diff --git a/nauka2.py b/nauka2.py deleted file mode 100644 index 0c544e0..0000000 --- a/nauka2.py +++ /dev/null @@ -1,198 +0,0 @@ -import pygame -import sys -import os -import time -from concepts import contexts -background_image = pygame.image.load("./images/tile.jpg") - -from pygame.locals import ( - K_UP, - K_DOWN, - K_LEFT, - K_RIGHT, - K_ESCAPE, - KEYDOWN, - QUIT, -) - -SCREEN_WIDTH = 564 -SCREEN_HEIGHT = 564 - - -class Dishes: - #to do - x=0 - y=0 - - def __int__(self, x, y): - self.x = x - self.y = y - - def draw(self, surface, image): - surface.blit(image, (self.x, self.y)) - - -class Clients: - #to do - x = 0 - y = 0 - - def __int__(self, x, y): - self.x = x - self.y = y - - def draw(self, surface, image): - surface.blit(image, (self.x, self.y)) - - -class Kitchen: - #to do or delete - pass - - -class Order: - # to do - - x = 0 - y = 0 - - # conceptual graphs to represent menu - conc_dishes = contexts.Context.fromstring((''' - |soup |dessert|main course | - tiramisu | | X | | - beef steak | | | X | - shiruko | X | X | | - ''')) - - def __int__(self, x, y, id): - self.x = x - self.y = y - self.id = id #all orders will have their own number - - -def draw(): - screen.blit(background_image, [0, 0]) #background render - screen.blit(player.surf, player.rect) - player_list.draw(screen) - pygame.display.flip() - -class Player(pygame.sprite.Sprite): - ''' - Spawn a player - ''' - def __init__(self): - super(Player, self).__init__() - self.index = 0 - self.pkey = '' - self.surf = pygame.Surface((16, 23))#75, 25 - pygame.sprite.Sprite.__init__(self) - self.images1 = [] - self.images2 = [] - self.images3 = [] - self.images4 = [] - self.imgList=[] - - for i in range(1,5): - img = pygame.image.load(os.path.join('images','row-4-col-' + str(i) + '.jpg')).convert() - self.images4.append(img) - - for i in range(1,5): - img = pygame.image.load(os.path.join('images','row-3-col-' + str(i) + '.jpg')).convert() - self.images3.append(img) - - for i in range(1,5): - img = pygame.image.load(os.path.join('images','row-2-col-' + str(i) + '.jpg')).convert() - self.images2.append(img) - - for i in range(1,5): - img = pygame.image.load(os.path.join('images','row-1-col-' + str(i) + '.jpg')).convert() - self.images1.append(img) - self.image = self.images1[0] - self.rect = self.image.get_rect() - - def onScreen(self): - if self.rect.left < 0: - self.rect.left = 27 - if self.rect.right > SCREEN_WIDTH: - self.rect.right = SCREEN_WIDTH-28 - if self.rect.top <= 0: - self.rect.top = 27 - if self.rect.bottom >= SCREEN_HEIGHT: - self.rect.bottom = SCREEN_HEIGHT-28 - - def step(self, index, newKey): - self.image = self.imgList[index] - if newKey == "down": - self.rect.move_ip(0,7) - elif newKey == 'up': - self.rect.move_ip(0, -7) - elif newKey == 'left': - self.rect.move_ip(-7, 0) - elif newKey =='right': - self.rect.move_ip(7, 0) - - def same(self, newKey, img): - print(self.pkey, " ", newKey) - if self.pkey == newKey: - self.move(newKey) - else: - self.pkey = newKey - self.index = 0 - self.imgList = img - self.image = self.imgList[0] - - def move(self, newKey): - nextFrame = time.clock() - frame = 0 - i = 0 - while True: - if time.clock() > nextFrame: - frame = (frame + 1) % 4 - nextFrame += 0.1 - player.step(frame, newKey) - draw() - i += 1 - if i >= 8: - self.onScreen() - break - - def update(self, pressed_keys): - newKey = '' - if pressed_keys[K_DOWN]: - newKey = 'down' - self.same(newKey, self.images1) - elif pressed_keys[K_UP]: - newKey = 'up' #changing animation - self.same(newKey, self.images4) - elif pressed_keys[K_LEFT]: - newKey = 'left' - self.same(newKey, self.images3) - elif pressed_keys[K_RIGHT]: - newKey = 'right' - self.same(newKey, self.images2) - - -pygame.init() -clock = pygame.time.Clock() -screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT)) #to render a window -player = Player() -player.rect.x = 22 -player.rect.y = 22 -player_list = pygame.sprite.Group() -player_list.add(player) - - -running = True -while running: - - for event in pygame.event.get(): - if event.type == KEYDOWN: - if event.key == K_ESCAPE: - running = False - elif event.type == QUIT: - running = False - - pressed_keys = pygame.key.get_pressed() - player.update(pressed_keys) - - draw()