109 lines
2.7 KiB
Python
109 lines
2.7 KiB
Python
import sys
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import pygame
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# WAITER
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class Waiter(pygame.sprite.Sprite):
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def __init__(self):
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pygame.sprite.Sprite.__init__(self)
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self.moveX = 0
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self.moveY = 0
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self.clearX = 0
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self.clearY = 0
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self.frame = 0
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self.imageWaiter = waiter
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self.imageFloor = floor
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def move(self, x, y):
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self.moveX += x
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self.moveY -= y
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def clear(self, x, y):
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cx = self.moveX + x
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cy = self.moveY + y
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screen.blit(self.imageFloor, (cx * block_size, cy * block_size))
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def update(self):
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screen.blit(self.imageWaiter, (self.moveX * block_size, self.moveY * block_size))
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# TILE
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class Tile:
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def __init__(self, x_position, y_position):
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self.x_position = x_position
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self.y_position = y_position
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self.watch_through = 1
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self.walk_through = 1
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self.action_required = 0
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# TABLE
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class Table(Tile):
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def __init__(self, x_position, y_position):
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super().__init__(x_position, y_position)
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self.walk_through = 0
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# SETUP
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pygame.init()
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screen = pygame.display.set_mode((700, 750))
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done = False
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block_size = 50
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clock = pygame.time.Clock()
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fps = 40
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ani = 40
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rect = 1
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floor = pygame.image.load('../resources/images/floor.jpg')
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table = pygame.image.load('../resources/images/table.png')
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waiter = pygame.image.load('../resources/images/waiter.png')
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matrix = []
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def drawBackground():
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for y in range(15):
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for x in range(14):
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screen.blit(floor, (x * block_size, y * block_size))
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def matrix_creator():
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for x in range(14):
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matrix.append([0] * 15)
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for x in range(14):
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for y in range(15):
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matrix[x][y] = Tile(x, y)
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waiterPly = Waiter()
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if __name__ == "__main__":
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drawBackground()
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matrix_creator()
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while not done:
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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pygame.quit()
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sys.exit()
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if event.type == pygame.KEYDOWN:
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if event.key == pygame.K_LEFT:
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waiterPly.move(-rect, 0)
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waiterPly.clear(rect, 0)
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if event.key == pygame.K_RIGHT:
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waiterPly.move(rect, 0)
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waiterPly.clear(-rect, 0)
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if event.key == pygame.K_UP:
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waiterPly.move(0, rect)
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waiterPly.clear(0, rect)
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if event.key == pygame.K_DOWN:
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waiterPly.move(0, -rect)
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waiterPly.clear(0, -rect)
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waiterPly.update()
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pygame.display.flip()
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clock.tick(fps)
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# # Testy funkcjonalne
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# matrix[0][0] = Table(0, 0)
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# print(matrix[0][0].walk_through, matrix[1][0].walk_through)
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