Wyświetlanie domów i wysypiska
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@ -4,75 +4,119 @@ import pygame
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screen = []
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objectArray = []
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class Agent:
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def __init__(self, name, xPos, yPos):
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class Position:
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def __init__(self, x, y):
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self.x = x
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self.y = y
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class Object:
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def __init__(self, name, pos):
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self.name = name
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self.xPos = xPos
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self.yPos = yPos
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self.pos = pos
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def draw(self, square):
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pass
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class Agent(Object):
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def __init__(self, name, pos):
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super().__init__(name, pos)
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def draw(self, square):
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## RYSUJEMY AGENTA
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# agent_color = (255, 0, 0)
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circleX = self.pos.x * square + square + square / 2 # dodane jedno +square, by śmieciara nie wychodziła poza kratę
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circleY = self.pos.y * square - square / 2
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# radius = 10
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# pygame.draw.circle(screen, agent_color, (a + circleX, b + circleY), radius)
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truck = pygame.image.load("car.png").convert_alpha() # tu ścieżka do zdjęcia w tle
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truck = pygame.transform.scale(truck, (square, square))
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screen.blit(truck, (circleX, circleY))
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class House(Object):
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def __init__(self, name, pos):
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super().__init__(name, pos)
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def draw(self, square):
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leftTopX, leftTopY = 50 + self.pos.x * square, 10 + self.pos.y * square
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pygame.draw.rect(screen, (0, 255, 0), (leftTopX, leftTopY, square, square))
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class Junkyard(Object):
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def __init__(self, name, pos):
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super().__init__(name, pos)
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def draw(self, square):
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leftTopX, leftTopY = 50 + self.pos.x * square, 10 + self.pos.y * square
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pygame.draw.rect(screen, (255, 0, 0), (leftTopX, leftTopY, square, square))
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def draw(square_num, objectArr):
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#następne dwie linijki do odkomentowania, jak będzie wgrane zdjęcie do tła
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#background = pygame.image.load("ścieżka do pliku").convert() #tu ścieżka do zdjęcia w tle
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#screen.blit(background, (0, 0))
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grid_color = (0, 0, 0) #kolor czarny
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# następne dwie linijki do odkomentowania, jak będzie wgrane zdjęcie do tła
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# background = pygame.image.load("ścieżka do pliku").convert() #tu ścieżka do zdjęcia w tle
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# screen.blit(background, (0, 0))
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grid_color = (0, 0, 0) # kolor czarny
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grid_size = 500 #rozmiar kraty
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square = grid_size/square_num #rozmiar pojedyńczego kwadracika
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grid_size = 500 # rozmiar kraty
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square = grid_size / square_num # rozmiar pojedyńczego kwadracika
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a = 50
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b = 10 #odległości kraty od krawędzi okna
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b = 10 # odległości kraty od krawędzi okna
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for o in objectArr:
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o.draw(square)
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for i in range(square_num):
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pygame.draw.line(screen, grid_color, (a + i*square, b), (a + i*square, b + grid_size), 2)
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pygame.draw.line(screen, grid_color, (a + i * square, b), (a + i * square, b + grid_size), 2)
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pygame.draw.line(screen, grid_color, (a, b + i*square), (a + grid_size, b + i*square), 2)
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pygame.draw.line(screen, grid_color, (a, b + i * square), (a + grid_size, b + i * square), 2)
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pygame.draw.line(screen, grid_color, (a, b + grid_size), (a + grid_size,
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b + grid_size), 2)
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b + grid_size), 2)
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pygame.draw.line(screen, grid_color, (a + grid_size, b),
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(a + grid_size, b + grid_size), 2)
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## tutaj rysujemy agenta i inne obiekty juz na gotowej mapie
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## RYSUJEMY AGENTA
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#agent_color = (255, 0, 0)
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circleX = objectArr[0].xPos * square + square + square/ 2 #dodane jedno +square, by śmieciara nie wychodziła poza kratę
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circleY = objectArr[0].yPos * square - square / 2
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#radius = 10
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#pygame.draw.circle(screen, agent_color, (a + circleX, b + circleY), radius)
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truck = pygame.image.load("car.png").convert_alpha() #tu ścieżka do zdjęcia w tle
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truck = pygame.transform.scale(truck, (square, square))
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screen.blit(truck, (circleX, circleY))
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def kb_listen(objectArray, gridLength):
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for event in pygame.event.get():
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if event.type == pygame.KEYDOWN:
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if event.key == pygame.K_LEFT and objectArray[0].xPos > 0:
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objectArray[0].xPos = objectArray[0].xPos - 1
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if event.key == pygame.K_RIGHT and objectArray[0].xPos < gridLength - 1:
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objectArray[0].xPos = objectArray[0].xPos + 1
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if event.key == pygame.K_UP and objectArray[0].yPos > 1:
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objectArray[0].yPos = objectArray[0].yPos - 1
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if event.key == pygame.K_DOWN and objectArray[0].yPos < gridLength:
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objectArray[0].yPos = objectArray[0].yPos + 1
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if event.key == pygame.K_LEFT and objectArray[0].pos.x > 0:
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objectArray[0].pos.x = objectArray[0].pos.x - 1
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if event.key == pygame.K_RIGHT and objectArray[0].pos.x < gridLength - 1:
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objectArray[0].pos.x = objectArray[0].pos.x + 1
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if event.key == pygame.K_UP and objectArray[0].pos.y > 1:
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objectArray[0].pos.y = objectArray[0].pos.y - 1
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if event.key == pygame.K_DOWN and objectArray[0].pos.y < gridLength:
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objectArray[0].pos.y = objectArray[0].pos.y + 1
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if event.type == pygame.QUIT:
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sys.exit()
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if __name__ == '__main__':
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pygame.init() #inicjalizacja modułów, na razie niepotrzebna
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pygame.init() # inicjalizacja modułów, na razie niepotrzebna
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#Tworzymy nowego playera, czy tam agenta
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agent = Agent("smieciarka", 5, 7)
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# Tworzymy nowego playera, czy tam agenta
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agent = Agent("smieciarka", Position(5, 7))
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junkyard = Junkyard("wysypisko", Position(10, 10))
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housePositions = [Position(x, y) for x, y in [
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(7, 4), (3, 10), (8, 10), (4, 5), (1, 2), (10, 4), (14, 14), (6, 9)
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]]
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houses = [House(f'dom-{i}', pos) for i, pos in enumerate(housePositions)]
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objectArray.append(agent)
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objectArray.append(junkyard)
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objectArray += houses
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width = 600
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height = 530
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screen = pygame.display.set_mode((width, height)) #ustalanie rozmiarów okna
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screen = pygame.display.set_mode((width, height)) # ustalanie rozmiarów okna
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while 1:
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c = (255, 255, 255) #tymczasowy kolor tła - do usunięcia, jak już będzie zdjęcie
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c = (255, 255, 255) # tymczasowy kolor tła - do usunięcia, jak już będzie zdjęcie
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screen.fill(c)
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draw(15, objectArray)
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kb_listen(objectArray, 15)
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pygame.display.update() #by krata pojawiła się w okienku - update powierzchni
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pygame.display.update() # by krata pojawiła się w okienku - update powierzchni
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