Breadth-First Search
Strategie przeszukiwania 1b
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45
bfs.py
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45
bfs.py
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class BFS:
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# Finds a suitable path from point A to point B using Breadth-First-Search Algorithm
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def __init__(self, graph, start, goal):
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self.graph = graph
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self.start = start
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self.goal = goal
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def solve(self):
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print('Start\n\n')
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print(self.graph)
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print('\n\n')
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# keep track of explored nodes
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explored = []
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# keep track of all paths to be checked
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queue = [[self.start]]
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# return path if start is goal
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if self.start == self.goal:
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return 'That was easy. Start == Goal'
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# keep looping until all possible paths are explored
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while queue:
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# pop the first path from the queue
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path = queue.pop(0)
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# get the last node from the path
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node = path[-1]
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if node not in explored:
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neighbors = self.graph[node]
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# go through all neighbor nodes
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# push it into the queue
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for neighbor in neighbors:
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new_path = list(path)
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new_path.append(neighbor)
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queue.append(new_path)
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if neighbor == self.goal:
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return new_path
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# mark node as explored
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explored.append(node)
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# in case there is no path
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return "path not accessible"
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71
board.py
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board.py
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import pygame
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from screen import SCREEN
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global BLACK
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# global SCREEN
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global BLACK
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global gridObjects
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global imgTree
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global imgTree
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imgTree = pygame.image.load('img/tree.png')
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gridObjects = {} # Store grid-box objects from Grid Class
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class Grid(object):
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# ta klasa rysuje kratę na ekranie
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def __init__(self, x, y, sx, sy):
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self.x = x
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self.y = y
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self.sx = sx
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self.sy = sy
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self.width = 1
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def draw(self):
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# global SCREEN
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global BLACK
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# SCREEN = pygame.display.set_mode([600,650])
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BLACK = (0, 0, 0)
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pygame.draw.rect(SCREEN, BLACK, (self.x, self.y, self.sx, self.sy), self.width)
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class Box(object):
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# global SCREEN
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def __init__(self, x, y, sx, sy, color):
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self.x = x
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self.y = y
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self.sx = sx
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self.sy = sy
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self.color = color
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def draw(self):
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# global SCREEN
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# SCREEN = pygame.display.set_mode([600,650])
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# global BLACK
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pygame.draw.rect(SCREEN, self.color, pygame.Rect(self.x, self.y, self.sx, self.sy))
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class Obstacle(object):
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def __init__(self, mouseObj):
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self.mseX = mouseObj[0]
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self.mseY = mouseObj[1]
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for grid in gridObjects:
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g = getGridBoxes(grid)
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self.x = g.x
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self.y = g.y
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self.sx = g.sx
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self.sy = g.sy
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if self.mseX > self.x and self.mseX < self.x + self.sx:
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if self.mseY > self.y and self.mseY < self.y + self.sy:
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self.posX = self.x
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self.posY = self.y
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self.gridBox = grid
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def draw(self):
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# pygame.draw.rect(SCREEN, GREY, pygame.Rect(self.posX, self.posY, self.sx, self.sy))
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global imgTree
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SCREEN.blit(imgTree, (self.posX, self.posY))
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# pygame.display.update()
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def getGridBoxes(grid_box):
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global gridObjects
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return gridObjects[grid_box]
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24
classes.py
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classes.py
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class Field:
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def __init__(self, fieldType, plantType, isWet, wetTime, isFertilized, fertilizedTime):
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self.fieldType =fieldType # good/bad
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self.plantType =plantType # wheat/carrot/cabbage
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self.isWet =isWet # yes/no
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self.wetTime =wetTime # number
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self.isFertilized =isFertilized # yes/no
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self.fertilizedTime =fertilizedTime # number
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class Plant:
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def __init__(self, plantType, growthState):
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self.plantType = plantType # wheat/carrot/cabbage
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self.growthState = growthState # growing/grown
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class Fertilizer:
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def __init__(self, fertilizerType):
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self.fertilizerType = fertilizerType # wheat/carrot/cabbage
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class Player:
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x = 0
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y = 0
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rotation = 0
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647
main.py
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main.py
@ -1,135 +1,49 @@
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import pygame
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import pygame
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pygame.init()
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from classes import Field, Plant, Fertilizer, Player
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from bfs import BFS
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from board import Grid, Box, Obstacle, getGridBoxes, gridObjects
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from screen import SCREEN
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# pygame.init()
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# Game Constants
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# Game Constants
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Ucelu = False
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Ucelu = False
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SCREENX = 500
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SCREENX = 500
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SCREENY = 500
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SCREENY = 500
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# SCREEN = pygame.display.set_mode([600, 600])
