from pygame import * import sys import random from config import PLAY_WIDTH, PLAY_HEIGHT, HUD_HEIGHT, home_amount from sprites.house import House from sprites.hud import Hud from pygame.locals import * import utils ##INITIALIZE STATIC VARIABLES######### FPS = 20 all_sprites = sprite.Group() fps_clock = time.Clock() ###################################### interactables = { "homes": [], "landfills": [] } ##GAMEWINDOW########################## WINDOW_WIDTH = PLAY_WIDTH WINDOW_HEIGHT = PLAY_HEIGHT + HUD_HEIGHT GAMEWINDOW = display.set_mode((WINDOW_WIDTH, WINDOW_HEIGHT), 0, 32) hud = Hud(home_amount,WINDOW_WIDTH, WINDOW_HEIGHT,GAMEWINDOW) display.set_caption('Smieciarz WMI') icon = image.load('images/icon.png') display.set_icon(icon) ###################################### ## # Generate level utils.generate_grass(all_sprites) utils.generate_landfills(all_sprites, interactables) 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(): if e.type == QUIT: quit() sys.exit() if e.type == KEYUP: if e.key == K_UP: gc.move('up', interactables["homes"] + interactables["landfills"]) if e.key == K_DOWN: gc.move('down', interactables["homes"] + interactables["landfills"]) if e.key == K_RIGHT: 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) for item in all_sprites: if(type(item) == House): item.generate_rubbish() ##REMOVE THAT# hud_break = (hud_break + 1) % (FPS*2) if(hud_break == 0): ## hud.get_statistics(all_sprites) display.flip() fps_clock.tick(FPS) ##################################################################################