SZI2019SmieciarzWmi/sprites/house.py

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import pygame
import sys
import random
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from enum import Enum
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from sprites.cell import Cell
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from enums.house_image import House_image
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PLASTIC = 0 # blue
GLASS = 1 # green
METAL = 2 # yellow
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class House(Cell):
def __init__(self, x, y, max_plastic, max_glass, max_metal):
Cell.__init__(self, x, y)
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self.image = pygame.image.load(House_image.house.value)
self.rubbish = [random.randint(0, max_plastic), random.randint(
0, max_glass), random.randint(0, max_metal)] # plastic, glass, metal
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self.max_plastic = max_plastic
self.max_glass = max_glass
self.max_metal = max_metal
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def generate_rubbish(self):
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if(random.randint(0, 25) == 1): # 1/25 szansa na wyrzucenie śmiecia w klatce
thrash_type = random.randint(0, 2)
self.rubbish[thrash_type] = self.rubbish[thrash_type] + 1
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#mozna ladniej?
if(self.rubbish[PLASTIC] > self.max_plastic):
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if(self.rubbish[GLASS] > self.max_glass):
if(self.rubbish[METAL] > self.max_metal):
self.image = pygame.image.load(House_image.full.value) #plastik, szklo, metal
else:
self.image = pygame.image.load(House_image.plastic_glass.value) #plastik, szklo
elif(self.rubbish[METAL] > self.max_metal):
self.image = pygame.image.load(House_image.plastic_metal.value) #plastik, metal
else:
self.image = pygame.image.load(House_image.plastic.value) #plastik
elif(self.rubbish[GLASS] > self.max_glass):
if(self.rubbish[METAL] > self.max_metal):
self.image = pygame.image.load(House_image.glass_metal.value) #szklo, metal
else:
self.image = pygame.image.load(House_image.glass.value) #szklo
elif(self.rubbish[METAL] > self.max_metal):
self.image = pygame.image.load(House_image.metal.value) #metal
def give_away_rubbish(self, plastic, glass, metal):
self.rubbish[PLASTIC] -= plastic
self.rubbish[GLASS] -= glass
self.rubbish[METAL] -= metal
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def check_rubbish_status(self):
print("plastic: " + str(self.rubbish[PLASTIC]) + " glass: " + str(
self.rubbish[GLASS]) + " metal: " + str(self.rubbish[METAL]))
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def get_rubbish_data(self):
return self.rubbish