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pygame.display.set_caption('Inteligentny Traktor')
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# screen = pygame.display.set_mode((SCREENX, SCREENY))
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SCREEN = pygame.display.set_mode([600,650])
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pygame.display.set_caption('Inteligenty Traktor')
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# COLORS
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# COLORS
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WHITE = (255, 255, 255)
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WHITE = (255, 255, 255)
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BLACK = (0, 0, 0)
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BLACK = (0, 0, 0)
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RED = (255, 0, 0)
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RED = (255, 0, 0)
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GREEN = (0, 255, 0, 0)
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GREEN = (0, 255, 0, 0)
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BLUE = (0, 0, 255)
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BLUE = (0, 0, 255, 0)
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GREY = (128, 128, 128)
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GREY = (128, 128, 128)
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CLOCK = pygame.time.Clock()
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CLOCK = pygame.time.Clock()
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FPS = 300
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FPS = 30
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DELAY = 100
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DELAY = 300
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# np. 10 pól x 10 pól = 100 pól
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GRIDX = 10
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GRIDX = 10
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GRIDY = 10
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GRIDY = 10
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obstacleObjects = {} # Store the obstacle objects (Blocks on the path) from Obstacle class
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obstacleObjects = {} # Store the obstacle objects (Blocks on the path) from Obstacle class
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gridObjects = {} # Store grid-box objects from Grid Class
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# global gridObjects
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# gridObjects = {} # Store grid-box objects from Grid Class
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gridObstacle = {} # Store the grid:obstacle pair stuck together
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gridObstacle = {} # Store the grid:obstacle pair stuck together
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boxObjects = {}
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boxObjects = {}
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boxes = 1
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boxes = 1
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obstacles = 1
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obstacles = 1
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# BFS Variables
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# BFS Variables
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startNode = 0
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startNode = 0
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goalNode = 0
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goalNode = 0
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graph = dict()
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graph = dict()
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pathFound = [] # Store the path in a list box index to draw on later
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pathFound = [] # Store the path in a list box index to draw on later
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class BFS:
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# Finds a suitable path from point A to point B using Breadth-First-Search Algorithm
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def __init__(self, graph, start, goal):
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self.graph = graph
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self.start = start
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self.goal = goal
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def solve(self):
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print('Start\n\n')
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print(self.graph)
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print('\n\n')
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# keep track of explored nodes
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explored = []
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# keep track of all paths to be checked
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queue = [[self.start]]
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# return path if start is goal
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if self.start == self.goal:
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return 'That was easy. Start == Goal'
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# keep looping until all possible paths are explored
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while queue:
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# pop the first path from the queue
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path = queue.pop(0)
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# get the last node from the path
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node = path[-1]
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if node not in explored:
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neighbors = self.graph[node]
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# go through all neighbor nodes
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# push it into the queue
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for neighbor in neighbors:
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new_path = list(path)
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new_path.append(neighbor)
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queue.append(new_path)
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if neighbor == self.goal:
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return new_path
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# mark node as explored
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explored.append(node)
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# in case there is no path
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return "path not accessible"
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class Grid(object):
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def __init__(self, x, y, sx, sy):
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self.x = x
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self.y = y
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self.sx = sx
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self.sy = sy
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self.width = 1
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def draw(self):
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pygame.draw.rect(SCREEN, BLACK, (self.x, self.y, self.sx, self.sy), self.width)
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class Box(object):
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def __init__(self, x, y, sx, sy, color):
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self.x = x
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self.y = y
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self.sx = sx
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self.sy = sy
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self.color = color
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def draw(self):
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pygame.draw.rect(SCREEN, self.color, pygame.Rect(self.x, self.y, self.sx, self.sy))
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class Obstacle(object):
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def __init__(self, mouseObj):
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self.mseX = mouseObj[0]
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self.mseY = mouseObj[1]
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for grid in gridObjects:
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g = getGridBoxes(grid)
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self.x = g.x
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self.y = g.y
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self.sx = g.sx
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self.sy = g.sy
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if self.mseX > self.x and self.mseX < self.x + self.sx:
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if self.mseY > self.y and self.mseY < self.y + self.sy:
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self.posX = self.x
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self.posY = self.y
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self.gridBox = grid
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def draw(self):
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# pygame.draw.rect(SCREEN, GREY, pygame.Rect(self.posX, self.posY, self.sx, self.sy))
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SCREEN.blit(imgTree, (self.posX, self.posY))
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def getGridBoxes(grid_box):
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return gridObjects[grid_box]
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def drawGrid(sizex,sizey):
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def drawGrid(sizex,sizey):
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spaceX = SCREENX // sizex
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spaceX = SCREENX // sizex
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spaceY = SCREENY // sizey
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spaceY = SCREENY // sizey
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miniG = {}
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miniG = {}
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for grid in range(len(gridObjects)):
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for grid in range(len(gridObjects)):
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grid += 1 # Synchronize index
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grid += 1 # Synchronize index
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mod = grid % col # Used to check the Top and Bottom Grid Boxes!
