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AL-2020/field.py

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import pygame
class Field:
def __init__(self, screen, x, y, center_x, center_y, is_shelf, is_occupied_by_agent, cost_of_travel):
# Jakieś podstawowe rzeczy
self.screen = screen
self.x = x
self.y = y
self.center_x = center_x
self.center_y = center_y
self.is_shelf = is_shelf
self.is_occupied_by_agent = is_occupied_by_agent
self.cost_of_travel = cost_of_travel
self.neighbors = []
# Te parametry są potrzebne do algorytmu A*
self.g = 0
self.h = 0
self.f = 0
self.previous = None
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# Przedmiot, który podnosi agent
self.item = []
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# Te rzeczy są potrzebne do wyświetlenia pola
self.image = pygame.image.load('img/Field.png')
self.rect = self.image.get_rect()
self.screen_rect = screen.get_rect()
self.rect.center = (center_x, center_y)
# Metoda do wyświetlania pola na ekranie
def blitme(self):
self.screen.blit(self.image, self.rect)
def add_neighbors(self, board):
if self.x > 0 and board[self.y][self.x - 1].is_shelf == False:
self.neighbors.append(board[self.y][self.x - 1])
if self.x < 9 and board[self.y][self.x + 1].is_shelf == False:
self.neighbors.append(board[self.y][self.x + 1])
if self.y > 0 and board[self.y - 1][self.x].is_shelf == False:
self.neighbors.append(board[self.y - 1][self.x])
if self.y < 9 and board[self.y + 1][self.x].is_shelf == False:
self.neighbors.append(board[self.y + 1][self.x])