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-rw-r--r--src/map.py84
1 files changed, 43 insertions, 41 deletions
diff --git a/src/map.py b/src/map.py
index e05fc2f..9248241 100644
--- a/src/map.py
+++ b/src/map.py
@@ -3,7 +3,6 @@ import math
import settings as Settings
-
H = 1
V = 2
D = 4
@@ -20,7 +19,7 @@ PI = math.pi
class Map():
def __init__(self):
self.maze = [
- [TL, H, H, H, H, H, H, H, H, H, H, H, H, H, H, H, H, H, H, H, H, H, H, H, H, H, H, H, H, TR],
+ [TL, H, H, H, H, H, H, H, H, H, H, H, H, H, H, H,H, H, H, H, H, H, H, H, H, H, H, H, H, TR],
[V, TL, H, H, H, H, H, H, H, H, H, H, H, H, TR, TL, H, H, H, H, H, H, H, H, H, H, H, H, TR, V],
[V, V, D, D, D, D, D, D, D, D, D, D, D, D, V, V, D, D, D, D, D, D, D, D, D, D, D, D, V, V],
[V, V, D, TL, H, H, TR, D, TL, H, H, H, TR, D, V, V, D, TL, H, H, H, TR, D, TL, H, H, TR, D, V, V],
@@ -53,55 +52,68 @@ class Map():
[V, V, D, D, D, D, D, D, D, D, D, D, D, D, D, D, D, D, D, D, D, D, D, D, D, D, D, D, V, V],
[V, BL, H, H, H, H, H, H, H, H, H, H, H, H, H, H, H, H, H, H, H, H, H, H, H, H, H, H, BR, V],
[BL, H, H, H, H, H, H, H, H, H, H, H, H, H, H, H, H, H, H, H, H, H, H, H, H, H, H, H, H, BR]
- ]
- self.dot_color = (255, 255, 255) # white
+ ]
+ self.dot_color = (255, 255, 255) # white
self.small_dot_radius = 4
self.big_dot_radius = 8
- self.line_color = (0, 0, 255) # Blue
+ self.line_color = (0, 0, 255) # Blue
self.line_vertical = Settings.settings.height // len(self.maze)
self.line_horizontal = Settings.settings.width // len(self.maze[0])
- self.line_stroke = 3
+ self.line_stroke = 1
def consturct_map(self):
pass
-
- def draw_wall(self, screen, flag , pos):
+ def draw_wall(self, screen, flag, pos):
if flag & V:
pos1 = (pos[0] + self.line_vertical * 0.5, pos[1])
pos2 = (pos1[0], pos1[1] + self.line_horizontal)
- pygame.draw.line(screen, self.line_color, pos1, pos2, self.line_stroke)
+ pygame.draw.line(screen, self.line_color,
+ pos1, pos2, self.line_stroke)
if flag & H:
pos1 = (pos[0], pos[1] + self.line_vertical * 0.5)
pos2 = (pos1[0] + self.line_horizontal, pos1[1])
- pygame.draw.line(screen, self.line_color, pos1, pos2, self.line_stroke)
+ pygame.draw.line(screen, self.line_color,
+ pos1, pos2, self.line_stroke)
if flag & D:
- pos1 = (pos[0] + self.line_vertical * 0.5, pos[1] + self.line_horizontal * 0.5)
- pygame.draw.circle(screen, self.dot_color, pos1, self.small_dot_radius)
+ pos1 = (pos[0] + self.line_vertical * 0.5,
+ pos[1] + self.line_horizontal * 0.5)
+ pygame.draw.circle(screen, self.dot_color,
+ pos1, self.small_dot_radius)
if flag & BD:
- pos1 = (pos[0] + self.line_vertical * 0.5, pos[1] + self.line_horizontal * 0.5)
- pygame.draw.circle(screen, self.dot_color, pos1, self.big_dot_radius)
+ pos1 = (pos[0] + self.line_vertical * 0.5,
+ pos[1] + self.line_horizontal * 0.5)
+ pygame.draw.circle(screen, self.dot_color,
+ pos1, self.big_dot_radius)
if flag & TR:
- pos1 = (pos[0] - self.line_vertical * 0.5, pos[1] + self.line_horizontal * 0.5)
- arc_rect = pygame.Rect(pos1[0], pos1[1], self.line_vertical, self.line_horizontal)
- pygame.draw.arc(screen, self.line_color, arc_rect, 0, PI / 2, self.line_stroke)
+ pos1 = (pos[0] - self.line_vertical * 0.5,
+ pos[1] + self.line_horizontal * 0.5)
+ arc_rect = pygame.Rect(
+ pos1[0], pos1[1], self.line_vertical, self.line_horizontal)
+ pygame.draw.arc(screen, self.line_color, arc_rect,
+ 0, PI / 2, self.line_stroke)
if flag & TL:
- pos1 = (pos[0] + self.line_vertical * 0.5, pos[1] + self.line_horizontal * 0.5)
- arc_rect = pygame.Rect(pos1[0], pos1[1], self.line_vertical, self.line_horizontal)
- pygame.draw.arc(screen, self.line_color, arc_rect, PI / 2, PI, self.line_stroke)
+ pos1 = (pos[0] + self.line_vertical * 0.5,
+ pos[1] + self.line_horizontal * 0.5)
+ arc_rect = pygame.Rect(
+ pos1[0], pos1[1], self.line_vertical, self.line_horizontal)
+ pygame.draw.arc(screen, self.line_color, arc_rect,
+ PI / 2, PI, self.line_stroke)
if flag & BL:
- pos1 = (pos[0] + self.line_vertical * 0.5, pos[1] - self.line_horizontal * 0.5)
- arc_rect = pygame.Rect(pos1[0], pos1[1], self.line_vertical, self.line_horizontal)
- pygame.draw.arc(screen, self.line_color, arc_rect, PI, 3*PI / 2, self.line_stroke)
+ pos1 = (pos[0] + self.line_vertical * 0.5,
+ pos[1] - self.line_horizontal * 0.5)
+ arc_rect = pygame.Rect(
+ pos1[0], pos1[1], self.line_vertical, self.line_horizontal)
+ pygame.draw.arc(screen, self.line_color, arc_rect,
+ PI, 3*PI / 2, self.line_stroke)
if flag & BR:
- pos1 = (pos[0] - self.line_vertical * 0.5, pos[1] - self.line_horizontal * 0.5)
- arc_rect = pygame.Rect(pos1[0], pos1[1], self.line_vertical, self.line_horizontal)
- pygame.draw.arc(screen, self.line_color, arc_rect, 3*PI / 2, PI * 2, self.line_stroke)
-
-
+ pos1 = (pos[0] - self.line_vertical * 0.5,
+ pos[1] - self.line_horizontal * 0.5)
+ arc_rect = pygame.Rect(
+ pos1[0], pos1[1], self.line_vertical, self.line_horizontal)
+ pygame.draw.arc(screen, self.line_color, arc_rect,
+ 3*PI / 2, PI * 2, self.line_stroke)
-
-
def draw_map(self, screen):
rows = len(self.maze)
cols = len(self.maze[0])
@@ -109,14 +121,4 @@ class Map():
for j in range(cols):
pos = (j * self.line_horizontal, i * self.line_vertical)
self.draw_wall(screen, self.maze[i][j], pos)
-
-
-
-
-
-
-
-
-
-
-
+ # pygame.draw.rect(screen, 'red', (pos[0], pos[1], 32, 32), 2)