Enabled multiple images for house
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c537d6c581
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10
enums/house_image.py
Normal file
10
enums/house_image.py
Normal file
@ -0,0 +1,10 @@
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from enum import Enum
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class House_image(Enum):
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house = "images/house.png"
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plastic = "images/house_plastic.png"
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metal = "images/house_metal.png"
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glass = "images/house_glass.png"
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plastic_glass = "images/house_plastic_glass.png"
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plastic_metal = "images/house_plastic_metal.png"
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glass_metal = "images/house_glass_metal.png"
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full = "images/house_full.png"
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1
game.py
1
game.py
@ -11,6 +11,7 @@ FPS = 60
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all_sprites = sprite.Group()
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all_sprites = sprite.Group()
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fps_clock = time.Clock()
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fps_clock = time.Clock()
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######################################
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######################################
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##INITIALIZE DYNAMIC VARIABLES########
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##INITIALIZE DYNAMIC VARIABLES########
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@ -1,7 +1,9 @@
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import pygame
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import pygame
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import sys
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import sys
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import random
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import random
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from enum import Enum
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from sprites.cell import Cell
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from sprites.cell import Cell
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from enums.house_image import House_image
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PLASTIC = 0 # blue
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PLASTIC = 0 # blue
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GLASS = 1 # green
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GLASS = 1 # green
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@ -11,7 +13,7 @@ METAL = 2 # yellow
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class House(Cell):
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class House(Cell):
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def __init__(self, x, y, max_plastic, max_glass, max_metal):
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def __init__(self, x, y, max_plastic, max_glass, max_metal):
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Cell.__init__(self, x, y)
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Cell.__init__(self, x, y)
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self.image = pygame.image.load("images/house.png")
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self.image = pygame.image.load(House_image.house.value)
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self.rubbish = [random.randint(0, max_plastic), random.randint(
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self.rubbish = [random.randint(0, max_plastic), random.randint(
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0, max_glass), random.randint(0, max_metal)] # plastic, glass, metal
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0, max_glass), random.randint(0, max_metal)] # plastic, glass, metal
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@ -20,16 +22,28 @@ class House(Cell):
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self.max_metal = max_metal
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self.max_metal = max_metal
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def generate_rubbish(self):
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def generate_rubbish(self):
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if(random.randint(0, 5) == 1): # 1/5 szansa na wyrzucenie śmiecia w klatce
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if(random.randint(0, 50) == 1): # 1/5 szansa na wyrzucenie śmiecia w klatce
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thrash_type = random.randint(0, 2)
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thrash_type = random.randint(0, 2)
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self.rubbish[thrash_type] = self.rubbish[thrash_type] + 1
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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[PLASTIC] > self.max_plastic):
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self.image = pygame.image.load("images/house_plastic.png")
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if(self.rubbish[GLASS] > self.max_glass):
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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("images/house_glass.png")
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self.image = pygame.image.load(House_image.full.value) #plastik, szklo, metal
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if(self.rubbish[METAL] > self.max_metal):
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else:
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self.image = pygame.image.load("images/house_metal.png")
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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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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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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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self.image = pygame.image.load(House_image.metal.value) #metal
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def check_rubbish_status(self):
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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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print("plastic: " + str(self.rubbish[PLASTIC]) + " glass: " + str(
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