Creating a game where a maze is randomly generated and the player must navigate from the top left to the bottom right of the maze.
I have tried many things to stop my character going off-screen but it still doesn't work. When already on the boundary of the screen the code works as intended and the character cannot continue moving off screen. However, if already moving then the character continues moving off the screen until the movement key is released where the character is then teleported back on to the screen where it should be. Additionally, I need to add boundaries to the maze walls as well but this is my current problem.
import pygame
import numpy
import sys
import csv
import random
from datetime import date
pygame.init()
done = False
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
BLUE = (0, 0, 255)
GREEN = (0, 255, 0)
RED = (255, 0, 0)
cols = 10
rows = 10
width = 600
height = 600
wr = width/cols
hr = height/rows
screen = pygame.display.set_mode([width, height])
screen_rect = screen.get_rect()
pygame.display.set_caption("Maze Generator")
clock = pygame.time.Clock()
class Spot:
def __init__(self, x, y):
self.x = x
self.y = y
self.f = 0
self.g = 0
self.h = 0
self.neighbors = []
self.visited = False
self.walls = [True, True, True, True]
def show(self, color=BLACK):
if self.walls[0]:
pygame.draw.line(screen, color, [self.x*hr, self.y*wr], [self.x*hr+hr, self.y*wr], 2)
if self.walls[1]:
pygame.draw.line(screen, color, [self.x*hr+hr, self.y*wr], [self.x*hr+hr, self.y*wr + wr], 2)
if self.walls[2]:
pygame.draw.line(screen, color, [self.x*hr+hr, self.y*wr+wr], [self.x*hr, self.y*wr+wr], 2)
if self.walls[3]:
pygame.draw.line(screen, color, [self.x*hr, self.y*wr+wr], [self.x*hr, self.y*wr], 2)
def show_block(self, color):
if self.visited:
pygame.draw.rect(screen, color, [self.x*hr+2, self.y*wr+2, hr-2, wr-2])
def add_neighbors(self):
if self.x > 0:
self.neighbors.append(grid[self.x - 1][self.y])
if self.y > 0:
self.neighbors.append(grid[self.x][self.y - 1])
if self.x < rows - 1:
self.neighbors.append(grid[self.x + 1][self.y])
if self.y < cols - 1:
self.neighbors.append(grid[self.x][self.y + 1])
grid = [[Spot(i, j) for j in range(cols)] for i in range(rows)]
for i in range(rows):
for j in range(cols):
grid[i][j].add_neighbors()
current = grid[0][0]
visited = [current]
completed = False
def breakwalls(a, b):
if a.y == b.y and a.x > b.x:
grid[b.x][b.y].walls[1] = False
grid[a.x][a.y].walls[3] = False
if a.y == b.y and a.x < b.x:
grid[a.x][a.y].walls[1] = False
grid[b.x][b.y].walls[3] = False
if a.x == b.x and a.y < b.y:
grid[b.x][b.y].walls[0] = False
grid[a.x][a.y].walls[2] = False
if a.x == b.x and a.y > b.y:
grid[a.x][a.y].walls[0] = False
grid[b.x][b.y].walls[2] = False
class Player:
def __init__(self, x, y):
self.rect = pygame.Rect(x, y, hr-2, wr-2)
self.x = int(x)
self.y = int(y)
self.colour = (255, 0, 0)
self.velX = 0
self.velY = 0
self.left_pressed = False
self.right_pressed = False
self.up_pressed = False
self.down_pressed = False
self.speed = 5
def draw(self, win):
pygame.draw.rect(win, self.colour, self.rect)
def update(self):
self.velX = 0
self.velY = 0
if self.left_pressed and not self.right_pressed:
self.velX = -self.speed
if self.right_pressed and not self.left_pressed:
self.velX = self.speed
if self.up_pressed and not self.down_pressed:
self.velY = -self.speed
if self.down_pressed and not self.up_pressed:
self.velY = self.speed
self.x += self.velX
self.y += self.velY
self.rect = pygame.Rect(self.x, self.y, hr-2, wr-2)
def readMyFiles():
questionsAndAnswers = []
correctAnswers = []
with open('questions.txt', newline='') as f:
reader = csv.reader(f, delimiter='\t')
for row in reader:
questionsAndAnswers.append(row)
return questionsAndAnswers
def game(questions, answers, correctAnswers):
score = 0
counter = 0
numberOfQuestions = len(questions)
while not counter == numberOfQuestions:
print(questions[counter])
print(answers[counter])
userAnswer = input('\nWhat is the correct answer?\n')
if userAnswer == correctAnswers[counter]:
print('Well done! That is correct.')
