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16 changed files with 137 additions and 36 deletions

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main.py
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@ -1,18 +1,20 @@
import sys
from src.graphics import *
from src.waiter import Waiter
from src.waiter import *
if __name__ == "__main__":
# SETUP
pygame.init()
clock = pygame.time.Clock()
fps = 40
waiter = Waiter()
graphics = Graphics()
waiter = Waiter(graphics)
direction = 0
# init functions
graphics.drawBackground(waiter.matrix)
graphics.update(waiter.X, waiter.Y)
graphics.update(waiter.X, waiter.Y, waiter.direction)
while True:
for event in pygame.event.get():
@ -28,7 +30,7 @@ if __name__ == "__main__":
break
graphics.clear(waiter.X, waiter.Y)
waiter.update(event)
graphics.update(waiter.X, waiter.Y)
waiter.update(event, graphics, direction)
graphics.update(waiter.X, waiter.Y, waiter.direction)
pygame.display.flip()
clock.tick(fps)

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______________
______________
__KW_____KW___
_KSWK___KSWK__
__KWSK___KWSK_
__KWK____KWK__
_KSW____KSW___
__KWK____KWK__
__KWSK___KWSK_
_KSWK___KSWK__
__KW_____KW___
______________
______________
BBBBB_________
FFFFB_________

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X___TXFX
T_X_X__X
X_X_X_XX
T_X____T
X_X_XX_X
X_X____T
T_X_XXXX
XXX____W

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__X
___

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@ -5,27 +5,46 @@ class Graphics:
def __init__(self):
self.image = {
'floor': pygame.image.load('../resources/images/floor.jpg'),
'table': pygame.image.load('../resources/images/table.png'),
'wall': pygame.image.load('../resources/images/table3.png'), #
'bar': pygame.image.load('../resources/images/table3.png'), #
'bar_floor': pygame.image.load('../resources/images/waiter.png'), #
'table': pygame.image.load('../resources/images/table3.png'),
'waiter': pygame.image.load('../resources/images/waiter.png'),
'waiter-down': pygame.image.load('../resources/images/waiter-down.png'),
'waiter-left': pygame.image.load('../resources/images/waiter-left.png'),
'waiter-right': pygame.image.load('../resources/images/waiter-right.png'),
'waiter-up': pygame.image.load('../resources/images/waiter-up.png'),
'table2': pygame.image.load('../resources/images/table2.png'),
'table3': pygame.image.load('../resources/images/table3.png')
'table3': pygame.image.load('../resources/images/table3.png'),
'chair': pygame.image.load('../resources/images/waiter.png'),
'chair_up': pygame.image.load('../resources/images/table3.png'), #
'chair_down': pygame.image.load('../resources/images/table3.png'), #
'chair_left': pygame.image.load('../resources/images/table3.png'), #
'chair_right': pygame.image.load('../resources/images/table3.png') #
}
self.block_size = 50
self.height = 15
self.width = 14
self.screen = pygame.display.set_mode((self.block_size*self.width, self.block_size*self.height))
self.width: int = 14
self.screen = pygame.display.set_mode((self.block_size * self.width, self.block_size * self.height))
def drawBackground(self, matrix):
for y in range(15):
for x in range(14):
for y in range(self.height):
for x in range(self.width):
self.screen.blit(self.image['floor'], (x * self.block_size, y * self.block_size))
for y in range(15):
for x in range(14):
for y in range(self.height):
for x in range(self.width):
self.screen.blit(self.image[matrix.get_type(x, y)], (x * self.block_size, y * self.block_size))
def clear(self, x, y):
self.screen.blit(self.image['floor'], (x * self.block_size, y * self.block_size))
def update(self, x, y):
self.screen.blit(self.image['waiter'], (x * self.block_size, y * self.block_size))
def update(self, x, y, direction):
if direction == 1:
self.screen.blit(self.image['waiter-up'], (x * self.block_size, y * self.block_size))
if direction == 2:
self.screen.blit(self.image['waiter-right'], (x * self.block_size, y * self.block_size))
if direction == 3:
self.screen.blit(self.image['waiter-down'], (x * self.block_size, y * self.block_size))
if direction == 4:
self.screen.blit(self.image['waiter-left'], (x * self.block_size, y * self.block_size))

