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;
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8d5febd918
commit
5c12f8acdc
11
game.py
11
game.py
@ -39,6 +39,10 @@ utils.generate_houses(all_sprites, interactables)
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gc = utils.generate_garbage_collector(all_sprites, interactables)
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##
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##REMOVE THAT#
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hud_break = 0
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##
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##GAME LOOP#######################################################################
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while(1):
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for e in event.get():
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@ -54,6 +58,8 @@ while(1):
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gc.move('right', interactables["homes"] + interactables["landfills"])
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if e.key == K_LEFT:
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gc.move('left', interactables["homes"] + interactables["landfills"])
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if e.key == K_SPACE:
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gc.select_object(all_sprites)
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all_sprites.update()
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all_sprites.draw(GAMEWINDOW)
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@ -62,6 +68,11 @@ while(1):
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if(type(item) == House):
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item.generate_rubbish()
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##REMOVE THAT#
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hud_break = (hud_break + 1) % (FPS*2)
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if(hud_break == 0):
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##
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hud.get_statistics(all_sprites)
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display.flip()
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fps_clock.tick(FPS)
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@ -1,12 +1,14 @@
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import pygame
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from sprites.cell import Cell, CELL_SIZE
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from sprites.house import House
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from sprites.landfill import Landfill
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from config import PLAY_HEIGHT, PLAY_WIDTH
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class Garbage_collector(Cell):
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def __init__(self, x, y):
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GC_CAPACITY = 10
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class Garbage_collector(Cell):
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def __init__(self, x, y):
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Cell.__init__(self, x, y)
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self.image = pygame.image.load("images/garbage_collector.png")
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self.move_options = {
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@ -31,7 +33,9 @@ class Garbage_collector(Cell):
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self.update()
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def collect_trash(self, house):
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global GC_CAPACITY
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rubbish = house.get_rubbish_data()
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to_collect = [0,0,0]
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to_collect = rubbish
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dic = {
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@ -40,15 +44,33 @@ class Garbage_collector(Cell):
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2: "metal"
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}
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for i in range(0,2):
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for i in range(0,3):
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if(rubbish[0] > GC_CAPACITY - self.trash_space_taken.get(dic[i])):
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to_collect[0] = self.trash_space_taken.get(dic[i])
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if(rubbish[i] > GC_CAPACITY - self.trash_space_taken.get(dic[i])):
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to_collect[i] = GC_CAPACITY - self.trash_space_taken.get(dic[i])
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self.trash_space_taken[dic[i]] += to_collect[i]
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self.trash_collected += to_collect[i]
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print("GARBAGE COLLECTOR>> Took "+str(to_collect[i])+" "+dic[i])
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house.give_away_rubbish(to_collect[0], to_collect[1], to_collect[2])
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def throw_trash(self, landfill):
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landfill_type = landfill.get_type()
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print("GARBAGE COLLECTOR>> REMOVED "+landfill_type)
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self.trash_space_taken[landfill_type] = 0
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def select_object(self, interactables):
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print("### INTERACTION ###")
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for item in interactables:
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if(type(item)==House):
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item_x, item_y = item.get_coordinates()
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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)):
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self.collect_trash(item)
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elif(type(item)==Landfill):
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item_x, item_y = item.get_coordinates()
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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)):
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self.throw_trash(item)
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def get_collect_data(self):
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return self.trash_collected
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@ -24,31 +24,41 @@ class House(Cell):
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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
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thrash_type = random.randint(0, 2)
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if(thrash_type == 0 and self.rubbish[thrash_type] < self.max_plastic):
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self.rubbish[thrash_type] = self.rubbish[thrash_type] + 1
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if(thrash_type == 1 and self.rubbish[thrash_type] < self.max_glass):
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self.rubbish[thrash_type] = self.rubbish[thrash_type] + 1
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if(thrash_type == 2 and self.rubbish[thrash_type] < self.max_metal):
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self.rubbish[thrash_type] = self.rubbish[thrash_type] + 1
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#mozna ladniej?
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if(self.rubbish[PLASTIC] > self.max_plastic):
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if(self.rubbish[GLASS] > self.max_glass):
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if(self.rubbish[METAL] > self.max_metal):
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if(self.rubbish[PLASTIC] == self.max_plastic):
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if(self.rubbish[GLASS] == self.max_glass):
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if(self.rubbish[METAL] == self.max_metal):
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self.image = pygame.image.load(House_image.full.value) #plastik, szklo, metal
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else:
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self.image = pygame.image.load(House_image.plastic_glass.value) #plastik, szklo
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elif(self.rubbish[METAL] > self.max_metal):
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elif(self.rubbish[METAL] == self.max_metal):
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self.image = pygame.image.load(House_image.plastic_metal.value) #plastik, metal
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else:
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self.image = pygame.image.load(House_image.plastic.value) #plastik
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elif(self.rubbish[GLASS] > self.max_glass):
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if(self.rubbish[METAL] > self.max_metal):
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elif(self.rubbish[GLASS] == self.max_glass):
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if(self.rubbish[METAL] == self.max_metal):
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self.image = pygame.image.load(House_image.glass_metal.value) #szklo, metal
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else:
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self.image = pygame.image.load(House_image.glass.value) #szklo
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elif(self.rubbish[METAL] > self.max_metal):
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elif(self.rubbish[METAL] == self.max_metal):
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self.image = pygame.image.load(House_image.metal.value) #metal
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else:
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self.image = pygame.image.load(House_image.house.value) #niezapelnione
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def give_away_rubbish(self, plastic, glass, metal):
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print("HOUSE>> Before giving away "+str(self.rubbish[PLASTIC])+" plastic, "+str(self.rubbish[GLASS])+" glass, "+str(self.rubbish[METAL])+" metal, ")
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self.rubbish[PLASTIC] -= plastic
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self.rubbish[GLASS] -= glass
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self.rubbish[METAL] -= metal
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print("HOUSE>> Gave away "+str(plastic)+" plastic, "+str(glass)+" glass, "+str(metal)+" metal, ")
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print("HOUSE>> After giving away "+str(self.rubbish[PLASTIC])+" plastic, "+str(self.rubbish[GLASS])+" glass, "+str(self.rubbish[METAL])+" metal, ")
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def check_rubbish_status(self):
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print("plastic: " + str(self.rubbish[PLASTIC]) + " glass: " + str(
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@ -56,3 +66,6 @@ class House(Cell):
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def get_rubbish_data(self):
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return self.rubbish
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def get_coordinates(self):
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return self.x, self.y
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@ -9,3 +9,9 @@ class Landfill(Cell):
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types = ["plastic", "glass", "metal"]
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self.type = types[type]
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self.image = pygame.image.load("images/landfill_%s.png" % (self.type))
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def get_coordinates(self):
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return self.x, self.y
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def get_type(self):
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return self.type
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