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:
parent
8d5febd918
commit
5c12f8acdc
13
game.py
13
game.py
@ -39,6 +39,10 @@ utils.generate_houses(all_sprites, interactables)
|
||||
gc = utils.generate_garbage_collector(all_sprites, interactables)
|
||||
##
|
||||
|
||||
##REMOVE THAT#
|
||||
hud_break = 0
|
||||
##
|
||||
|
||||
##GAME LOOP#######################################################################
|
||||
while(1):
|
||||
for e in event.get():
|
||||
@ -54,6 +58,8 @@ while(1):
|
||||
gc.move('right', interactables["homes"] + interactables["landfills"])
|
||||
if e.key == K_LEFT:
|
||||
gc.move('left', interactables["homes"] + interactables["landfills"])
|
||||
if e.key == K_SPACE:
|
||||
gc.select_object(all_sprites)
|
||||
|
||||
all_sprites.update()
|
||||
all_sprites.draw(GAMEWINDOW)
|
||||
@ -62,7 +68,12 @@ while(1):
|
||||
if(type(item) == House):
|
||||
item.generate_rubbish()
|
||||
|
||||
hud.get_statistics(all_sprites)
|
||||
##REMOVE THAT#
|
||||
hud_break = (hud_break + 1) % (FPS*2)
|
||||
|
||||
if(hud_break == 0):
|
||||
##
|
||||
hud.get_statistics(all_sprites)
|
||||
display.flip()
|
||||
fps_clock.tick(FPS)
|
||||
##################################################################################
|
||||
|
@ -1,12 +1,14 @@
|
||||
import pygame
|
||||
from sprites.cell import Cell, CELL_SIZE
|
||||
from sprites.house import House
|
||||
from sprites.landfill import Landfill
|
||||
from config import PLAY_HEIGHT, PLAY_WIDTH
|
||||
|
||||
class Garbage_collector(Cell):
|
||||
def __init__(self, x, y):
|
||||
GC_CAPACITY = 10
|
||||
GC_CAPACITY = 10
|
||||
|
||||
class Garbage_collector(Cell):
|
||||
|
||||
def __init__(self, x, y):
|
||||
Cell.__init__(self, x, y)
|
||||
self.image = pygame.image.load("images/garbage_collector.png")
|
||||
self.move_options = {
|
||||
@ -31,7 +33,9 @@ class Garbage_collector(Cell):
|
||||
self.update()
|
||||
|
||||
def collect_trash(self, house):
|
||||
global GC_CAPACITY
|
||||
rubbish = house.get_rubbish_data()
|
||||
to_collect = [0,0,0]
|
||||
to_collect = rubbish
|
||||
|
||||
dic = {
|
||||
@ -40,15 +44,33 @@ class Garbage_collector(Cell):
|
||||
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])):
|
||||
to_collect[0] = self.trash_space_taken.get(dic[i])
|
||||
if(rubbish[i] > GC_CAPACITY - 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_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])
|
||||
|
||||
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):
|
||||
return self.trash_collected
|
||||
|
||||
|
@ -24,31 +24,41 @@ class House(Cell):
|
||||
def generate_rubbish(self):
|
||||
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
|
||||
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
|
||||
|
||||
#mozna ladniej?
|
||||
if(self.rubbish[PLASTIC] > self.max_plastic):
|
||||
if(self.rubbish[GLASS] > self.max_glass):
|
||||
if(self.rubbish[METAL] > self.max_metal):
|
||||
if(self.rubbish[PLASTIC] == self.max_plastic):
|
||||
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):
|
||||
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):
|
||||
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):
|
||||
elif(self.rubbish[METAL] == self.max_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):
|
||||
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[GLASS] -= glass
|
||||
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):
|
||||
print("plastic: " + str(self.rubbish[PLASTIC]) + " glass: " + str(
|
||||
@ -56,3 +66,6 @@ class House(Cell):
|
||||
|
||||
def get_rubbish_data(self):
|
||||
return self.rubbish
|
||||
|
||||
def get_coordinates(self):
|
||||
return self.x, self.y
|
@ -9,3 +9,9 @@ class Landfill(Cell):
|
||||
types = ["plastic", "glass", "metal"]
|
||||
self.type = types[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
|
||||
|
Loading…
Reference in New Issue
Block a user