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@ -2,19 +2,41 @@ from src.tile import Tile
class Matrix:
def __init__(self):
def __init__(self, graphics):
self.matrix = []
for x in range(14):
self.matrix.append([0] * 15)
self.set_default_matrix(graphics)
self.set_default_restaurant(graphics)
for x in range(14):
for y in range(15):
self.matrix[x][y] = Tile(type_='floor', watch_through=1)
self.matrix[1][0].type = 'table3'
self.matrix[1][0].walk_through = 0
def set_default_matrix(self, graphics):
for x in range(graphics.width):
self.matrix.append([0] * graphics.height)
for x in range(graphics.width):
for y in range(graphics.height):
self.matrix[x][y] = Tile(type_='floor')
def set_default_restaurant(self, graphics):
lines = [line.rstrip('\n') for line in open('../resources/simulations/simulation_1.txt')]
symbols = {
'_': 'floor',
'W': 'wall',
'S': 'table',
'B': 'bar',
'F': 'bar_floor',
'K': 'chair',
'X': 'waiter'
}
for x in range(graphics.width):
for y in range(graphics.height):
sign = lines[y][x]
self.matrix[x][y] = Tile(symbols[sign])
def get_type(self, x, y):
return self.matrix[x][y].type
def walk_through(self, x, y):
return self.matrix[x][y].walk_through
def watch_through(self, x, y):
return self.matrix[x][y].watch_through

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@ -1,7 +1,17 @@
# TILE
class Tile:
def __init__(self, type_, watch_through):
self.watch_through = watch_through
self.walk_through = 1
self.action_required = 0
def __init__(self, type_):
self.type = type_
if self.type == 'wall':
self.watch_through = 0
self.walk_through = 0
elif self.type == 'table' or self.type == 'bar' or self.type == 'chair':
self.watch_through = 1
self.walk_through = 0
else:
self.walk_through = 1
self.watch_through = 1
self.action_required = 0

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@ -1,30 +1,53 @@
import pygame
from src.matrix import Matrix
# WAITER
class Waiter(pygame.sprite.Sprite):
def __init__(self):
def __init__(self, graphics):
pygame.sprite.Sprite.__init__(self)
self.X = 0
self.Y = 0
self.direction = 2
self.frame = 0
self.matrix = Matrix()
self.matrix = Matrix(graphics=graphics)
# Borders
def move(self, x, y):
if 0 <= self.X + x <= 13 and 0 <= self.Y + y <= 14:
def move(self, x, y, graphics):
if 0 <= self.X + x <= graphics.width - 1 and 0 <= self.Y + y <= graphics.height - 1:
if self.matrix.walk_through(self.X + x, self.Y + y) == 1:
self.X += x
self.Y += y
def update(self, event):
def arrow(self, direction):
self.direction = direction
def update(self, event, graphics, direction):
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
self.move(-1, 0)
self.arrow(4)
#self.move(-1, 0, graphics)
if event.key == pygame.K_RIGHT:
self.move(1, 0)
self.arrow(2)
#self.move(1, 0, graphics)
if event.key == pygame.K_UP:
self.move(0, -1)
self.arrow(1)
#self.move(0, -1, graphics)
if event.key == pygame.K_DOWN:
self.move(0, 1)
self.arrow(3)
#self.move(0, 1, graphics)
if event.key == pygame.K_SPACE:
#up
if self.direction == 1:
self.move(0, -1, graphics)
#righ
if self.direction == 2:
self.move(1, 0, graphics)
#down
if self.direction == 3:
self.move(0, 1, graphics)
#left
if self.direction == 4:
self.move(-1, 0, graphics)
print(self.X, self.Y)