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mod = grid % col # Used to check the Top and Bottom Grid Boxes
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gN = grid - 1
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gN = grid - 1
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gS = grid + 1
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gS = grid + 1
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gE = grid + col
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gE = grid + col
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gW = grid - col
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gW = grid - col
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# CHECK THE NEIGHBORS TO THE GRID-BOXES, ACCOUNTING FOR THE EXTREME GRID-BOXES(BORDERS)
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# CHECK THE NEIGHBORS TO THE GRID-BOXES, ACCOUNTING FOR THE EXTREME GRID-BOXES(BORDERS)
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if mod == 0: # 5,10,15,20,25 - You can't go south from here (Bottom Boxes)
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if mod == 0: # 5,10,15,20,25 - You can't go south from here (Bottom Boxes)
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if grid > col: # Away from the Left Border of the Screen
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if grid > col: # Away from the Left Border of the Screen
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if grid > (col*row)-col: # You are on the Right Border of the screen - You can't go East
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if grid > (col*row)-col: # You are on the Right Border of the screen - You can't go East
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miniG[grid] = [gN, gW]
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miniG[grid] = [gN, gW]
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miniG[grid] = [gN, gW]
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else: # Away from the Right Border of the Screen - You can go East
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else: # Away from the Right Border of the Screen - You can go East
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miniG[grid] = [gN, gE, gW]
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miniG[grid] = [gN, gE, gW]
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else: # You are on the Left Edge of the screen - You can't go West
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else: # You are on the Left Edge of the screen - You can't go West
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else: # You are on the Left Edge of the screen - You can't go West
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else: # You are on the Left Edge of the screen - You can't go West
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miniG[grid] = [gN, gS, gE]
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miniG[grid] = [gN, gS, gE]
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# FILTER OUT OBSTACLES FROM THE GRAPH
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# FILTER OUT OBSTACLES FROM THE GRAPH
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miniG2 = {}
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miniG2 = {}
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for grid in range(len(gridObjects)):
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for grid in range(len(gridObjects)):
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if neigbor in gridObstacle:
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if neigbor in gridObstacle:
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miniG2[grid].remove(neigbor)
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miniG2[grid].remove(neigbor)
