108 lines
3.3 KiB
Python
108 lines
3.3 KiB
Python
from pygame import *
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import sys, random
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from sprites.cell import CELL_SIZE
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from sprites.grass import Grass
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from sprites.house import House
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from sprites.landfill import Landfill
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from sprites.garbage_collector import Garbage_collector
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from pygame.locals import *
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import utils
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##INITIALIZE STATIC VARIABLES#########
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FPS = 5
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all_sprites = sprite.Group()
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fps_clock = time.Clock()
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######################################
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##INITIALIZE DYNAMIC VARIABLES########
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home_amount = utils.set_home_amount()
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obstacles_coords = []
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PLAY_WIDTH = home_amount*CELL_SIZE
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PLAY_HEIGHT = PLAY_WIDTH
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WINDOW_WIDTH = PLAY_WIDTH
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WINDOW_HEIGHT = PLAY_HEIGHT
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######################################
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##GAMEWINDOW##########################
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GAMEWINDOW = display.set_mode((WINDOW_WIDTH, WINDOW_HEIGHT), 0, 32)
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display.set_caption('Śmieciarz WMI')
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######################################
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##GENERATE GRASS##################################################################
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grass = []
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for k in range(0,(PLAY_WIDTH//CELL_SIZE)*(PLAY_HEIGHT//CELL_SIZE)):
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x,y = (int(k%(PLAY_WIDTH//CELL_SIZE)), int(k/(PLAY_WIDTH//CELL_SIZE)))
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grass.append( Grass(x,y) )
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for item in grass:
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all_sprites.add(item)
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##################################################################################
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##GENERATE HOUSES#################################################################
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houses = []
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home_counter = home_amount
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while( home_counter != 0 ):
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x,y = utils.generate_rand_coordinates((PLAY_WIDTH//CELL_SIZE)-1,(PLAY_HEIGHT//CELL_SIZE)-1)
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if( (x,y) not in obstacles_coords ):
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houses.append( House(x,y, 10, 10, 10) )
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obstacles_coords.append((x,y))
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home_counter = home_counter - 1
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for item in houses:
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all_sprites.add(item)
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##################################################################################
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##GENERATE LANDFILLS##############################################################
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landfills = []
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landfill_counter = 3
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while( landfill_counter != 0):
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x,y = utils.generate_rand_coordinates((PLAY_WIDTH//CELL_SIZE)-1,(PLAY_HEIGHT//CELL_SIZE)-1)
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if( (x,y) not in obstacles_coords ):
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landfills.append( Landfill(x,y, landfill_counter-1) )
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obstacles_coords.append((x,y))
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landfill_counter = landfill_counter - 1
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for item in landfills:
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all_sprites.add(item)
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##################################################################################
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##GENERATE GARBAGE COLLECTOR######################################################
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while( True ):
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x,y = utils.generate_rand_coordinates((PLAY_WIDTH//CELL_SIZE)-1,(PLAY_HEIGHT//CELL_SIZE)-1)
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if( (x,y) not in obstacles_coords ):
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gc = Garbage_collector(x,y)
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break
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all_sprites.add(gc)
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##################################################################################
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##GAME LOOP#######################################################################
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while(1):
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for e in event.get():
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if e.type == QUIT:
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quit()
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sys.exit()
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if e.type == KEYUP:
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if e.key == K_UP:
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gc.move('up', obstacles_coords)
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if e.key == K_DOWN:
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gc.move('down', obstacles_coords)
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if e.key == K_RIGHT:
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gc.move('right', obstacles_coords)
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if e.key == K_LEFT:
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gc.move('left', obstacles_coords)
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all_sprites.update()
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all_sprites.draw(GAMEWINDOW)
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for item in all_sprites:
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if( type(item) == House ):
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item.generate_rubbish()
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display.flip()
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fps_clock.tick(FPS)
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################################################################################## |