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#! /usr/bin/env python
"""Skeleton project file mainloop for new OLPCGames users"""
import pygame, logging
#Import the maze stuff
from maze import Maze
class Run():
def __init__(self):
#It is a square
MAZE_SIZE = 25
pygame.display.init()
#size = (625,625)
self.screen = pygame.display.set_mode((800,800))
clock = pygame.time.Clock()
#Create the maze
self.maze = Maze(MAZE_SIZE, MAZE_SIZE)
# compute the size of the tiles given the screen size, etc.
size = self.screen.get_size()
print size[0]
print size[1]
self.tileSizeX = (size[0] / MAZE_SIZE)
self.tileSizeY = (size[1] / MAZE_SIZE)
self.screen.fill( (0,0,0)) #black screen
#Try to draw the damn thing
for a in range(0,MAZE_SIZE):
for b in range(0, MAZE_SIZE):
self.drawPoint(a, b)
running = True
while running:
#self.screen.fill( (0,0,0)) #black screen
milliseconds = clock.tick(30) # maximum number of frames per second
# Event-management loop with support for pausing after X seconds (20 here)
#events = pausescreen.get_events()
# Now the main event-processing loop
#if events:
# for event in events:
# log.debug( "Event: %s", event )
# if event.type == pygame.QUIT:
# running = False
# elif event.type == pygame.KEYDOWN:
# if event.key == pygame.K_ESCAPE:
# running = False
pygame.display.flip()
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
# Check for movement
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_q:
running = False
def drawPoint(self,x,y):
rect = pygame.Rect(x*self.tileSizeX,y*self.tileSizeY, self.tileSizeX, self.tileSizeY)
tile = self.maze.map[x][y]
if tile == self.maze.SOLID:
pygame.draw.rect(self.screen, (255,255,255) , rect, 0)
elif tile == self.maze.OFFL:
pygame.draw.rect(self.screen, (255,0,0), rect, 0)
test = Run()
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