.update(t) self.redraw(update) return result def winners(self): return list(filter(lambda p: p.lives == 0, self.players))
def __init__(self, screen, squareSize = 30, mapSize = 20, drawerParams={}): self.screen = screen self.players = [Player(Objects.Player2, 0, 0), Player(Objects.Player1, mapSize-1, mapSize-1)] self.map = MapModel(mapSize, self.players[0], self.players[1]) self.players[0].setMap(self.map) self.players[1].setMap(self.map) self.drawer = MapDrawer(self.map, screen, squareSize, mapSize, **drawerParams)
"""Adjusts the row and column to map to coordinates on screen""" dw = 0 if w is None else self.tileSize - w dh = 0 if h is None else self.tileSize - h return (row * self.tileSize + self.start_x + dw / 2, col * self.tileSize + self.start_y + dh / 2) def redraw(self, update=True): """ Redraws the map onto the screen. If update is True, pygame.display.flip() will be called. """ self.screen.blit(Objects.Background(self.tileSize * self.mapSize), (self.start_x, self.start_y)) for (row, col), tile in self.model.items(): icon = tile(self.tileSize) w, h = icon.get_size() self.screen.blit(icon, self.adjusted(row, col, w, h)) if update: pygame.display.flip() if __name__ == "__main__": import sys sys.path.append(".") from models.MapModel import MapModel n = 20 model = MapModel(n) pygame.init() size = 25 screen = pygame.display.set_mode((size * n, size * n)) drawer = MapDrawer(model, screen, size) drawer.redraw() pygame.time.delay(3000)