Dodanie rysowania kraty liniami z main2.py

This commit is contained in:
Dominik Jagosz 2022-03-22 14:32:26 +01:00
parent e8b5d96263
commit 2afda6c7ff
3 changed files with 51 additions and 27 deletions

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@ -1,5 +1,5 @@
nazwa_paczki ="" nazwa_paczki = ""
producent ="" producent = ""
numer_paczki=int numer_paczki = int
cecha_paczki ="" cecha_paczki = ""
data_wysylki= "" data_wysylki = ""

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@ -55,7 +55,8 @@ class Krata:
self.krata[rzad].append(ZawartoscPola.PUSTE) self.krata[rzad].append(ZawartoscPola.PUSTE)
def wyswietlKrate(self): def wyswietlKrate(self):
self.narysujKrate() # self.narysujKrate()
self.narysujKrateAlternatywnie()
self.narysujAgenta() self.narysujAgenta()
pygame.display.update() pygame.display.update()
@ -67,6 +68,19 @@ class Krata:
gora = (self.odstepMiedzyPolami + self.bokPola) * rzad + self.odstepMiedzyPolami gora = (self.odstepMiedzyPolami + self.bokPola) * rzad + self.odstepMiedzyPolami
pygame.draw.rect(self.okno, BIALY, [start, gora, self.bokPola, self.bokPola]) pygame.draw.rect(self.okno, BIALY, [start, gora, self.bokPola, self.bokPola])
def narysujKrateAlternatywnie(self):
self.okno.fill(SZARY1)
# for i in range(stale.NUMBER_OF_BLOCKS_WIDE):
# new_height = round(i * BLOCK_HEIGHT)
# new_width = round(i * BLOCK_HEIGHT)
# pygame.draw.line(surface, BLACK, (0, new_height), (SZEROKOSC_OKNA, new_height), 2)
# pygame.draw.line(surface, BLACK, (new_width, 0), (new_width, WYSOKOSC_OKNA), 2)
for i in range(LICZBA_POL_W_POZIOMIE + 1):
new_height = i * (BOK_POLA + ODSTEP_MIEDZY_POLAMI)
new_width = i * (BOK_POLA + ODSTEP_MIEDZY_POLAMI)
pygame.draw.line(self.okno, CZARNY, (0, new_height), (SZEROKOSC_OKNA, new_height), ODSTEP_MIEDZY_POLAMI)
pygame.draw.line(self.okno, CZARNY, (new_width, 0), (new_width, WYSOKOSC_OKNA), ODSTEP_MIEDZY_POLAMI)
def narysujAgenta(self): def narysujAgenta(self):
if self.agent is not None: if self.agent is not None:
self.okno.blit(self.agent.tekstura, (self.agent.hitbox.x, self.agent.hitbox.y)) self.okno.blit(self.agent.tekstura, (self.agent.hitbox.x, self.agent.hitbox.y))

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@ -1,38 +1,48 @@
FPS = 10 FPS = 5
# #
# SZEROKOSC_OKNA = 1500 # SZEROKOSC_OKNA = 1500
# WYSOKOSC_OKNA = 750 # WYSOKOSC_OKNA = 750
#
LICZBA_POL_W_POZIOMIE = 60 LICZBA_POL_W_POZIOMIE = 60
LICZBA_POL_W_PIONIE = 30 LICZBA_POL_W_PIONIE = 30
BOK_POLA = 20 BOK_POLA = 20
ODSTEP_MIEDZY_POLAMI = 2 ODSTEP_MIEDZY_POLAMI = 2
SZEROKOSC_OKNA = LICZBA_POL_W_POZIOMIE * (BOK_POLA + ODSTEP_MIEDZY_POLAMI) + ODSTEP_MIEDZY_POLAMI SZEROKOSC_OKNA = LICZBA_POL_W_POZIOMIE * (BOK_POLA + ODSTEP_MIEDZY_POLAMI) + ODSTEP_MIEDZY_POLAMI
WYSOKOSC_OKNA = LICZBA_POL_W_PIONIE * (BOK_POLA + ODSTEP_MIEDZY_POLAMI) + ODSTEP_MIEDZY_POLAMI WYSOKOSC_OKNA = LICZBA_POL_W_PIONIE * (BOK_POLA + ODSTEP_MIEDZY_POLAMI) + ODSTEP_MIEDZY_POLAMI
#
BOK_AGENTA1_W_POLACH = 3 BOK_AGENTA1_W_POLACH = 3
BOK_AGENTA1 = BOK_AGENTA1_W_POLACH * (BOK_POLA + ODSTEP_MIEDZY_POLAMI) - ODSTEP_MIEDZY_POLAMI BOK_AGENTA1 = BOK_AGENTA1_W_POLACH * (BOK_POLA + ODSTEP_MIEDZY_POLAMI) - ODSTEP_MIEDZY_POLAMI
KROK_AGENTA1 = 2 KROK_AGENTA1 = 2
#
BIALY = (255, 255, 255) BIALY = (255, 255, 255)
JASNOSZARY1 = (200, 200, 200) JASNOSZARY1 = (200, 200, 200)
SZARY1 = (150, 150, 150) SZARY1 = (150, 150, 150)
ZIELONY1 = (26, 122, 26) ZIELONY1 = (26, 122, 26)
CZARNY = (0, 0, 0)
###
GREY =(150,150,150) ###
RED =(255,0,0) GREY = (150, 150, 150)
BLUE=(55,55,255) RED = (255, 0, 0)
BLACK =(0,0,0) BLUE = (55, 55, 255)
GREEN =(0,200,0) BLACK = (0, 0, 0)
DARKGREY=(150,150,150) GREEN = (0, 200, 0)
UGLY_PINK=(255,0,255) DARKGREY = (150, 150, 150)
BROWN=(153,76,0) UGLY_PINK = (255, 0, 255)
GOLD=(153,153,0) BROWN = (153, 76, 0)
DARKGREEN=(0,102,0) GOLD = (153, 153, 0)
DARKORANGE=(255,128,0) DARKGREEN = (0, 102, 0)
NUMBER_OF_BLOCKS_WIDE=8 DARKORANGE = (255, 128, 0)
NUMBER_OF_BLOCKS_HIGH=8 #
BLOCK_HEIGHT=round(SZEROKOSC_OKNA/NUMBER_OF_BLOCKS_HIGH) # NUMBER_OF_BLOCKS_WIDE=8
BLOCK_WIDTH=round(WYSOKOSC_OKNA/NUMBER_OF_BLOCKS_WIDE) # NUMBER_OF_BLOCKS_HIGH=8
MAPFILE="map.txt" # BLOCK_HEIGHT=round(SZEROKOSC_OKNA/NUMBER_OF_BLOCKS_HIGH)
TITLE ="Gierka" # BLOCK_WIDTH=round(WYSOKOSC_OKNA/NUMBER_OF_BLOCKS_WIDE)
#
MAPFILE = "map.txt"
TITLE = "Gierka"
#
NUMBER_OF_BLOCKS_WIDE = LICZBA_POL_W_POZIOMIE
NUMBER_OF_BLOCKS_HIGH = LICZBA_POL_W_PIONIE
BLOCK_HEIGHT = BOK_POLA
BLOCK_WIDTH = BOK_POLA