AI-2020/nauka2.py
2020-04-06 19:42:13 +00:00

199 lines
4.8 KiB
Python

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()