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# Filtering again as the first Filter block didn't clear out everything
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# Filtering again as the first Filter block didn't clear out everything
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# Filtering through the neighbors
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# Filtering through the neighbors
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for grid in miniG2:
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for grid in miniG2:
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if item in gridObstacle:
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if item in gridObstacle:
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miniG2[grid].remove(item)
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miniG2[grid].remove(item)
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return miniG2
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return miniG2
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def refreshScreen():
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#pygame.display.update()
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#SCREEN.blit(tmpImg, (55 + 50 * player.x, 55 + 50 * player.y))
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def drawGraph(pathF, Ucelu):
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# -----------------------------
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i = 0
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while i < len(T):
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j = 0
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while j < len(T[i]):
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#color = (255, 255, 255, 0)
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if T[i][j].isWet == 0:
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# a = 1
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color = (160, 80, 40, 0)
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else:
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# a = 1
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color = (50, 25, 0, 0)
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#Covers 'player' on the way
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pygame.draw.rect(SCREEN, color, pygame.Rect(50 + 50 * i, 50 + 50 * j, 50, 50))
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if T[i][j].plantType == 1:
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SCREEN.blit(imgWheat, (50 + 50 * i, 50 + 50 * j))
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if T[i][j].plantType == 2:
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SCREEN.blit(imgCarrot, (50 + 50 * i, 50 + 50 * j))
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if T[i][j].plantType == 3:
|
||||||
|
SCREEN.blit(imgCabbage, (50 + 50 * i, 50 + 50 * j))
|
||||||
|
if T[i][j].plantType == 4:
|
||||||
|
SCREEN.blit(imgTree, (50 + 50 * i, 50 + 50 * j))
|
||||||
|
|
||||||
|
j = j + 1
|
||||||
|
i = i + 1
|
||||||
|
|
||||||
|
# Render the trees
|
||||||
|
for obs in obstacleObjects:
|
||||||
|
obstacleObjects[obs].draw()
|
||||||
|
|
||||||
|
|
||||||
|
for bx in boxObjects:
|
||||||
|
boxObjects[bx].draw()
|
||||||
|
|
||||||
|
i = 0
|
||||||
|
while i < len(T)+1:
|
||||||
|
pygame.draw.line(SCREEN, (0, 0, 0), (50 + i * 50, 50), (50 + i * 50, 50 + len(T) * 50), 1)
|
||||||
|
pygame.draw.line(SCREEN, (0, 0, 0), (50, 50 + i * 50), (50 + len(T) * 50, 50 + i * 50), 1)
|
||||||
|
i = i + 1
|
||||||
|
|
||||||
|
tmpImg = pygame.transform.rotate(imgPlayer, player.rotation)
|
||||||
|
if player.rotation == 180:
|
||||||
|
tmpImg = pygame.transform.flip(tmpImg, True, True)
|
||||||
|
tmpImg = pygame.transform.flip(tmpImg, True, False)
