123 lines
3.8 KiB
Python
123 lines
3.8 KiB
Python
#!linux_env/bin/python3
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import pygame
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import sys
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from random import randint
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from config import WINDOW_HEIGHT, WINDOW_WIDTH, GRID_HEIGHT, GRID_WIDTH, HOUSE_CAPACITY, FPS, GC_X, GC_Y, MAP_NAME
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from PIL import Image,ImageDraw
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from DataModels.Grass import Grass
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from DataModels.House import House
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from DataModels.Dump import Dump
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from DataModels.Road import Road
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from DataModels.GC import GC
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pygame.init()
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pygame_sprites = pygame.sprite.Group()
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house_count=0
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dump_count=0
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FPS_CLOCK = pygame.time.Clock()
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GAME_WINDOW = pygame.display.set_mode((WINDOW_WIDTH, WINDOW_HEIGHT), 0, 32)
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map = open(MAP_NAME, 'r')
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map.readline()
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map.readline()
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map_objects = [[None for y in range(0, GRID_HEIGHT)]
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for x in range(0, GRID_WIDTH)]
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def generate(letter):
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key = 'D' if letter in ['B', 'G', 'Y'] else letter
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letter_mapping = {
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'E': lambda x, y: Grass(x, y),
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'H': lambda x, y, max_rubbish, yellow, green, blue: House(x, y, max_rubbish, yellow, green, blue),
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'D': lambda x, y, max_rubbish, dump_type: Dump(x, y, max_rubbish, dump_type),
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'R': lambda x, y: Road(x, y)
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}
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return letter_mapping[key]
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i = 0
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for y in map.readlines():
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for x in y.split():
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x_coord = i % GRID_WIDTH
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y_coord = (i-x_coord)//GRID_WIDTH
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yellow, green, blue = [randint(0, HOUSE_CAPACITY // 2), randint(
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0, HOUSE_CAPACITY // 2), randint(0, HOUSE_CAPACITY // 2)]
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if x is 'E':
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map_objects[x_coord][y_coord] = generate(x)(x_coord, y_coord)
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elif x is 'H':
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map_objects[x_coord][y_coord] = generate(x)(
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x_coord, y_coord, HOUSE_CAPACITY, yellow, green, blue)
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house_count+=1
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elif x is 'B':
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map_objects[x_coord][y_coord] = generate(
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x)(x_coord, y_coord, 100, "Dump_Blue")
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dump_count+=1
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elif x is 'G':
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map_objects[x_coord][y_coord] = generate(
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x)(x_coord, y_coord, 100, "Dump_Green")
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dump_count+=1
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elif x is 'Y':
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map_objects[x_coord][y_coord] = generate(
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x)(x_coord, y_coord, 100, "Dump_Yellow")
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dump_count+=1
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elif x is 'R':
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map_objects[x_coord][y_coord] = generate(x)(x_coord, y_coord)
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i += 1
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for line in map_objects:
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for item in line:
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pygame_sprites.add(item)
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gc = GC(GC_X, GC_Y, 200)
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print("GC: " + str(GC_X) + str(GC_Y))
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pygame_sprites.add(gc)
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while True:
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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pygame.quit()
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sys.exit()
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elif event.type == pygame.KEYUP:
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if event.key == pygame.K_UP:
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gc.move("up", map_objects)
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elif event.key == pygame.K_DOWN:
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gc.move("down", map_objects)
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elif event.key == pygame.K_LEFT:
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gc.move("left", map_objects)
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elif event.key == pygame.K_RIGHT:
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gc.move("right", map_objects)
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elif event.key == pygame.K_SPACE:
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gc.collect(map_objects)
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elif event.key == pygame.K_0:
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gc.find_houses(map_objects,house_count,dump_count, "DFS")
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elif event.key == pygame.K_9:
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gc.find_houses_BestFS(map_objects)
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elif event.key == pygame.K_8:
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gc.find_houses(map_objects,house_count,dump_count, "BFS")
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gc.make_actions_from_list(map_objects)
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pygame_sprites.update()
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pygame_sprites.draw(GAME_WINDOW)
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#draw GC moves
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bg_rect = pygame.Surface((105,30), pygame.SRCALPHA)
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bg_rect.fill((0,0,0,160))
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GAME_WINDOW.blit(bg_rect, (0, WINDOW_HEIGHT-30))
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font = pygame.font.SysFont("monospace", 15)
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gc_moves = font.render("Moves: " + str(gc.get_moves_count()), 1, (255,255,255))
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GAME_WINDOW.blit(gc_moves, (10, WINDOW_HEIGHT - 25))
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pygame.display.flip()
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FPS_CLOCK.tick(FPS)
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