File division,

Class Matrix, Waiter, Graphics
All graphics in Graphics (draw, clear, update)
Waiter movement moved to Waiter
Main reduced to minimum
This commit is contained in:
s444427 2020-04-03 18:49:47 +02:00
parent 8b1ce73354
commit b06e382322
5 changed files with 107 additions and 97 deletions

125
main.py
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@ -1,108 +1,41 @@
import sys
import pygame
from src.graphics import *
from src.matrix import Matrix
from src.waiter import Waiter
# WAITER
class Waiter(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.moveX = 0
self.moveY = 0
self.clearX = 0
self.clearY = 0
self.frame = 0
self.imageWaiter = waiter
self.imageFloor = floor
def move(self, x, y):
self.moveX += x
self.moveY -= y
def clear(self, x, y):
cx = self.moveX + x
cy = self.moveY + y
screen.blit(self.imageFloor, (cx * block_size, cy * block_size))
def update(self):
screen.blit(self.imageWaiter, (self.moveX * block_size, self.moveY * block_size))
# TILE
class Tile:
def __init__(self, x_position, y_position):
self.x_position = x_position
self.y_position = y_position
self.watch_through = 1
self.walk_through = 1
self.action_required = 0
# TABLE
class Table(Tile):
def __init__(self, x_position, y_position):
super().__init__(x_position, y_position)
self.walk_through = 0
# SETUP
pygame.init()
screen = pygame.display.set_mode((700, 750))
done = False
block_size = 50
clock = pygame.time.Clock()
fps = 40
ani = 40
rect = 1
floor = pygame.image.load('../resources/images/floor.jpg')
table = pygame.image.load('../resources/images/table.png')
waiter = pygame.image.load('../resources/images/waiter.png')
matrix = []
def drawBackground():
for y in range(15):
for x in range(14):
screen.blit(floor, (x * block_size, y * block_size))
def matrix_creator():
for x in range(14):
matrix.append([0] * 15)
for x in range(14):
for y in range(15):
matrix[x][y] = Tile(x, y)
waiterPly = Waiter()
if __name__ == "__main__":
drawBackground()
matrix_creator()
# SETUP
pygame.init()
clock = pygame.time.Clock()
fps = 40
# matrix = []
waiterPly = Waiter()
graphics = Graphics()
while not done:
# init functions
graphics.drawBackground()
graphics.update(waiterPly.moveX, waiterPly.moveY)
# matrix_creator()
matrix = Matrix()
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
break
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
waiterPly.move(-rect, 0)
waiterPly.clear(rect, 0)
if event.key == pygame.K_RIGHT:
waiterPly.move(rect, 0)
waiterPly.clear(-rect, 0)
if event.key == pygame.K_UP:
waiterPly.move(0, rect)
waiterPly.clear(0, rect)
if event.key == pygame.K_DOWN:
waiterPly.move(0, -rect)
waiterPly.clear(0, -rect)
waiterPly.update()
if event.key == pygame.K_ESCAPE:
pygame.quit()
sys.exit()
break
graphics.clear(waiterPly.moveX, waiterPly.moveY)
waiterPly.update(event)
graphics.update(waiterPly.moveX, waiterPly.moveY)
pygame.display.flip()
clock.tick(fps)
# # Testy funkcjonalne
# matrix[0][0] = Table(0, 0)
# print(matrix[0][0].walk_through, matrix[1][0].walk_through)

23
src/graphics.py Normal file
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@ -0,0 +1,23 @@
import pygame
class Graphics:
def __init__(self):
self.image = {
'floor': pygame.image.load('../resources/images/floor.jpg'),
'table': pygame.image.load('../resources/images/table.png'),
'waiter': pygame.image.load('../resources/images/waiter.png'),
}
self.screen = pygame.display.set_mode((700, 750))
self.block_size = 50
def drawBackground(self):
for y in range(15):
for x in range(14):
self.screen.blit(self.image['floor'], (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))

15
src/matrix.py Normal file
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@ -0,0 +1,15 @@
from src.tile import Tile
class Matrix:
def __init__(self):
self.matrix = []
for x in range(14):
self.matrix.append([0] * 15)
for x in range(14):
for y in range(15):
self.matrix[x][y] = Tile(type_='floor', watch_through=1)
def get_name(self, x, y):
return self.matrix[x][y].type

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@ -1 +1,7 @@
# TILE
class Tile:
def __init__(self, type_, watch_through):
self.watch_through = watch_through
self.walk_through = 1
self.action_required = 0
self.type = type_

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@ -0,0 +1,33 @@
import pygame
screen = pygame.display.set_mode((700, 750))
block_size = 50
# WAITER
class Waiter(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.moveX = 0
self.moveY = 0
self.clearX = 0
self.clearY = 0
self.frame = 0
#Borders
def move(self, x, y):
if 0 <= self.moveX + x <= 14:
self.moveX += x
if 0 <= self.moveY + y <= 15:
self.moveY += y
def update(self, event):
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
self.move(-1, 0)
if event.key == pygame.K_RIGHT:
self.move(1, 0)
if event.key == pygame.K_UP:
self.move(0, -1)
if event.key == pygame.K_DOWN:
self.move(0, 1)