score += 1
else:
print('Better luck next time, that is not correct.')
counter += 1
return score
def shuffleSplit(qna):
random.shuffle(qna)
questions = []
answers = []
correctAnswers = []
for q in qna:
questions.append(q[0])
correctAnswers.append(q[1])
del q[0]
random.shuffle(q)
answers.append(q)
return (questions, answers, correctAnswers)
def exportScores(score, ):
with open('scores.txt', mode='a') as scores:
scores = csv.writer(scores, delimiter='\t')
today = date.today()
dateFormat = today.strftime("%d/%m/%Y")
scores.writerow([dateFormat, score])
player = Player(2, 2)
while not done:
clock.tick(60)
screen.fill(BLACK)
if not completed:
grid[current.x][current.y].visited = True
got_new = False
temp = 10
while not got_new and not completed:
r = random.randint(0, len(current.neighbors)-1)
Tempcurrent = current.neighbors[r]
if not Tempcurrent.visited:
visited.append(current)
current = Tempcurrent
got_new = True
if temp == 0:
temp = 10
if len(visited) == 0:
completed = True
break
else:
current = visited.pop()
temp = temp - 1
if not completed:
breakwalls(current, visited[len(visited)-1])
current.visited = True
current.show_block(WHITE)
for i in range(rows):
for j in range(cols):
grid[i][j].show(WHITE)
# grid[i][j].show_block(BLUE)
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
questionsAndAnswers = readMyFiles()
questions, answers, correctAnswers = shuffleSplit(questionsAndAnswers)
score = game(questions, answers, correctAnswers)
exportScores(score)
print('\nYour score is', str(score))
sys.exit()
if event.type == pygame.KEYDOWN and completed:
if event.key == pygame.K_LEFT:
player.left_pressed = True
if event.key == pygame.K_RIGHT:
player.right_pressed = True
if event.key == pygame.K_UP:
player.up_pressed = True
if event.key == pygame.K_DOWN:
player.down_pressed = True
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT:
player.left_pressed = False
if event.key == pygame.K_RIGHT:
player.right_pressed = False
if event.key == pygame.K_UP:
player.up_pressed = False
if event.key == pygame.K_DOWN:
player.down_pressed = False
player.rect.clamp_ip(screen_rect)
if player.x <= 2:
player.left_pressed = False
player.x = 2
if player.y <= 2:
player.up_pressed = False
player.y = 2
if player.x >= width-(wr-2):
player.right_pressed = False
player.x = width-(wr-2)
if player.y >= height-(wr-2):
player.down_pressed = False
player.y = height-(wr-2)
player.draw(screen)
player.update()
pygame.display.flip()
I have tried using player.clamp_ip(screen_rect) and creating a screen rectangle but this also doesn't work. I have tried checking for going off-screen using player.rect.x rather than player.x but still doesn't work.
Please help.
It is a matter of Indentation. The player moves even if the key is held down, but the keyboard events only occur once when a key is pressed or released. You need to do the collision test in the application loop and not in the event loop:
while not done:
# [...]
for event in pygame.event.get():
if event.type == pygame.QUIT:
# [...]
#<--| INDENTATION
player.rect.clamp_ip(screen_rect)
if player.x <= 2:
player.left_pressed = False
player.x = 2
if player.y <= 2:
player.up_pressed = False
player.y = 2
if player.x >= width-(wr-2):
player.right_pressed = False
player.x = width-(wr-2)
if player.y >= height-(wr-2):
player.down_pressed = False
player.y = height-(wr-2)
player.draw(screen)
player.update()
pygame.display.flip()