|
||||||
|
|
||||||
|
#player is seen on the way
|
||||||
|
SCREEN.blit(tmpImg, (55 + 50 * player.x, 55 + 50 * player.y))
|
||||||
|
|
||||||
|
# --------------------------------------
|
||||||
|
|
||||||
|
# tmpImg = pygame.transform.rotate(imgPlayer, player.rotation)
|
||||||
|
# # if flip:
|
||||||
|
# # if flip == True:
|
||||||
|
# if player.rotation == 180:
|
||||||
|
# tmpImg = pygame.transform.flip(tmpImg, True, True)
|
||||||
|
# tmpImg = pygame.transform.flip(tmpImg, True, False)
|
||||||
|
#
|
||||||
|
# SCREEN.blit(tmpImg, (55 + 50 * player.x, 55 + 50 * player.y))
|
||||||
|
|
||||||
|
pygame.display.update()
|
||||||
|
pygame.time.wait(300)
|
||||||
|
SCREEN.fill((WHITE))
|
||||||
|
|
||||||
|
def drawGraph(pathF):
|
||||||
#Draws the path given the path-list
|
#Draws the path given the path-list
|
||||||
|
global Ucelu
|
||||||
print(pathF)
|
print(pathF)
|
||||||
if Ucelu == False:
|
if Ucelu == False:
|
||||||
for grid in pathF:
|
for grid in pathF:
|
||||||
|
|
||||||
g = gridObjects[grid] # Get the grid-box object mentioned in the path
|
g = gridObjects[grid] # Get the grid-box object mentioned in the path
|
||||||
x = g.x
|
x = g.x
|
||||||
y = g.y
|
y = g.y
|
||||||
sx = g.sx
|
sx = g.sx
|
||||||
sy = g.sy
|
sy = g.sy
|
||||||
|
a = 0
|
||||||
# pygame.draw.rect(SCREEN, GREEN, pygame.Rect(x, y, sx, sy))
|
# pygame.draw.rect(SCREEN, GREEN, pygame.Rect(x, y, sx, sy))
|
||||||
|
|
||||||
|
if player.x < (x/50 - 1):
|
||||||
|
a = 1
|
||||||
|
if player.x > (x/50 - 1):
|
||||||
|
a =2
|
||||||
|
if player.y < (y/50 - 1):
|
||||||
|
a =3
|
||||||
|
if player.y > (y/50 - 1):
|
||||||
|
a =4
|
||||||
|
|
||||||
|
if a==1:
|
||||||
|
# player.x = x/50 - 1
|
||||||
|
player.rotation = 0
|
||||||
|
if a==2:
|
||||||
|
# player.x = x/50 - 1
|
||||||
|
player.rotation = 180
|
||||||
|
if a==3:
|
||||||
|
# player.y = y/50 - 1
|
||||||
|
player.rotation = 270
|
||||||
|
if a==4:
|
||||||
|
# player.y = y/50 - 1
|
||||||
|
player.rotation = 90
|
||||||
|
|
||||||
|
refreshScreen()
|
||||||
|
|
||||||
|
#pygame.time.wait(2000)
|
||||||
|
|
||||||
|
player.y = y/50 - 1
|
||||||
player.x = x/50 - 1
|
player.x = x/50 - 1
|
||||||
player.y =y/50 - 1
|
|
||||||
|
|
||||||
# -----------------------------
|
refreshScreen()
|
||||||
i = 0
|
|
||||||
while i < len(T):
|
|
||||||
j = 0
|
|
||||||
while j < len(T[i]):
|
|
||||||
#color = (255, 255, 255, 0)
|
|
||||||
if T[i][j].isWet == 0:
|
|
||||||
# a = 1
|
|
||||||
color = (160, 80, 40, 0)
|
|
||||||
else:
|
|
||||||
# a = 1
|
|
||||||
color = (50, 25, 0, 0)
|
|
||||||
|
|
||||||
#Covers 'player' on the way
|
|
||||||
pygame.draw.rect(SCREEN, color, pygame.Rect(50 + 50 * i, 50 + 50 * j, 50, 50))
|
|
||||||
if T[i][j].plantType == 1:
|
|
||||||
SCREEN.blit(imgWheat, (50 + 50 * i, 50 + 50 * j))
|
|
||||||
if T[i][j].plantType == 2:
|
|
||||||
SCREEN.blit(imgCarrot, (50 + 50 * i, 50 + 50 * j))
|
|
||||||
if T[i][j].plantType == 3:
|
|
||||||
SCREEN.blit(imgCabbage, (50 + 50 * i, 50 + 50 * j))
|
|
||||||
if T[i][j].plantType == 4:
|
|
||||||
SCREEN.blit(imgTree, (50 + 50 * i, 50 + 50 * j))
|
|
||||||
|
|
||||||
j = j + 1
|
|
||||||
i = i + 1
|
|
||||||
|
|
||||||
# Render the trees
|
|
||||||
for obs in obstacleObjects:
|
|
||||||
obstacleObjects[obs].draw()
|
|
||||||
|
|
||||||
for bx in boxObjects:
|
|
||||||
boxObjects[bx].draw()
|
|
||||||
|
|
||||||
i = 0
|
|
||||||
while i < len(T)+1:
|
|
||||||
pygame.draw.line(SCREEN, (0, 0, 0), (50 + i * 50, 50), (50 + i * 50, 50 + len(T) * 50), 1)
|
|
||||||
pygame.draw.line(SCREEN, (0, 0, 0), (50, 50 + i * 50), (50 + len(T) * 50, 50 + i * 50), 1)
|
|
||||||
i = i + 1
|
|
||||||
|
|
||||||
tmpImg = pygame.transform.rotate(imgPlayer, player.rotation)
|
|
||||||
if player.rotation == 180:
|
|
||||||
tmpImg = pygame.transform.flip(tmpImg, True, True)
