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ProjektAI/kelner/main.py

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import pygame
from kelner.src.components.GridBoard import GridBoard
from kelner.src.components.Waiter import Waiter
from kelner.src.components.Table import Table
from kelner.src.managers.DrawableCollection import DrawableCollection
from kelner.src.managers.MenuManager import MenuManager
from kelner.src.managers.TableManager import TableManager
from kelner.src.managers.WaiterManager import WaiterManager
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# create screen consts
Scale = 2 # scale for all images used within project
CellSize = round(50 * Scale) # pixel size of 1 square cell in the grid
PaintOffset = CellSize # pixel size of paint offset for all drawables
GridCountX = 15 # number of columns in grid
GridCountY = 9 # number of rows in grid
ScreenWidth = CellSize * GridCountX + 2 * PaintOffset # screen width in pixels
ScreenHeight = CellSize * GridCountY + 2 * PaintOffset # screen height in pixels
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# initialize background
gridBoard = GridBoard(ScreenWidth, ScreenHeight)
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# initialize drawable objects manager
drawableManager = DrawableCollection()
# initialize menu manager
menuManager = MenuManager()
# initialize waiter component
waiter = Waiter(0, 0, 0, GridCountX - 1, 0, GridCountY - 1, CellSize, PaintOffset)
# adds waiter to drawable collection
drawableManager.add(waiter)
# initialize a number of tables given in range
for i in range(1, 45):
table = Table(0, GridCountX - 1, 0, GridCountY - 1, CellSize, PaintOffset)
drawableManager.generatePosition(table)
drawableManager.add(table)
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# new thread controlling tables
tableTask = TableManager(drawableManager, menuManager)
tableTask.start()
# new thread controlling waiter
waiterTask = WaiterManager(drawableManager)
waiterTask.start()
# main loop
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running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
tableTask.stop()
waiterTask.stop()
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running = False
# handles keyboard events
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if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
# checks if new waiter's position to the left is not occupied by other object
if drawableManager.isPositionAvailable(waiter.getX() - 1, waiter.getY()):
waiter.moveLeft()
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if event.key == pygame.K_RIGHT:
# checks if new waiter's position to the right is not occupied by other object
if drawableManager.isPositionAvailable(waiter.getX() + 1, waiter.getY()):
waiter.moveRight()
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if event.key == pygame.K_UP:
# checks if new waiter's position up is not occupied by other object
if drawableManager.isPositionAvailable(waiter.getX(), waiter.getY() - 1):
waiter.moveUp()
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if event.key == pygame.K_DOWN:
# checks if new waiter's position down is not occupied by other object
if drawableManager.isPositionAvailable(waiter.getX(), waiter.getY() + 1):
waiter.moveDown()
drawableManager.forceRepaint()
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# repaints all objects to the screen
# is set only on initial paint or after keyboard event or call to forceRepaint()
if drawableManager.mustRepaint():
gridBoard.reinitialize()
gridBoard.draw(drawableManager)
gridBoard.udpdate()