Logs, interaction and bug

Improved logs *stats are displayed every 2 seconds, *debug logs are visible; Added interaction between GC, house and landfill; Collecting trash bug;
This commit is contained in:
Magdalena Wilczyńska 2019-03-26 23:13:34 +01:00
parent 8d5febd918
commit 5c12f8acdc
4 changed files with 67 additions and 15 deletions

11
game.py
View File

@ -39,6 +39,10 @@ utils.generate_houses(all_sprites, interactables)
gc = utils.generate_garbage_collector(all_sprites, interactables) gc = utils.generate_garbage_collector(all_sprites, interactables)
## ##
##REMOVE THAT#
hud_break = 0
##
##GAME LOOP####################################################################### ##GAME LOOP#######################################################################
while(1): while(1):
for e in event.get(): for e in event.get():
@ -54,6 +58,8 @@ while(1):
gc.move('right', interactables["homes"] + interactables["landfills"]) gc.move('right', interactables["homes"] + interactables["landfills"])
if e.key == K_LEFT: if e.key == K_LEFT:
gc.move('left', interactables["homes"] + interactables["landfills"]) gc.move('left', interactables["homes"] + interactables["landfills"])
if e.key == K_SPACE:
gc.select_object(all_sprites)
all_sprites.update() all_sprites.update()
all_sprites.draw(GAMEWINDOW) all_sprites.draw(GAMEWINDOW)
@ -62,6 +68,11 @@ while(1):
if(type(item) == House): if(type(item) == House):
item.generate_rubbish() item.generate_rubbish()
##REMOVE THAT#
hud_break = (hud_break + 1) % (FPS*2)
if(hud_break == 0):
##
hud.get_statistics(all_sprites) hud.get_statistics(all_sprites)
display.flip() display.flip()
fps_clock.tick(FPS) fps_clock.tick(FPS)

View File

@ -1,12 +1,14 @@
import pygame import pygame
from sprites.cell import Cell, CELL_SIZE from sprites.cell import Cell, CELL_SIZE
from sprites.house import House from sprites.house import House
from sprites.landfill import Landfill
from config import PLAY_HEIGHT, PLAY_WIDTH from config import PLAY_HEIGHT, PLAY_WIDTH
class Garbage_collector(Cell): GC_CAPACITY = 10
def __init__(self, x, y):
GC_CAPACITY = 10
class Garbage_collector(Cell):
def __init__(self, x, y):
Cell.__init__(self, x, y) Cell.__init__(self, x, y)
self.image = pygame.image.load("images/garbage_collector.png") self.image = pygame.image.load("images/garbage_collector.png")
self.move_options = { self.move_options = {
@ -31,7 +33,9 @@ class Garbage_collector(Cell):
self.update() self.update()
def collect_trash(self, house): def collect_trash(self, house):
global GC_CAPACITY
rubbish = house.get_rubbish_data() rubbish = house.get_rubbish_data()
to_collect = [0,0,0]
to_collect = rubbish to_collect = rubbish
dic = { dic = {
@ -40,15 +44,33 @@ class Garbage_collector(Cell):
2: "metal" 2: "metal"
} }
for i in range(0,2): for i in range(0,3):
if(rubbish[0] > GC_CAPACITY - self.trash_space_taken.get(dic[i])): if(rubbish[i] > GC_CAPACITY - self.trash_space_taken.get(dic[i])):
to_collect[0] = self.trash_space_taken.get(dic[i]) to_collect[i] = GC_CAPACITY - self.trash_space_taken.get(dic[i])
self.trash_space_taken[dic[i]] += to_collect[i] self.trash_space_taken[dic[i]] += to_collect[i]
self.trash_collected += to_collect[i] self.trash_collected += to_collect[i]
print("GARBAGE COLLECTOR>> Took "+str(to_collect[i])+" "+dic[i])
house.give_away_rubbish(to_collect[0], to_collect[1], to_collect[2]) house.give_away_rubbish(to_collect[0], to_collect[1], to_collect[2])
def throw_trash(self, landfill):
landfill_type = landfill.get_type()
print("GARBAGE COLLECTOR>> REMOVED "+landfill_type)
self.trash_space_taken[landfill_type] = 0
def select_object(self, interactables):
print("### INTERACTION ###")
for item in interactables:
if(type(item)==House):
item_x, item_y = item.get_coordinates()
if((abs(self.x - item_x)==1 and abs(self.y - item_y)==0) or (abs(self.x - item_x)==0 and abs(self.y - item_y)==1)):
self.collect_trash(item)
elif(type(item)==Landfill):
item_x, item_y = item.get_coordinates()
if((abs(self.x - item_x)==1 and abs(self.y - item_y)==0) or (abs(self.x - item_x)==0 and abs(self.y - item_y)==1)):
self.throw_trash(item)
def get_collect_data(self): def get_collect_data(self):
return self.trash_collected return self.trash_collected