|
|
||||||
tmpImg = pygame.transform.flip(tmpImg, True, False)
|
|
||||||
|
|
||||||
#player is seen on the way
|
|
||||||
SCREEN.blit(tmpImg, (55 + 50 * player.x, 55 + 50 * player.y))
|
|
||||||
|
|
||||||
# --------------------------------------
|
|
||||||
|
|
||||||
# tmpImg = pygame.transform.rotate(imgPlayer, player.rotation)
|
|
||||||
# # if flip:
|
|
||||||
# # if flip == True:
|
|
||||||
# if player.rotation == 180:
|
|
||||||
# tmpImg = pygame.transform.flip(tmpImg, True, True)
|
|
||||||
# tmpImg = pygame.transform.flip(tmpImg, True, False)
|
|
||||||
#
|
|
||||||
# SCREEN.blit(tmpImg, (55 + 50 * player.x, 55 + 50 * player.y))
|
|
||||||
|
|
||||||
pygame.display.update()
|
|
||||||
pygame.time.wait(300)
|
|
||||||
#SCREEN.fill((WHITE))
|
|
||||||
# pygame.time.wait(50)
|
# pygame.time.wait(50)
|
||||||
# pygame.draw.rect(SCREEN, WHITE, pygame.Rect(x, y, sx, sy))
|
# pygame.draw.rect(SCREEN, WHITE, pygame.Rect(x, y, sx, sy))
|
||||||
Ucelu = True
|
Ucelu = True
|
||||||
def UIHandler(mouseObj, Ucelu):
|
def UIHandler(mouseObj):
|
||||||
# drawGrid(GRIDX, GRIDY)
|
# drawGrid(GRIDX, GRIDY)
|
||||||
|
global Ucelu
|
||||||
drawGrid(10,10)
|
drawGrid(10,10)
|
||||||
|
|
||||||
for grid in gridObjects:
|
for grid in gridObjects:
|
||||||
@ -312,139 +258,171 @@ def UIHandler(mouseObj, Ucelu):
|
|||||||
obstacleObjects[obs].draw()
|
obstacleObjects[obs].draw()
|
||||||
|
|
||||||
if pathFound:
|
if pathFound:
|
||||||
if Ucelu == False:
|
drawGraph(pathFound)
|
||||||
drawGraph(pathFound, Ucelu)
|
# Ucelu = False
|
||||||
Ucelu = True
|
|
||||||
|
|
||||||
def eventHandler(kbdObj,mouseObj, Ucelu):
|
def eventHandler(kbdObj,mouseObj):
|
||||||
global boxes
|
global boxes
|
||||||
global obstacles
|
global obstacles
|
||||||
global startNode
|
global startNode
|
||||||
global goalNode
|
global goalNode
|
||||||
global pathFound
|
global pathFound
|
||||||
|
global Ucelu
|
||||||
|
|
||||||
|
if event.type == pygame.QUIT:
|
||||||
|
exit("Thank you for new plants <3")
|
||||||
|
|
||||||
# If Key_f is pressed, set goal node
|
if event.type == pygame.KEYDOWN:
|
||||||
if kbdObj[pygame.K_f]:
|
|
||||||
gBox = getGridBoxes(int(len(gridObjects)))
|
|
||||||
# gBox = getGridBoxes()
|
|
||||||
|
|
||||||
x = mouseObj[0]
|
|
||||||
y = mouseObj[1]
|
|
||||||
# x = gBox.x
|
|
||||||
# y = gBox.y
|
|
||||||
sx = gBox.sx
|
|
||||||
sy = gBox.sy
|
|
||||||
# ----------------------------------------
|
|
||||||
mseX = mouseObj[0]
|
|
||||||
mseY = mouseObj[1]
|
|
||||||
|
|
||||||
for grid in gridObjects:
|
|
||||||
g = getGridBoxes(grid)
|
|
||||||
x = g.x
|
|
||||||
y = g.y
|
|
||||||
sx = g.sx
|
|
||||||
sy = g.sy
|
|
||||||
if mseX > x and mseX < x + sx:
|
|
||||||
if mseY > y and mseY < y + sy:
|
|
||||||
posX = x
|
|
||||||
posY = y
|
|
||||||
gridBox = grid
|
|
||||||
|
|
||||||
# SCREEN.blit(imgTree, (posX, posY))
|
|
||||||
|
|
||||||
# ---------------------------------------
|
|
||||||
bo = Box(posX, posY, sx, sy, BLUE)
|
|
||||||
boxObjects[boxes] = bo
|
|
||||||
# boxes += 1
|
|
||||||
boxes = 1
|
|
||||||
# goalNode = GRIDX*GRIDX
|
|
||||||
# goalNode = (10 * (x + 1) + (y + 1) - 10)
|
|
||||||
goalNode = (10 * (posX/50 ) + (posY/50) - 10)
|
|
||||||
|
|
||||||
# goalNode = (x/sx) * (y/sy)
|
|
||||||
# Delay to avoid multiple spawning of objects
|
|
||||||
pygame.time.wait(DELAY)
|
|
||||||
# If Key_x is pressed, spawn tree
|
|
||||||
if kbdObj[pygame.K_x]:
|
|
||||||
obs = Obstacle(mouseObj)
|
|
||||||
obstacleObjects[obstacles] = obs
|
|
||||||
# print(obs.gridBox)
|
|
||||||
obstacles += 1
|
|
||||||
# print(obstacleObjects)
|
|
||||||
gridObstacle[obs.gridBox] = obstacles
|
|
||||||
# Delay to avoid multiple spawning of objects
|
|
||||||
pygame.time.wait(DELAY)
|
pygame.time.wait(DELAY)
|
||||||
|
|
||||||
