Poprawiono kod + oskryptowano poruszanie sie smieciarza

This commit is contained in:
Konrad Pierzyński 2019-03-20 22:36:40 +01:00
parent b43fd1f878
commit ebab21363d
6 changed files with 103 additions and 73 deletions

117
game.py
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@ -1,5 +1,6 @@
from pygame import *
import sys, random
from sprites.cell import CELL_SIZE
from sprites.grass import Grass
from sprites.house import House
from sprites.landfill import Landfill
@ -7,63 +8,78 @@ from sprites.garbage_collector import Garbage_collector
from pygame.locals import *
import utils
##INITIALIZE STATIC VARIABLES#########
FPS = 5
all_sprites = sprite.Group()
cells = []
FPS = 5
cell_size = 64
fps_clock = time.Clock()
######################################
#Tu będzie zmienna do wybrania przez użytkownika na start/ do zmiany w trakcie "gry"
##INITIALIZE DYNAMIC VARIABLES########
home_amount = utils.set_home_amount()
obstacles_coords = []
#Obszar przeznaczony na płyki
PLAY_WIDTH = (home_amount+1)*64
PLAY_WIDTH = home_amount*CELL_SIZE
PLAY_HEIGHT = PLAY_WIDTH
#Całe okno gry (z przyszłym hud'em)
WINDOW_WIDTH = PLAY_WIDTH #+ 100
WINDOW_HEIGHT = PLAY_HEIGHT #+ 100
WINDOW_WIDTH = PLAY_WIDTH
WINDOW_HEIGHT = PLAY_HEIGHT
######################################
##GAMEWINDOW##########################
GAMEWINDOW = display.set_mode((WINDOW_WIDTH, WINDOW_HEIGHT), 0, 32)
WHITE = (255, 255, 255)
display.set_caption('Śmieciarz WMI')
######################################
#Dodawanie pól typu Grass
for x in range(PLAY_HEIGHT//64):
cells.append([])
for y in range(PLAY_HEIGHT//64):
grass = Grass(x,y)
cells[x].append(grass)
##GENERATE GRASS##################################################################
grass = []
for k in range(0,(PLAY_WIDTH//CELL_SIZE)*(PLAY_HEIGHT//CELL_SIZE)):
x,y = (int(k%(PLAY_WIDTH//CELL_SIZE)), int(k/(PLAY_WIDTH//CELL_SIZE)))
grass.append( Grass(x,y) )
for item in grass:
all_sprites.add(item)
##################################################################################
#Losowanie domków i dodawanie je do mapy
home_len = home_amount
trash_count = 2
while( home_len > 0 ):
#Sprawdzenie, czy istnieje już domek na danej pozycji, jeżeli tak to losuj ponownie
x, y = utils.generate_rand_coordinates(PLAY_WIDTH, PLAY_HEIGHT)
if( type(cells[x][y]) == Grass ):
cells[x][y] = House(x,y, 10, 10, 10)
home_len = home_len - 1
##GENERATE HOUSES#################################################################
houses = []
home_counter = home_amount
while( home_counter != 0 ):
x,y = utils.generate_rand_coordinates((PLAY_WIDTH//CELL_SIZE)-1,(PLAY_HEIGHT//CELL_SIZE)-1)
if( (x,y) not in obstacles_coords ):
houses.append( House(x,y, 10, 10, 10) )
obstacles_coords.append((x,y))
home_counter = home_counter - 1
while(trash_count >= 0):
x, y = utils.generate_rand_coordinates(PLAY_WIDTH, PLAY_HEIGHT)
if( type(cells[x][y]) == Grass ):
cells[x][y] = Landfill(x, y, trash_count)
trash_count -= 1
for item in houses:
all_sprites.add(item)
##################################################################################
while(True):
x, y = utils.generate_rand_coordinates(PLAY_WIDTH, PLAY_HEIGHT)
if type(cells[x][y]) is Grass:
cells[x][y] = Garbage_collector(x,y)
##GENERATE LANDFILLS##############################################################
landfills = []
landfill_counter = 3
while( landfill_counter != 0):
x,y = utils.generate_rand_coordinates((PLAY_WIDTH//CELL_SIZE)-1,(PLAY_HEIGHT//CELL_SIZE)-1)
if( (x,y) not in obstacles_coords ):
landfills.append( Landfill(x,y, landfill_counter-1) )
obstacles_coords.append((x,y))
landfill_counter = landfill_counter - 1
for item in landfills:
all_sprites.add(item)
##################################################################################
##GENERATE GARBAGE COLLECTOR######################################################
while( True ):
x,y = utils.generate_rand_coordinates((PLAY_WIDTH//CELL_SIZE)-1,(PLAY_HEIGHT//CELL_SIZE)-1)
if( (x,y) not in obstacles_coords ):
gc = Garbage_collector(x,y)
break
all_sprites.add(gc)
##################################################################################
#Dodawanie wszystkich spritow do grupy spritow
for x in range(len(cells)):
for y in range(len(cells[x])):
all_sprites.add(cells[x][y])
#Sama gierka
##GAME LOOP#######################################################################
while(1):
for e in event.get():
if e.type == QUIT:
@ -71,23 +87,22 @@ while(1):
sys.exit()
if e.type == KEYUP:
if e.key == K_UP:
print('up')
gc.move('up', obstacles_coords)
if e.key == K_DOWN:
print('down')
gc.move('down', obstacles_coords)
if e.key == K_RIGHT:
print('right')
gc.move('right', obstacles_coords)
if e.key == K_LEFT:
print('left')
gc.move('left', obstacles_coords)
all_sprites.update()
all_sprites.draw(GAMEWINDOW)
#generowanie smieci
for house in all_sprites:
if( type(house) == House ):
house.generate_rubbish()
#house.check_rubbish_status()
for item in all_sprites:
if( type(item) == House ):
item.generate_rubbish()
display.flip()
fps_clock.tick(FPS)
##################################################################################

