import pygame import sys import random from enum import Enum from sprites.cell import Cell from enums.house_image import House_image PLASTIC = 0 # blue GLASS = 1 # green METAL = 2 # yellow class House(Cell): def __init__(self, x, y, max_plastic, max_glass, max_metal): Cell.__init__(self, x, y) self.image = pygame.image.load(House_image.house.value) self.rubbish = [random.randint(0, max_plastic), random.randint( 0, max_glass), random.randint(0, max_metal)] # plastic, glass, metal self.max_plastic = max_plastic self.max_glass = max_glass self.max_metal = max_metal def generate_rubbish(self): if(random.randint(0, 50) == 1): # 1/5 szansa na wyrzucenie śmiecia w klatce thrash_type = random.randint(0, 2) 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): 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): 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): 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): self.image = pygame.image.load(House_image.metal.value) #metal def check_rubbish_status(self): print("plastic: " + str(self.rubbish[PLASTIC]) + " glass: " + str( self.rubbish[GLASS]) + " metal: " + str(self.rubbish[METAL]))