|
if event.key == pygame.K_LEFT:
|
||||||
|
if player.x > 0:
|
||||||
|
player.x = player.x - 1
|
||||||
|
player.rotation = 180
|
||||||
|
|
||||||
# if Key_SPACE is pressed, start the magic
|
if event.key == pygame.K_UP:
|
||||||
if kbdObj[pygame.K_SPACE]:
|
if player.y > 0:
|
||||||
gBox = getGridBoxes(1)
|
player.y = player.y - 1
|
||||||
|
player.rotation = 90
|
||||||
|
|
||||||
x = gBox.x
|
if event.key == pygame.K_RIGHT:
|
||||||
y = gBox.y
|
if player.x < 9:
|
||||||
sx = gBox.sx
|
player.x = player.x + 1
|
||||||
sy = gBox.sy
|
player.rotation = 0
|
||||||
|
|
||||||
x = (player.x +1) * 50
|
if event.key == pygame.K_DOWN:
|
||||||
y = (player.y +1) * 50
|
if player.y < 9:
|
||||||
|
player.y = player.y + 1
|
||||||
|
player.rotation = 270
|
||||||
|
|
||||||
# tmpImg = pygame.transform.rotate(imgPlayer, player.rotation)
|
#start lewo prawo, naprzód
|
||||||
# SCREEN.blit(tmpImg, (50 + 50 * player.x, 50 + 50 * player.y))
|
if event.key == pygame.K_a:
|
||||||
# pygame.display.update()
|
player.rotation = (player.rotation + 90) % 360
|
||||||
|
if event.key == pygame.K_d:
|
||||||
|
player.rotation = (player.rotation - 90) % 360
|
||||||
|
if event.key == pygame.K_w:
|
||||||
|
if player.rotation == 0:
|
||||||
|
if player.x < 9:
|
||||||
|
player.x = player.x + 1
|
||||||
|
if player.rotation == 180:
|
||||||
|
if player.x > 0:
|
||||||
|
player.x = player.x - 1
|
||||||
|
if player.rotation == 270:
|
||||||
|
if player.y < 9:
|
||||||
|
player.y = player.y + 1
|
||||||
|
if player.rotation == 90:
|
||||||
|
if player.y > 0:
|
||||||
|
player.y = player.y - 1
|
||||||
|
|
||||||
#when on it keeps flashing - among others
|
|
||||||
#bo = Box(x, y, sx, sy, RED)
|
|
||||||
#boxObjects[boxes] = bo
|
|
||||||
|
|
||||||
# boxes += 1
|
|
||||||
boxes = 1
|
|
||||||
startNode = (10 * (player.x + 1) + (player.y + 1) - 10)
|
|
||||||
# startNode = (((player.x + 1)*10 - 9) * (player.y + 1) )
|
|
||||||
# startNode = 2
|
|
||||||
|
|
||||||
# tmpImg = pygame.transform.rotate(imgPlayer, player.rotation)
|
# If Key_f is pressed, set goal node
|
||||||
# SCREEN.blit(tmpImg, (55 + 50 * player.x, 55 + 50 * player.y))
|
if kbdObj[pygame.K_f]:
|
||||||
# pygame.display.update()
|
gBox = getGridBoxes(int(len(gridObjects)))
|
||||||
|
# gBox = getGridBoxes()
|
||||||
|
|
||||||
# Delay to avoid multiple spawning of objects
|
x = mouseObj[0]
|
||||||
#pygame.time.wait(DELAY)
|
y = mouseObj[1]
|
||||||
|
# x = gBox.x
|
||||||
|
# y = gBox.y
|
||||||
|
sx = gBox.sx
|
||||||
|
sy = gBox.sy
|
||||||
|
# ----------------------------------------
|
||||||
|
mseX = mouseObj[0]
|
||||||
|
mseY = mouseObj[1]
|
||||||
|
|
||||||
graph = generateGraph(GRIDY,GRIDX)
|
for grid in gridObjects:
|
||||||
bfs = BFS(graph, startNode, goalNode)
|
g = getGridBoxes(grid)
|
||||||
# print(bfs.solve())
|
x = g.x
|
||||||
pathFound = bfs.solve()
|
y = g.y
|
||||||
|
sx = g.sx
|
||||||
|
sy = g.sy
|
||||||
|
if mseX > x and mseX < x + sx:
|
||||||
|
if mseY > y and mseY < y + sy:
|
||||||
|
posX = x
|
||||||
|
posY = y
|
||||||
|
gridBox = grid
|
||||||
|
|
||||||
|
# SCREEN.blit(imgTree, (posX, posY))
|
||||||
|
|
||||||
|
# ---------------------------------------
|
||||||
|
bo = Box(posX, posY, sx, sy, BLUE)
|
||||||
|
boxObjects[boxes] = bo
|
||||||
|
# boxes += 1
|
||||||
|
boxes = 1
|
||||||
|
# goalNode = GRIDX*GRIDX
|
||||||
|
# goalNode = (10 * (x + 1) + (y + 1) - 10)
|
||||||
|
goalNode = (10 * (posX/50 ) + (posY/50) - 10)
|
||||||
|
# pygame.display.update()
|
||||||
|
|
||||||
|
# goalNode = (x/sx) * (y/sy)
|
||||||
|
# Delay to avoid multiple spawning of objects
|
||||||
|
pygame.time.wait(DELAY)
|
||||||
|
|
||||||
|
# If Key_x is pressed, spawn tree
|
||||||
|
if kbdObj[pygame.K_x]:
|
||||||
|
obs = Obstacle(mouseObj)
|
||||||
|
obstacleObjects[obstacles] = obs
