obiekty+kolizja

This commit is contained in:
s464840 2022-03-24 22:53:16 +01:00
parent 95a3ac8755
commit 83d0918595
4 changed files with 96 additions and 29 deletions

125
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@ -3,6 +3,7 @@ import pygame
screen = [] screen = []
objectArray = [] objectArray = []
collisionsMap = []
class Position: class Position:
@ -10,6 +11,9 @@ class Position:
self.x = x self.x = x
self.y = y self.y = y
def get_moved(self, delta_x, delta_y):
return Position(self.x + delta_x, self.y + delta_y)
class Object: class Object:
def __init__(self, name, pos): def __init__(self, name, pos):
@ -17,7 +21,20 @@ class Object:
self.pos = pos self.pos = pos
def draw(self, square): def draw(self, square):
pass leftTopX, leftTopY = 50 + self.pos.x * square, 10 + self.pos.y * square
pygame.draw.rect(screen, (0, 0, 0), (leftTopX, leftTopY, square, square))
def detect_collision(newPos):
return collisionsMap[newPos.x][newPos.y]
def position_in_grid(pos, gridLength):
return 0 <= pos.x < gridLength and 0 <= pos.y < gridLength
def movement_allowed(newPos, gridLength):
return position_in_grid(newPos, gridLength) and not detect_collision(newPos)
class Agent(Object): class Agent(Object):
@ -26,32 +43,82 @@ class Agent(Object):
def draw(self, square): def draw(self, square):
## RYSUJEMY AGENTA ## RYSUJEMY AGENTA
# agent_color = (255, 0, 0) circleX = 52 + self.pos.x * square
circleX = self.pos.x * square + square + square / 2 # dodane jedno +square, by śmieciara nie wychodziła poza kratę circleY = 12 + self.pos.y * square
circleY = self.pos.y * square - square / 2
# radius = 10
# pygame.draw.circle(screen, agent_color, (a + circleX, b + circleY), radius)
truck = pygame.image.load("car.png").convert_alpha() # tu ścieżka do zdjęcia w tle truck = pygame.image.load("car.png").convert_alpha() # tu ścieżka do zdjęcia w tle
truck = pygame.transform.scale(truck, (square, square)) truck = pygame.transform.scale(truck, (square, square))
screen.blit(truck, (circleX, circleY)) screen.blit(truck, (circleX, circleY))
def move(self, event, gridLength):
if event.key == pygame.K_LEFT:
newPos = self.pos.get_moved(-1, 0)
self.move_if_possible(newPos, gridLength)
if event.key == pygame.K_RIGHT:
newPos = self.pos.get_moved(1, 0)
self.move_if_possible(newPos, gridLength)
if event.key == pygame.K_UP:
newPos = self.pos.get_moved(0, -1)
self.move_if_possible(newPos, gridLength)
if event.key == pygame.K_DOWN:
newPos = self.pos.get_moved(0, 1)
self.move_if_possible(newPos, gridLength)
def move_if_possible(self, newPos, gridLength):
if movement_allowed(newPos, gridLength):
self.pos = newPos
class House(Object): class House(Object):
def __init__(self, name, pos): def __init__(self, name, pos):
super().__init__(name, pos) super().__init__(name, pos)
self.trash_cans = {
"paper": False,
"glass": False,
"plastic": False,
"bio": False
}
def draw(self, square): def draw(self, square):
leftTopX, leftTopY = 50 + self.pos.x * square, 10 + self.pos.y * square x = 52 + self.pos.x * square
pygame.draw.rect(screen, (0, 255, 0), (leftTopX, leftTopY, square, square)) y = 12 + self.pos.y * square
house = pygame.image.load("house.png").convert_alpha() # tu ścieżka do zdjęcia w tle
house = pygame.transform.scale(house, (square, square))
screen.blit(house, (x, y))
class Junkyard(Object): class Junkyard(Object):
def __init__(self, name, pos): def __init__(self, name, pos):
super().__init__(name, pos) super().__init__(name, pos)
self.heaps = {
"paper": True,
"glass": True,
"plastic": True,
"bio": True
}
def draw(self, square): def draw(self, square):
leftTopX, leftTopY = 50 + self.pos.x * square, 10 + self.pos.y * square x = 52 + self.pos.x * square
pygame.draw.rect(screen, (255, 0, 0), (leftTopX, leftTopY, square, square)) y = 12 + self.pos.y * square
junkyard = pygame.image.load("junkyard.png").convert_alpha() # tu ścieżka do zdjęcia w tle
junkyard = pygame.transform.scale(junkyard, (square, square))
screen.blit(junkyard, (x, y))
class Hole(Object):
def __init__(self, name, pos):
super().__init__(name, pos)
