Zmiany w sterowaniu

This commit is contained in:
Emulowsky 2019-04-16 13:28:11 +02:00
parent 445d8db2ce
commit 6e681ce7a7
16 changed files with 381 additions and 273 deletions

View File

@ -5,7 +5,7 @@
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<MESSAGE value="Dodanie listy wszystkich elementow" />
@ -302,65 +383,58 @@
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@ -383,27 +526,51 @@
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49
game.py
View File

@ -1,23 +1,25 @@
import pygame, sys
from waiter import Waiter
from table import Table
from gridElement import GridElement
from pygame.math import Vector2
from path import Path
from orderTable import OrderTable
from pool import Pool
class Game(object):
def __init__(self):
pygame.init()
self.x = 11
self.y = 12
self.screen = pygame.display.set_mode((self.x * 50, self.y * 50))
self.gridElementWidth = 50
self.gridElementHeight = 50
self.screen = pygame.display.set_mode((self.x * self.gridElementWidth, self.y * self.gridElementHeight))
self.fpsClock = pygame.time.Clock()
self.idTable = 0
self.idOrder = 0
self.idItem = -1
self.idOrderTable = 0
self.waiterNumberInGrid = Vector2()
self.waiter = Waiter(5, 0, self) #Waiter jest atrybutem klasy Game
pygame.display.set_caption('Automatic Waiter')
self.background = pygame.image.load("./Images/tlo.jpg")
@ -26,26 +28,21 @@ class Game(object):
self.row = []
self.tableList = []
# Wygląd planszy i elementy
for b in range(self.y):
for j in range(self.y):
for i in range(self.x):
if ((i == 0) or (i == 10)) and ((b == 0) or (b == 8)):
self.row.append(Table(i * 50, b * 50, self))
elif (i == 6 and (b == 9 or b == 10 or b == 11)):
table = OrderTable(i * 50, b * 50, self)
if ((i == 0) or (i == 10)) and ((j == 0) or (j == 8)):
self.row.append(Table(i, j, self))
elif (i == 6 and (j == 9 or j == 10 or j == 11)):
table = OrderTable(i, j, self)
self.row.append(table)
self.tableList.append(table)
elif i == 5 and b == 0:
self.row.append(Waiter(self, i * 50, b * 50))
self.waiterNumberInGrid.x = i
self.waiterNumberInGrid.y = b
elif ((i > 0 and i < 10) and (b > 1 and b < 7)) or ((i > 1 and i < 9) and (b == 1 or b == 7)):
self.row.append(Pool(i * 50, b * 50, self))
elif ((i > 0 and i < 10) and (j > 1 and j < 7)) or ((i > 1 and i < 9) and (j == 1 or j == 7)):
self.row.append(Pool(i, j, self))
else:
if ((i < 5) or (i > 6)) and b > 8:
self.row.append(Pool(i * 50, b * 50, self))
if ((i < 5) or (i > 6)) and j > 8:
self.row.append(Pool(i, j, self))
else:
self.row.append(GridElement(i * 50, b * 50, self))
self.row.append(Path(i, j, self))
if i == 10:
self.grid.append(list(self.row))
self.row.clear()
@ -57,21 +54,16 @@ class Game(object):
sys.exit(0)
self.draw()
self.grid[int(self.waiterNumberInGrid.y)][int(self.waiterNumberInGrid.x)].move(self)
self.waiter.move(self)
pygame.display.flip()
#print(self.waiterNumberInGrid)
#print(self.waiter.position)
self.fpsClock.tick(10)
def draw(self):
tempTable = []
for row in self.grid:
for gridElement in row:
if gridElement.type == "gridElement":
gridElement.draw()
else:
tempTable.append(gridElement)
for otherElement in tempTable:
otherElement.draw()
gridElement.draw()
self.waiter.draw()
def convert(self, object):
if object.type == "gridElement":
@ -94,6 +86,5 @@ class Game(object):
print(row)
if __name__ == "__main__":
Game()

View File

@ -1,15 +1,17 @@
import pygame
# Klasy elementów
from pygame.math import Vector2
class GridElement(object):
def __init__(self, x, y, game):
self.game = game
self.position = Vector2()
self.position.x = x
self.position.y = y
game.idItem += 1
self.number = game.idItem
self.x = x
self.y = y
self.image = pygame.image.load("./Images/plytka.png")
self.type = "gridElement"
#Cała matematyka rysowania odbywa się tutaj
def draw(self):
self.rect = pygame.Rect(self.x, self.y, 50, 50)
self.game.screen.blit(self.image, (self.x, self.y))
self.rect = pygame.Rect(self.position.x * self.game.gridElementWidth, self.position.y * self.game.gridElementHeight, self.game.gridElementWidth, self.game.gridElementHeight)
self.game.screen.blit(self.image, (self.position.x * self.game.gridElementWidth, self.position.y * self.game.gridElementHeight))

