Added actor's TURNING FRAMES

This commit is contained in:
Serhii Hromov 2020-06-27 21:10:22 +00:00
parent d37efd29d7
commit c27e86715a

34
main.py
View File

@ -90,7 +90,11 @@ MIDDLE = (floor(WIDTH / 2), floor(HEIGHT / 2))
display = pygame.display.set_mode((WIDTH * 32 + 200, HEIGHT * 32))
tileFoil = pygame.image.load('tile.jpg')
waiterAct = pygame.image.load('act1.png')
waiterAct1 = pygame.image.load('act1.png')
waiterAct2 = pygame.image.load('act2.png')
waiterAct3 = pygame.image.load('act3.png')
waiterAct4 = pygame.image.load('act4.png')
waiterAct = [waiterAct1, waiterAct2, waiterAct3, waiterAct4]
tableEmpty = pygame.image.load('table.png')
tableOrder = pygame.image.load('tableOrder.png')
tableDecide = pygame.image.load('tableDecide.png')
@ -475,28 +479,35 @@ def drawScreen():
if tile.table:
if tile.clientState:
if tile.clientState == "decide":
pygame.draw.rect(display, (0, 128, 0), (iw * 32 + 1, ih * 32 + 1, 32 - 1, 32 - 1))
#display.blit(tableDecide, (iw * 32 + 1, ih * 32 + 1, 32 - 1, 32 - 1))
#pygame.draw.rect(display, (0, 128, 0), (iw * 32 + 1, ih * 32 + 1, 32 - 1, 32 - 1))
display.blit(tableDecide, (iw * 32 + 1, ih * 32 + 1, 32 - 1, 32 - 1))
elif tile.clientState == "order":
pygame.draw.rect(display, (0, 255, 0), (iw * 32 + 1, ih * 32 + 1, 32 - 1, 32 - 1))
#display.blit(tableOrder, (iw * 32 + 1, ih * 32 + 1, 32 - 1, 32 - 1))
#pygame.draw.rect(display, (0, 255, 0), (iw * 32 + 1, ih * 32 + 1, 32 - 1, 32 - 1))
display.blit(tableOrder, (iw * 32 + 1, ih * 32 + 1, 32 - 1, 32 - 1))
elif tile.clientState == "wait":
pygame.draw.rect(display, (255, 128, 0), (iw * 32 + 1, ih * 32 + 1, 32 - 1, 32 - 1))
#display.blit(tableWait, (iw * 32 + 1, ih * 32 + 1, 32 - 1, 32 - 1))
#pygame.draw.rect(display, (255, 128, 0), (iw * 32 + 1, ih * 32 + 1, 32 - 1, 32 - 1))
display.blit(tableWait, (iw * 32 + 1, ih * 32 + 1, 32 - 1, 32 - 1))
elif tile.clientState == "eat":
pygame.draw.rect(display, (128, 64, 0), (iw * 32 + 1, ih * 32 + 1, 32 - 1, 32 - 1))
#display.blit(tableEat, (iw * 32 + 1, ih * 32 + 1, 32 - 1, 32 - 1))
#pygame.draw.rect(display, (128, 64, 0), (iw * 32 + 1, ih * 32 + 1, 32 - 1, 32 - 1))
display.blit(tableEat, (iw * 32 + 1, ih * 32 + 1, 32 - 1, 32 - 1))
else:
pygame.draw.rect(display, (64, 64, 64), (iw * 32 + 1, ih * 32 + 1, 32 - 1, 32 - 1))
#display.blit(tableEmpty, (iw * 32 + 1, ih * 32 + 1, 32 - 1, 32 - 1))
if tile.kitchen:
pygame.draw.rect(display, (255, 0, 255), (iw * 32 + 1, ih * 32 + 1, 32 - 1, 32 - 1))
# WE CAN UNCOMMENT IT, DON'T WE?
# if tile.visited:
# pygame.draw.rect(display, (64,0,64), (iw * 32 + 1, ih * 32+1, 14, 14))
else:
pygame.draw.rect(display, (128, 0, 128), (iw * 32 + 1, ih * 32 + 1, 32 - 1, 32 - 1))
pygame.draw.circle(display, (255, 255, 255), (waiter.x * 32 + 16, waiter.y * 32 + 16), 16)
#display.blit(waiterAct, (waiter.x * 32 + 8, waiter.y * 32 + 8))
#pygame.draw.circle(display, (255, 255, 255), (waiter.x * 32 + 16, waiter.y * 32 + 16), 16)
#Render actor's frames according to the direction
display.blit(waiterAct[waiter.dir - 1], (waiter.x * 32 + 8, waiter.y * 32 + 8))
'''
# 1234 NWSE
xx = 0
yy = 0
@ -509,6 +520,7 @@ def drawScreen():
elif waiter.dir == 4:
xx = 16
pygame.draw.circle(display, (255, 0, 0), (waiter.x * 32 + 16+xx, waiter.y * 32 + 16+yy), 8)
'''
textsurface = font.render(str(restaurant.clients), False, (255, 255, 255))
display.blit(textsurface, (WIDTH * 32 + 80, 300))