SZI2019SmieciarzWmi/game.py

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from pygame import *
import sys
import random
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from config import PLAY_WIDTH, PLAY_HEIGHT, HUD_HEIGHT, home_amount
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from sprites.house import House
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from sprites.hud import Hud
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from pygame.locals import *
import utils
##INITIALIZE STATIC VARIABLES#########
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FPS = 20
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all_sprites = sprite.Group()
fps_clock = time.Clock()
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######################################
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interactables = {
"homes": [],
"landfills": []
}
##GAMEWINDOW##########################
WINDOW_WIDTH = PLAY_WIDTH
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WINDOW_HEIGHT = PLAY_HEIGHT + HUD_HEIGHT
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GAMEWINDOW = display.set_mode((WINDOW_WIDTH, WINDOW_HEIGHT), 0, 32)
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hud = Hud(home_amount,WINDOW_WIDTH, WINDOW_HEIGHT,GAMEWINDOW)
display.set_caption('Smieciarz WMI')
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icon = image.load('images/icon.png')
display.set_icon(icon)
######################################
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##
# Generate level
utils.generate_grass(all_sprites)
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utils.generate_landfills(all_sprites, interactables)
utils.generate_houses(all_sprites, interactables)
gc = utils.generate_garbage_collector(all_sprites, interactables)
##
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##REMOVE THAT#
hud_break = 0
##
##GAME LOOP#######################################################################
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while(1):
for e in event.get():
if e.type == QUIT:
quit()
sys.exit()
if e.type == KEYUP:
if e.key == K_UP:
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gc.move('up', interactables["homes"] + interactables["landfills"])
if e.key == K_DOWN:
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gc.move('down', interactables["homes"] + interactables["landfills"])
if e.key == K_RIGHT:
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gc.move('right', interactables["homes"] + interactables["landfills"])
if e.key == K_LEFT:
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gc.move('left', interactables["homes"] + interactables["landfills"])
if e.key == K_SPACE:
gc.select_object(all_sprites)
all_sprites.update()
all_sprites.draw(GAMEWINDOW)
for item in all_sprites:
if(type(item) == House):
item.generate_rubbish()
##REMOVE THAT#
hud_break = (hud_break + 1) % (FPS*2)
if(hud_break == 0):
##
hud.get_statistics(all_sprites)
display.flip()
fps_clock.tick(FPS)
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##################################################################################