View File

@ -1,19 +1,12 @@
import pygame
from gridElement import GridElement
class OrderTable(object):
def __init__(self, x, y, game):
self.game = game
game.idItem += 1
class OrderTable(GridElement):
def __init__(self, x=None, y=None, game=None):
GridElement.__init__(self, x, y, game)
game.idOrderTable += 1
self.idItem = game.idItem
self.idOrderTable = game.idOrderTable
self.x = x
self.y = y
self.image = pygame.image.load("./Images/drewno.jpg")
self.image = pygame.transform.scale(self.image, (50, 50))
self.type = "orderTable"
def draw(self):
self.rect = pygame.Rect(self.x, self.y, 50, 50)
self.game.screen.blit(self.image,(self.x, self.y))
self.image = pygame.transform.scale(self.image, (self.game.gridElementWidth, self.game.gridElementHeight))
self.type = "orderTable"

9
path.py Normal file
View File

@ -0,0 +1,9 @@
import pygame
from gridElement import GridElement
class Path(GridElement):
def __init__(self, x=None, y=None, game=None):
GridElement.__init__(self, x, y, game)
self.image = pygame.image.load("./Images/plytka.png")
self.type = "path"

19
pool.py
View File

@ -1,19 +1,10 @@
import pygame
from gridElement import GridElement
class Pool(object):
def __init__(self, x, y, game):
self.x = x
self.y = y
self.game = game
game.idItem += 1
self.number = game.idItem
#self.id = game.idTable
class Pool(GridElement):
def __init__(self, x=None, y=None, game=None):
GridElement.__init__(self, x, y, game)
self.image = pygame.image.load("./Images/water.jpg")
self.image = pygame.transform.scale(self.image, (50, 50))
self.image = pygame.transform.scale(self.image, (self.game.gridElementWidth, self.game.gridElementHeight))
self.type = "pool"
def draw(self):
self.rect = pygame.Rect(self.x, self.y, 50, 50)
#pygame.draw.rect(self.game.screen, (0, 0, 0), self.table)
self.game.screen.blit(self.image, (self.x, self.y))

View File

@ -1,23 +1,13 @@
import pygame
from gridElement import GridElement
class Table(object):
def __init__(self, x, y, game, height=2, width=4):
self.x = x
self.y = y
self.height = height
self.width = width
self.game = game
class Table(GridElement):
def __init__(self, x=None, y=None, game=None):
GridElement.__init__(self, x, y, game)
game.idTable += 1
game.idItem += 1
self.number = game.idItem
self.isBusy = False
self.id = game.idTable
self.isBusy = False
self.image = pygame.image.load("./Images/table.png")
self.image = pygame.transform.scale(self.image, (50, 50))
self.image = pygame.transform.scale(self.image, (self.game.gridElementWidth, self.game.gridElementHeight))
self.type = "table"
def draw(self):
self.table = pygame.Rect(self.x, self.y, 50, 50)
pygame.draw.rect(self.game.screen, (0, 0, 0), self.table)
self.game.screen.blit(self.image, (self.x, self.y))

