import pygame import warehouse import agent import random import sys from attributes import PackSize, PackStatus, COLORS WINDOW_SIZE = (600, 600) COLOR_OF_FIELD = { 'Floor': 'gray', 'Rack': 'white', 'Pack': 'yellow' } TILE_WIDTH = 30 TILE_HEIGHT = 30 CIRCLE_CENTER_X, CIRCLE_CENTER_Y = int(TILE_WIDTH/2), int(TILE_HEIGHT/2) class MainGameFrame: def __init__(self): self.display = pygame.display.set_mode(WINDOW_SIZE) agent_radius = int(TILE_WIDTH/2) self.warehouse_map = warehouse.Warehouse(20, 20, 150, 20) starting_x, starting_y = self.set_starting_agent_position() self.agent = agent.Agent(starting_x, starting_y, self.warehouse_map, agent_radius) self.clock = pygame.time.Clock() def run(self): # demo_agent_step = 1 # demo_agent_sign = 1 while True: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() self.draw_floor() self.draw_packages() self.draw_agent() # self.agent.demo_agent_move(demo_agent_step, 8) #linijka w celu zademonstrowania poruszania siÄ™ agenta # self.agent.move() #oryginalna linijka # demo_agent_step += (1*demo_agent_sign) # if demo_agent_step >= 8: # demo_agent_sign = -1 # if demo_agent_step == 0: # demo_agent_sign = 1 pygame.display.update() self.clock.tick(5) def draw_floor(self): for x in range(self.warehouse_map.width): for y in range(self.warehouse_map.height): self.draw_field(x, y) def draw_field(self, x, y): current_tile = self.warehouse_map.tiles[x][y] if not isinstance(current_tile, warehouse.Tile): current_tile = current_tile.lays_on_field if isinstance(current_tile, warehouse.Pack) else None color = COLOR_OF_FIELD.get(current_tile.category.name, 'white') color = COLORS[color] pygame.draw.rect(self.display, COLORS['black'], (x * TILE_WIDTH, y * TILE_HEIGHT, TILE_WIDTH, TILE_HEIGHT)) pygame.draw.rect(self.display, color, ((x * TILE_WIDTH) + 1, (y * TILE_HEIGHT) + 1, TILE_WIDTH - 1, TILE_HEIGHT - 1)) def draw_packages(self): def get_package_color(pack): colors = { PackStatus.LOOSE: COLORS['yellow'], PackStatus.STORED: COLORS['lightgreen'], PackStatus.STORED_BAD_LOCATION: COLORS['red'] } return colors[pack.status] for pack in self.warehouse_map.packages: pack_x, pack_y = pack.lays_on_field.x_position, pack.lays_on_field.y_position package_color = get_package_color(pack) pygame.draw.rect(self.display, package_color, ((pack_x * TILE_WIDTH) + 3, (pack_y * TILE_HEIGHT) + 3, TILE_WIDTH - 5, TILE_HEIGHT - 5)) def draw_agent(self): agent_position_x, agent_position_y = self.agent.x, self.agent.y agent_screen_position = ((agent_position_x*TILE_WIDTH) + CIRCLE_CENTER_X, (agent_position_y*TILE_HEIGHT) + CIRCLE_CENTER_Y) pygame.draw.circle(self.display, COLORS['black'], agent_screen_position, self.agent.radius, int(self.agent.radius/2)) def set_starting_agent_position(self): starting_x, starting_y = random.randrange(self.warehouse_map.width), random.randrange(self.warehouse_map.height) while not isinstance(self.warehouse_map.tiles[starting_x][starting_y], warehouse.Tile) or self.warehouse_map.tiles[starting_x][starting_y].category.name != 'Floor': starting_x, starting_y = random.randrange(self.warehouse_map.width), random.randrange( self.warehouse_map.height) return starting_x, starting_y if __name__ == '__main__': maingame = MainGameFrame() maingame.run()