Dodano generowanie obiektow na siatce z plikow map
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DataModels/Cell.py
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DataModels/Cell.py
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import pygame, random
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from DataModels.Container import Container
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from PIL import Image,ImageDraw
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from config import CELL_SIZE
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class Cell( pygame.sprite.Sprite ):
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def __init__( self, x, y, max_rubbish, yellow = 0, green = 0, blue = 0, image_name = None):
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pygame.sprite.Sprite.__init__( self )
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self.image_name = image_name or type(self).__name__
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self.update_rect( x,y )
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self.container = Container( max_rubbish, yellow, green, blue )
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self.update_image()
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def update_rect( self, x, y ):
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self.x, self.y = x,y
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self.rect = pygame.Rect( x * CELL_SIZE, y * CELL_SIZE, CELL_SIZE, CELL_SIZE )
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def update_image( self ):
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image = Image.open("Resources/Images/Image_" + self.image_name + ".png" )
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draw = ImageDraw.Draw(image)
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draw.text( (5,5), str( self.container.status() ) )
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mode, size, data = image.mode, image.size, image.tobytes()
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self.image = pygame.image.frombuffer( data, size, mode )
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DataModels/Container.py
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DataModels/Container.py
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class Container():
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def __init__( self, max, y = 0, g = 0, b = 0 ):
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self.y, self.g, self.b = y, g, b
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def empty( self ):
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self.y, self.g, self.b = 0,0,0
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def status( self ):
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return [self.y, self.g, self.b]
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7
DataModels/Dump.py
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DataModels/Dump.py
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import pygame
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from DataModels.Cell import Cell
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class Dump( Cell ):
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def __init__( self, x, y, max_rubbish, dump_type, yellow = 0, green = 0, blue = 0 ):
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Cell.__init__( self, x, y, max_rubbish, yellow, green, blue, dump_type )
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DataModels/Grass.py
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DataModels/Grass.py
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import pygame
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from config import CELL_SIZE
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class Grass( pygame.sprite.Sprite ):
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def __init__( self, x, y ):
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pygame.sprite.Sprite.__init__( self )
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self.rect = pygame.Rect( x * CELL_SIZE, y * CELL_SIZE, CELL_SIZE, CELL_SIZE )
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self.image = pygame.image.load("Resources/Images/Image_Grass.png")
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DataModels/House.py
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DataModels/House.py
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from DataModels.Cell import Cell
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class House( Cell ):
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def __init__( self, x, y, max_rubbish, yellow = 0, green = 0, blue = 0 ):
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Cell.__init__( self, x, y, max_rubbish, yellow, green, blue )
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DataModels/Road.py
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DataModels/Road.py
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import pygame
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from config import CELL_SIZE
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class Road( pygame.sprite.Sprite ):
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def __init__( self, x, y ):
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pygame.sprite.Sprite.__init__( self )
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self.rect = pygame.Rect( x * CELL_SIZE, y * CELL_SIZE, CELL_SIZE, CELL_SIZE )
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self.image = pygame.image.load("Resources/Images/Image_Road.png")
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DataModels/__pycache__/Cell.cpython-36.pyc
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DataModels/__pycache__/Cell.cpython-36.pyc
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DataModels/__pycache__/Container.cpython-36.pyc
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DataModels/__pycache__/Container.cpython-36.pyc
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DataModels/__pycache__/Dump.cpython-36.pyc
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DataModels/__pycache__/Dump.cpython-36.pyc
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DataModels/__pycache__/Grass.cpython-36.pyc
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DataModels/__pycache__/Grass.cpython-36.pyc
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DataModels/__pycache__/House.cpython-36.pyc
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DataModels/__pycache__/House.cpython-36.pyc
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Resources/Maps/map_000.txt
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Resources/Maps/map_000.txt
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2 2
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E H
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H B
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__pycache__/config.cpython-36.pyc
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__pycache__/config.cpython-36.pyc
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c.c
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c.c
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#include <stdio.h>
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int main( void ) {
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char c = NULL;
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int b = c || 5;
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printf("%d\r\n", b);
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return 0;
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}
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config.py
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config.py
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import sys, random
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CELL_SIZE = 64
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FPS = 60
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HOME_AMOUNT = 7
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GRID_HEIGHT = HOME_AMOUNT
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GRID_WIDTH = GRID_HEIGHT
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map = open( sys.argv[1], 'r' )
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GRID_WIDTH, GRID_HEIGHT = [int(x) for x in map.readline().split()]
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WINDOW_HEIGHT = GRID_HEIGHT * CELL_SIZE
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WINDOW_WIDTH = GRID_WIDTH * CELL_SIZE
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WINDOW_WIDTH = GRID_WIDTH * CELL_SIZE
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HOUSE_CAPACITY = random.randint(1, 11)
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main.py
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main.py
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import pygame
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import pygame, sys
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from config import WINDOW_HEIGHT, WINDOW_WIDTH
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from random import randint
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from config import WINDOW_HEIGHT, WINDOW_WIDTH, GRID_HEIGHT, GRID_WIDTH, HOUSE_CAPACITY, FPS
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from DataModels.Grass import Grass
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from DataModels.House import House
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from DataModels.Dump import Dump
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pygame_sprites = pygame.sprite.Group()
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FPS_CLOCK = pygame.time.Clock()
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GAME_WINDOW = display.set_mode((WINDOW_WIDTH, WINDOW_HEIGHT), 0, 32)
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GAME_WINDOW = pygame.display.set_mode((WINDOW_WIDTH, WINDOW_HEIGHT), 0, 32)
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grid = [ [] for x in range(0)]
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map = open(sys.argv[1], 'r')
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map.readline()
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map_objects = [ [ None for y in range(0,GRID_WIDTH)] for x in range(0, GRID_HEIGHT)]
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def generate( letter ):
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letter_mapping = {
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'E': lambda x, y: Grass(x,y),
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'H': lambda x, y, max_rubbish, yellow, green, blue: House( x, y, max_rubbish, yellow, green, blue ),
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'B': lambda x, y, max_rubbish, dump_type: Dump( x, y, max_rubbish, dump_type )
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}
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return letter_mapping[letter]
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i = 0
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for y in map.readlines():
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for x in y.split():
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x_coord = i%GRID_WIDTH
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y_coord = i //GRID_HEIGHT
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yellow, green, blue = [randint(0, HOUSE_CAPACITY //2),randint(0, HOUSE_CAPACITY //2),randint(0, HOUSE_CAPACITY //2)]
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if x is 'E':
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map_objects[x_coord][y_coord] = generate(x)(x_coord, y_coord)
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elif x is 'H':
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map_objects[x_coord][y_coord] = generate(x)(x_coord, y_coord, HOUSE_CAPACITY, yellow, green, blue)
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elif x is 'B':
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map_objects[x_coord][y_coord] = generate(x)(x_coord, y_coord, 100, "Dump_Blue")
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i += 1
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for line in map_objects:
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for item in line:
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pygame_sprites.add(item)
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while True:
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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pygame.quit()
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sys.exit()
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pygame_sprites.update()
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pygame_sprites.draw(GAME_WINDOW)
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pygame.display.flip()
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FPS_CLOCK.tick(FPS)
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