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path: root/maze_testing/run.py
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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()