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@ -3,9 +3,14 @@ import pygame
import sys
from pygame.locals import *
CELL_SIZE = 64
class Cell(pygame.sprite.Sprite):
def __init__(self,x,y):
pygame.sprite.Sprite.__init__(self)
self.x = x
self.y = y
self.rect = pygame.Rect(x*64,y*64, 64, 64)
def __init__(self,x,y):
pygame.sprite.Sprite.__init__(self)
self.x = x
self.y = y
self.update()
def update(self):
self.rect = pygame.Rect(self.x*CELL_SIZE,self.y*CELL_SIZE, CELL_SIZE, CELL_SIZE)

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@ -2,14 +2,23 @@ import pygame
from sprites.cell import Cell
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 = {
"up": lambda forbidden: self.y + 1 if (self.x, self.y + 1) not in forbidden else self.y,
"down": lambda forbidden: self.y - 1 if (self.x, self.y - 1) not in forbidden else self.y,
"left": lambda forbidden: self.x - 1 if (self.x - 1, self.y) not in forbidden else self.x,
"right": lambda forbidden: self.x + 1 if (self.x + 1, self.y) not in forbidden else self.x
}
def __init__(self, x,y):
Cell.__init__(self,x,y)
self.image = pygame.image.load("images/garbage_collector.png")
self.move_options = {
"up": lambda forbidden: ('y', self.y - 1) if (self.x, self.y - 1) not in forbidden else ('y', self.y),
"down": lambda forbidden: ('y', self.y + 1) if (self.x, self.y + 1) not in forbidden else ('y', self.y),
"left": lambda forbidden: ('x', self.x - 1) if (self.x - 1, self.y) not in forbidden else ('x', self.x),
"right": lambda forbidden: ('x', self.x + 1) if (self.x + 1, self.y) not in forbidden else ('x', self.x)
}
def move(self, direction, forbidden):
(destination, value) = self.move_options[direction](forbidden)
if( destination is 'x'):
self.x = value
elif( destination is 'y'):
self.y = value
self.update()

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@ -3,6 +3,6 @@ import sys
from sprites.cell import Cell
class Grass(Cell):
def __init__(self,x,y):
def __init__(self, x, y ):
Cell.__init__(self,x,y)
self.image = pygame.image.load("images/grass.png")

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@ -3,8 +3,8 @@ import sys
from sprites.cell import Cell
class Landfill(Cell):
def __init__(self, x, y, type):
types = ["plastic", "glass", "metal"]
self.type = types[type]
Cell.__init__(self,x,y)
self.image = pygame.image.load("images/landfill_%s.png" %(self.type))
def __init__(self, x,y, type):
Cell.__init__(self,x,y)
types = ["plastic", "glass", "metal"]
self.type = types[type]
self.image = pygame.image.load("images/landfill_%s.png" %(self.type))

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@ -16,5 +16,6 @@ def set_home_amount():
print(err)
sys.exit(2)
def generate_rand_coordinates(PLAY_WIDTH, PLAY_HEIGHT):
return (random.randint(0, (PLAY_WIDTH//64)-1), random.randint(0, (PLAY_WIDTH//64)-1))
def generate_rand_coordinates(max_x, max_y):
return (random.randint(0, max_x), random.randint(0, (max_y)))