Zmiany w poruszaniu, gridzie i elementach
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@ -2,15 +2,9 @@
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@ -110,8 +104,8 @@
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@ -534,28 +516,40 @@
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@ -564,8 +558,8 @@
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3
game.py
3
game.py
@ -19,7 +19,8 @@ class Game(object):
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self.idOrder = 0
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self.idItem = -1
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self.idOrderTable = 0
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self.waiter = Waiter(5, 0, self) #Waiter jest atrybutem klasy Game
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self.waiter = Waiter(5, 0, self) #Waiter jest atrybutem klasy Game i nie ma go w gridzie
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self.waiterMovesHistory = []
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pygame.display.set_caption('Automatic Waiter')
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self.background = pygame.image.load("./Images/tlo.jpg")
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@ -11,7 +11,7 @@ class GridElement(object):
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game.idItem += 1
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self.number = game.idItem
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#Cała matematyka rysowania odbywa się tutaj
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#Cała matematyka skalowania odbywa się tutaj
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def draw(self):
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self.rect = pygame.Rect(self.position.x * self.game.gridElementWidth, self.position.y * self.game.gridElementHeight, self.game.gridElementWidth, self.game.gridElementHeight)
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self.game.screen.blit(self.image, (self.position.x * self.game.gridElementWidth, self.position.y * self.game.gridElementHeight))
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34
waiter.py
34
waiter.py
@ -1,4 +1,5 @@
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import pygame
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from pygame.math import Vector2
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from gridElement import GridElement
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#Klasa Waiter dziedziczy z klasy GridElement ale obiekt Waiter nie należy do listy grid
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@ -10,48 +11,43 @@ class Waiter(GridElement):
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self.image.set_colorkey((0, 0, 0))
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self.type = "waiter"
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def moveLeft(self, game):
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#Waiter może wejść tylko na pole które znajduje się na gridzie i ma atrybut type równy "path"
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#metoda move dodaje poprzednią pozycję waitera do listy waiterMovesHistory
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#aktualna pozycja waitara jest w obiekcie position typu Vector2 (dziedziczonym z GridElement)
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def move(self, game):
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keys = pygame.key.get_pressed()
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lastPosition = Vector2(self.position.x, self.position.y)
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if keys[pygame.K_LEFT]:
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if int(self.position.x) != 0:
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collisionObject = game.grid[int(self.position.y)][int(self.position.x) - 1]
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if collisionObject.type == "path":
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self.position.x -= 1
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else:
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pass
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def moveRight(self, game):
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if keys[pygame.K_RIGHT]:
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if int(self.position.x) != game.x - 1:
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collisionObject = game.grid[int(self.position.y)][int(self.position.x) + 1]
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if collisionObject.type == "path":
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self.position.x += 1
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else:
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pass
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def moveUp(self, game):
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if keys[pygame.K_UP]:
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if int(self.position.y) != 0:
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collisionObject = game.grid[int(self.position.y) - 1][int(self.position.x)]
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if collisionObject.type == "path":
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self.position.y -= 1
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else:
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pass
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def moveDown(self, game):
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if keys[pygame.K_DOWN]:
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if int(self.position.y) != game.y - 1:
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collisionObject = game.grid[int(self.position.y) + 1][int(self.position.x)]
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if collisionObject.type == "path":
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self.position.y += 1
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else:
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pass
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def move(self, game):
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keys = pygame.key.get_pressed()
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if keys[pygame.K_LEFT]:
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self.moveLeft(game)
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if keys[pygame.K_RIGHT]:
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self.moveRight(game)
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if keys[pygame.K_UP]:
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self.moveUp(game)
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if keys[pygame.K_DOWN]:
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self.moveDown(game)
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if keys[pygame.K_s]:
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game.showGrid(game.grid)
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if(lastPosition.x != self.position.x or lastPosition.y != self.position.y):
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game.waiterMovesHistory.append(lastPosition)
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print(game.waiterMovesHistory)
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