def draw(self, square):
x = 52 + self.pos.x * square
y = 12 + self.pos.y * square
hole = pygame.image.load("hole.png").convert_alpha() # tu ścieżka do zdjęcia w tle
hole = pygame.transform.scale(hole, (square, square))
screen.blit(hole, (x, y))
def draw(square_num, objectArr): def draw(square_num, objectArr):
# następne dwie linijki do odkomentowania, jak będzie wgrane zdjęcie do tła # następne dwie linijki do odkomentowania, jak będzie wgrane zdjęcie do tła
@ -59,8 +126,8 @@ def draw(square_num, objectArr):
# screen.blit(background, (0, 0)) # screen.blit(background, (0, 0))
grid_color = (0, 0, 0) # kolor czarny grid_color = (0, 0, 0) # kolor czarny
grid_size = 500 # rozmiar kraty grid_size = 510 # rozmiar kraty
square = grid_size / square_num # rozmiar pojedyńczego kwadracika square = grid_size // square_num # rozmiar pojedyńczego kwadracika
a = 50 a = 50
b = 10 # odległości kraty od krawędzi okna b = 10 # odległości kraty od krawędzi okna
@ -78,45 +145,45 @@ def draw(square_num, objectArr):
pygame.draw.line(screen, grid_color, (a + grid_size, b), pygame.draw.line(screen, grid_color, (a + grid_size, b),
(a + grid_size, b + grid_size), 2) (a + grid_size, b + grid_size), 2)
## tutaj rysujemy agenta i inne obiekty juz na gotowej mapie
def kb_listen(objectArray, gridLength): def kb_listen(objectArray, gridLength):
agent = objectArray[0]
for event in pygame.event.get(): for event in pygame.event.get():
if event.type == pygame.KEYDOWN: if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT and objectArray[0].pos.x > 0: agent.move(event, gridLength)
objectArray[0].pos.x = objectArray[0].pos.x - 1
if event.key == pygame.K_RIGHT and objectArray[0].pos.x < gridLength - 1:
objectArray[0].pos.x = objectArray[0].pos.x + 1
if event.key == pygame.K_UP and objectArray[0].pos.y > 1:
objectArray[0].pos.y = objectArray[0].pos.y - 1
if event.key == pygame.K_DOWN and objectArray[0].pos.y < gridLength:
objectArray[0].pos.y = objectArray[0].pos.y + 1
if event.type == pygame.QUIT: if event.type == pygame.QUIT:
sys.exit() sys.exit()
if __name__ == '__main__': if __name__ == '__main__':
pygame.init() # inicjalizacja modułów, na razie niepotrzebna pygame.init() # inicjalizacja modułów, na razie niepotrzebna
gridSize = 15
# Tworzymy nowego playera, czy tam agenta # Tworzymy nowego playera, czy tam agenta
agent = Agent("smieciarka", Position(5, 7)) agent = Agent("smieciarka", Position(0, 0))
junkyard = Junkyard("wysypisko", Position(10, 10)) junkyard = Junkyard("wysypisko", Position(10, 10))
housePositions = [Position(x, y) for x, y in [ houses = [House(f'dom-{i}', pos) for i, pos in enumerate([Position(x, y) for x, y in [
(7, 4), (3, 10), (8, 10), (4, 5), (1, 2), (10, 4), (14, 14), (6, 9) (7, 4), (3, 10), (8, 10), (4, 5), (1, 2), (10, 4), (14, 14), (6, 9)
]] ]])]
houses = [House(f'dom-{i}', pos) for i, pos in enumerate(housePositions)] holes = [Hole(f'dziura-{i}', pos) for i, pos in enumerate([Position(x, y) for x, y in [
(4, 9), (5, 11), (11, 7), (13, 8)
]])]
objectArray.append(agent) objectArray.append(agent)
objectArray.append(junkyard) objectArray.append(junkyard)
objectArray += houses objectArray += houses
objectArray += holes
width = 600 collisionsMap = [[False] * gridSize for _ in range(gridSize)]
for object in objectArray[1:]:
collisionsMap[object.pos.x][object.pos.y] = True
width = 610
height = 530 height = 530
screen = pygame.display.set_mode((width, height)) # ustalanie rozmiarów okna screen = pygame.display.set_mode((width, height)) # ustalanie rozmiarów okna
while 1: while 1:
c = (255, 255, 255) # tymczasowy kolor tła - do usunięcia, jak już będzie zdjęcie c = (255, 255, 255) # tymczasowy kolor tła - do usunięcia, jak już będzie zdjęcie
screen.fill(c) screen.fill(c)
draw(15, objectArray) draw(gridSize, objectArray)
kb_listen(objectArray, 15) kb_listen(objectArray, gridSize)
pygame.display.update() # by krata pojawiła się w okienku - update powierzchni pygame.display.update() # by krata pojawiła się w okienku - update powierzchni

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