View File

@ -24,31 +24,41 @@ class House(Cell):
def generate_rubbish(self): def generate_rubbish(self):
if(random.randint(0, 25) == 1): # 1/25 szansa na wyrzucenie śmiecia w klatce if(random.randint(0, 25) == 1): # 1/25 szansa na wyrzucenie śmiecia w klatce
thrash_type = random.randint(0, 2) thrash_type = random.randint(0, 2)
if(thrash_type == 0 and self.rubbish[thrash_type] < self.max_plastic):
self.rubbish[thrash_type] = self.rubbish[thrash_type] + 1
if(thrash_type == 1 and self.rubbish[thrash_type] < self.max_glass):
self.rubbish[thrash_type] = self.rubbish[thrash_type] + 1
if(thrash_type == 2 and self.rubbish[thrash_type] < self.max_metal):
self.rubbish[thrash_type] = self.rubbish[thrash_type] + 1 self.rubbish[thrash_type] = self.rubbish[thrash_type] + 1
#mozna ladniej? #mozna ladniej?
if(self.rubbish[PLASTIC] > self.max_plastic): if(self.rubbish[PLASTIC] == self.max_plastic):
if(self.rubbish[GLASS] > self.max_glass): if(self.rubbish[GLASS] == self.max_glass):
if(self.rubbish[METAL] > self.max_metal): if(self.rubbish[METAL] == self.max_metal):
self.image = pygame.image.load(House_image.full.value) #plastik, szklo, metal self.image = pygame.image.load(House_image.full.value) #plastik, szklo, metal
else: else:
self.image = pygame.image.load(House_image.plastic_glass.value) #plastik, szklo self.image = pygame.image.load(House_image.plastic_glass.value) #plastik, szklo
elif(self.rubbish[METAL] > self.max_metal): elif(self.rubbish[METAL] == self.max_metal):
self.image = pygame.image.load(House_image.plastic_metal.value) #plastik, metal self.image = pygame.image.load(House_image.plastic_metal.value) #plastik, metal
else: else:
self.image = pygame.image.load(House_image.plastic.value) #plastik self.image = pygame.image.load(House_image.plastic.value) #plastik
elif(self.rubbish[GLASS] > self.max_glass): elif(self.rubbish[GLASS] == self.max_glass):
if(self.rubbish[METAL] > self.max_metal): if(self.rubbish[METAL] == self.max_metal):
self.image = pygame.image.load(House_image.glass_metal.value) #szklo, metal self.image = pygame.image.load(House_image.glass_metal.value) #szklo, metal
else: else:
self.image = pygame.image.load(House_image.glass.value) #szklo self.image = pygame.image.load(House_image.glass.value) #szklo
elif(self.rubbish[METAL] > self.max_metal): elif(self.rubbish[METAL] == self.max_metal):
self.image = pygame.image.load(House_image.metal.value) #metal self.image = pygame.image.load(House_image.metal.value) #metal
else:
self.image = pygame.image.load(House_image.house.value) #niezapelnione
def give_away_rubbish(self, plastic, glass, metal): def give_away_rubbish(self, plastic, glass, metal):
print("HOUSE>> Before giving away "+str(self.rubbish[PLASTIC])+" plastic, "+str(self.rubbish[GLASS])+" glass, "+str(self.rubbish[METAL])+" metal, ")
self.rubbish[PLASTIC] -= plastic self.rubbish[PLASTIC] -= plastic
self.rubbish[GLASS] -= glass self.rubbish[GLASS] -= glass
self.rubbish[METAL] -= metal self.rubbish[METAL] -= metal
print("HOUSE>> Gave away "+str(plastic)+" plastic, "+str(glass)+" glass, "+str(metal)+" metal, ")
print("HOUSE>> After giving away "+str(self.rubbish[PLASTIC])+" plastic, "+str(self.rubbish[GLASS])+" glass, "+str(self.rubbish[METAL])+" metal, ")
def check_rubbish_status(self): def check_rubbish_status(self):
print("plastic: " + str(self.rubbish[PLASTIC]) + " glass: " + str( print("plastic: " + str(self.rubbish[PLASTIC]) + " glass: " + str(
@ -56,3 +66,6 @@ class House(Cell):
def get_rubbish_data(self): def get_rubbish_data(self):
return self.rubbish return self.rubbish
def get_coordinates(self):
return self.x, self.y

View File

@ -9,3 +9,9 @@ class Landfill(Cell):
types = ["plastic", "glass", "metal"] types = ["plastic", "glass", "metal"]
self.type = types[type] self.type = types[type]
self.image = pygame.image.load("images/landfill_%s.png" % (self.type)) self.image = pygame.image.load("images/landfill_%s.png" % (self.type))
def get_coordinates(self):
return self.x, self.y
def get_type(self):
return self.type