View File

@ -1,77 +1,47 @@
import pygame
from pygame.math import Vector2
from gridElement import GridElement
class Waiter(object):
#Klasa Waiter dziedziczy z klasy GridElement ale obiekt Waiter nie należy do listy grid
class Waiter(GridElement):
def __init__(self, game, x, y):
self.game = game
game.idItem += 1
self.size= self.game.screen.get_size()
self.x = x
self.y = y
def __init__(self, x, y, game):
GridElement.__init__(self, x, y, game)
self.image = pygame.image.load("./Images/waiter.png").convert()
self.image.set_colorkey((0, 0, 0))
self.type = "waiter"
# System kolizji bazujący a obiektach
# Zwracanie grida po wykonaniu ruchu
def moveLeft(self, game):
if int(game.waiterNumberInGrid.x) != 0:
collisionObject = game.grid[int(game.waiterNumberInGrid.y)][int(game.waiterNumberInGrid.x-1)]
if collisionObject.type == "gridElement":
game.grid[int(game.waiterNumberInGrid.y)][int(game.waiterNumberInGrid.x - 1)].x += 50
game.grid[int(game.waiterNumberInGrid.y)][int(game.waiterNumberInGrid.x)].x -= 50
game.grid[int(game.waiterNumberInGrid.y)][int(game.waiterNumberInGrid.x - 1)], \
game.grid[int(game.waiterNumberInGrid.y)][int(game.waiterNumberInGrid.x)] = \
game.grid[int(game.waiterNumberInGrid.y)][int(game.waiterNumberInGrid.x)], \
game.grid[int(game.waiterNumberInGrid.y)][int(game.waiterNumberInGrid.x-1)]
game.waiterNumberInGrid.x -= 1
if int(self.position.x) != 0:
collisionObject = game.grid[int(self.position.y)][int(self.position.x) - 1]
if collisionObject.type == "path":
self.position.x -= 1
else:
pass
def moveRight(self, game):
if int(game.waiterNumberInGrid.x) != 11:
collisionObject = game.grid[int(game.waiterNumberInGrid.y)][int(game.waiterNumberInGrid.x + 1)]
if collisionObject.type == "gridElement":
game.grid[int(game.waiterNumberInGrid.y)][int(game.waiterNumberInGrid.x + 1)].x -= 50
game.grid[int(game.waiterNumberInGrid.y)][int(game.waiterNumberInGrid.x)].x += 50
game.grid[int(game.waiterNumberInGrid.y)][int(game.waiterNumberInGrid.x + 1)], \
game.grid[int(game.waiterNumberInGrid.y)][int(game.waiterNumberInGrid.x)] = \
game.grid[int(game.waiterNumberInGrid.y)][int(game.waiterNumberInGrid.x)], \
game.grid[int(game.waiterNumberInGrid.y)][int(game.waiterNumberInGrid.x + 1)]
game.waiterNumberInGrid.x += 1
if int(self.position.x) != game.x - 1:
collisionObject = game.grid[int(self.position.y)][int(self.position.x) + 1]
if collisionObject.type == "path":
self.position.x += 1
else:
pass
def moveUp(self, game):
if int(game.waiterNumberInGrid.y) != 0:
collisionObject = game.grid[int(game.waiterNumberInGrid.y-1)][int(game.waiterNumberInGrid.x)]
if collisionObject.type == "gridElement":
game.grid[int(game.waiterNumberInGrid.y-1)][int(game.waiterNumberInGrid.x)].y += 50
game.grid[int(game.waiterNumberInGrid.y)][int(game.waiterNumberInGrid.x)].y -= 50
game.grid[int(game.waiterNumberInGrid.y-1)][int(game.waiterNumberInGrid.x)], \
game.grid[int(game.waiterNumberInGrid.y)][int(game.waiterNumberInGrid.x)] = \
game.grid[int(game.waiterNumberInGrid.y)][int(game.waiterNumberInGrid.x)], \
game.grid[int(game.waiterNumberInGrid.y-1)][int(game.waiterNumberInGrid.x)]
game.waiterNumberInGrid.y -= 1
if int(self.position.y) != 0:
collisionObject = game.grid[int(self.position.y) - 1][int(self.position.x)]
if collisionObject.type == "path":
self.position.y -= 1
else:
pass
def moveDown(self, game):
if int(game.waiterNumberInGrid.y) != 11:
collisionObject = game.grid[int(game.waiterNumberInGrid.y + 1)][int(game.waiterNumberInGrid.x)]
if collisionObject.type == "gridElement":
game.grid[int(game.waiterNumberInGrid.y + 1)][int(game.waiterNumberInGrid.x)].y -= 50
game.grid[int(game.waiterNumberInGrid.y)][int(game.waiterNumberInGrid.x)].y += 50
game.grid[int(game.waiterNumberInGrid.y + 1)][int(game.waiterNumberInGrid.x)], \
game.grid[int(game.waiterNumberInGrid.y)][int(game.waiterNumberInGrid.x)] = \
game.grid[int(game.waiterNumberInGrid.y)][int(game.waiterNumberInGrid.x)], \
game.grid[int(game.waiterNumberInGrid.y + 1)][int(game.waiterNumberInGrid.x)]
game.waiterNumberInGrid.y += 1
if int(self.position.y) != game.y - 1:
collisionObject = game.grid[int(self.position.y) + 1][int(self.position.x)]
if collisionObject.type == "path":
self.position.y += 1
else:
pass
def move(self, game):
keys = pygame.key.get_pressed()
@ -85,8 +55,3 @@ class Waiter(object):
self.moveDown(game)
if keys[pygame.K_s]:
game.showGrid(game.grid)
def draw(self):
self.rect1 = pygame.Rect(self.x, self.y, 50, 50)
#pygame.draw.rect(self.game.screen, (0, 150, 255), self.rect1)
self.game.screen.blit(self.image, (self.x, self.y))