forked from s444417/ProjektAI
84 lines
3.4 KiB
Python
84 lines
3.4 KiB
Python
import pygame
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from kelner.src.components.GridBoard import GridBoard
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from kelner.src.components.Waiter import Waiter
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from kelner.src.components.Table import Table
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from kelner.src.managers.DrawableCollection import DrawableCollection
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from kelner.src.managers.MenuManager import MenuManager
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from kelner.src.managers.TableManager import TableManager
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from kelner.src.managers.WaiterManager import WaiterManager
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# create screen consts
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Scale = 2 # scale for all images used within project
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CellSize = round(50 * Scale) # pixel size of 1 square cell in the grid
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PaintOffset = CellSize # pixel size of paint offset for all drawables
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GridCountX = 15 # number of columns in grid
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GridCountY = 9 # number of rows in grid
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ScreenWidth = CellSize * GridCountX + 2 * PaintOffset # screen width in pixels
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ScreenHeight = CellSize * GridCountY + 2 * PaintOffset # screen height in pixels
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# initialize background
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gridBoard = GridBoard(ScreenWidth, ScreenHeight)
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# initialize drawable objects manager
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drawableManager = DrawableCollection()
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# initialize menu manager
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menuManager = MenuManager()
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# initialize waiter component
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waiter = Waiter(0, 0, 0, GridCountX - 1, 0, GridCountY - 1, CellSize, PaintOffset)
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# adds waiter to drawable collection
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drawableManager.add(waiter)
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# initialize a number of tables given in range
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for i in range(1, 45):
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table = Table(0, GridCountX - 1, 0, GridCountY - 1, CellSize, PaintOffset)
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drawableManager.generatePosition(table)
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drawableManager.add(table)
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# new thread controlling tables
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tableTask = TableManager(drawableManager, menuManager)
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tableTask.start()
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# new thread controlling waiter
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waiterTask = WaiterManager(drawableManager)
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waiterTask.start()
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# main loop
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running = True
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while running:
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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tableTask.stop()
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waiterTask.stop()
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running = False
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# handles keyboard events
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if event.type == pygame.KEYDOWN:
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if event.key == pygame.K_LEFT:
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# checks if new waiter's position to the left is not occupied by other object
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if drawableManager.isPositionAvailable(waiter.getX() - 1, waiter.getY()):
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waiter.moveLeft()
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if event.key == pygame.K_RIGHT:
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# checks if new waiter's position to the right is not occupied by other object
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if drawableManager.isPositionAvailable(waiter.getX() + 1, waiter.getY()):
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waiter.moveRight()
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if event.key == pygame.K_UP:
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# checks if new waiter's position up is not occupied by other object
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if drawableManager.isPositionAvailable(waiter.getX(), waiter.getY() - 1):
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waiter.moveUp()
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if event.key == pygame.K_DOWN:
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# checks if new waiter's position down is not occupied by other object
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if drawableManager.isPositionAvailable(waiter.getX(), waiter.getY() + 1):
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waiter.moveDown()
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drawableManager.forceRepaint()
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# repaints all objects to the screen
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# is set only on initial paint or after keyboard event or call to forceRepaint()
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if drawableManager.mustRepaint():
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gridBoard.reinitialize()
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gridBoard.draw(drawableManager)
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gridBoard.udpdate()
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