|
||||||
|
# print(obs.gridBox)
|
||||||
|
obstacles += 1
|
||||||
|
# print(obstacleObjects)
|
||||||
|
gridObstacle[obs.gridBox] = obstacles
|
||||||
|
# Delay to avoid multiple spawning of objects
|
||||||
|
pygame.display.update()
|
||||||
|
pygame.time.wait(DELAY)
|
||||||
|
|
||||||
|
|
||||||
|
# if Key_SPACE is pressed, start the magic
|
||||||
|
if kbdObj[pygame.K_SPACE]:
|
||||||
|
Ucelu = False
|
||||||
|
gBox = getGridBoxes(1)
|
||||||
|
|
||||||
|
x = gBox.x
|
||||||
|
y = gBox.y
|
||||||
|
sx = gBox.sx
|
||||||
|
sy = gBox.sy
|
||||||
|
|
||||||
|
x = (player.x +1) * 50
|
||||||
|
y = (player.y +1) * 50
|
||||||
|
|
||||||
|
# tmpImg = pygame.transform.rotate(imgPlayer, player.rotation)
|
||||||
|
# SCREEN.blit(tmpImg, (50 + 50 * player.x, 50 + 50 * player.y))
|
||||||
|
# pygame.display.update()
|
||||||
|
|
||||||
|
#when on it keeps flashing - among others
|
||||||
|
#bo = Box(x, y, sx, sy, RED)
|
||||||
|
#boxObjects[boxes] = bo
|
||||||
|
|
||||||
|
# boxes += 1
|
||||||
|
boxes = 1
|
||||||
|
startNode = (10 * (player.x + 1) + (player.y + 1) - 10)
|
||||||
|
# startNode = (((player.x + 1)*10 - 9) * (player.y + 1) )
|
||||||
|
# startNode = 2
|
||||||
|
|
||||||
|
# tmpImg = pygame.transform.rotate(imgPlayer, player.rotation)
|
||||||
|
# SCREEN.blit(tmpImg, (55 + 50 * player.x, 55 + 50 * player.y))
|
||||||
|
# pygame.display.update()
|
||||||
|
|
||||||
|
# Delay to avoid multiple spawning of objects
|
||||||
|
#pygame.time.wait(DELAY)
|
||||||
|
|
||||||
|
graph = generateGraph(GRIDY,GRIDX)
|
||||||
|
|
||||||
|
if startNode != goalNode:
|
||||||
|
bfs = BFS(graph, startNode, goalNode)
|
||||||
|
# print(bfs.solve())
|
||||||
|
pathFound = bfs.solve()
|
||||||
|
# else:
|
||||||
|
# startNode = (10 * (player.x + 1) + (player.y + 1) - 10)
|
||||||
|
# Ucelu = True
|
||||||
|
|
||||||
|
# Delay to avoid multiple spawning of objects
|
||||||
|
pygame.time.wait(DELAY)
|
||||||
|
# startNode = goalNode
|
||||||
|
|
||||||
# Delay to avoid multiple spawning of objects
|
|
||||||
pygame.time.wait(DELAY)
|
|
||||||
#With it it keeps going, if without it turns off
|
#With it it keeps going, if without it turns off
|
||||||
Ucelu = False
|
|
||||||
|
|
||||||
class Field:
|
# Ucelu = False
|
||||||
def __init__(self, fieldType, plantType, isWet, wetTime, isFertilized, fertilizedTime):
|
|
||||||
self.fieldType = fieldType # good/bad
|
|
||||||
self.plantType = plantType # wheat/carrot/cabbage
|
|
||||||
self.isWet = isWet # yes/no
|
|
||||||
self.wetTime = wetTime # number
|
|
||||||
self.isFertilized = isFertilized # yes/no
|
|
||||||
self.fertilizedTime = fertilizedTime # number
|
|
||||||
|
|
||||||
|
|
||||||
class Plant:
|
|
||||||
def __init__(self, plantType, growthState):
|
|
||||||
self.plantType = plantType # wheat/carrot/cabbage
|
|
||||||
self.growthState = growthState # growing/grown
|
|
||||||
|
|
||||||
|
|
||||||
class Fertilizer:
|
|
||||||
def __init__(self, fertilizerType):
|
|
||||||
self.fertilizerType = fertilizerType # wheat/carrot/cabbage
|
|
||||||
|
|
||||||
|
|
||||||
class Player:
|
|
||||||
x = 0
|
|
||||||
y = 0
|
|
||||||
rotation = 0
|
|
||||||
|
|
||||||
|
|
||||||
T = [[Field(1,0,0,0,0,0),Field(0,0,1,0,0,0),Field(1,1,1,0,0,0),Field(1,2,0,0,0,0),Field(0,3,1,0,0,0),Field(0,0,0,0,0,0),Field(0,0,0,0,0,0),Field(1,0,1,0,0,0),Field(1,0,0,0,0,0),Field(1,0,1,0,0,0)],
|
T = [[Field(1,0,0,0,0,0),Field(0,0,1,0,0,0),Field(1,1,1,0,0,0),Field(1,2,0,0,0,0),Field(0,3,1,0,0,0),Field(0,0,0,0,0,0),Field(0,0,0,0,0,0),Field(1,0,1,0,0,0),Field(1,0,0,0,0,0),Field(1,0,1,0,0,0)],
|
||||||
@ -458,84 +436,39 @@ T = [[Field(1,0,0,0,0,0),Field(0,0,1,0,0,0),Field(1,1,1,0,0,0),Field(1,2,0,0,0,0
|
|||||||
[Field(1,0,0,0,0,0),Field(0,0,1,0,0,0),Field(1,1,1,0,0,0),Field(1,2,0,0,0,0),Field(0,3,1,0,0,0),Field(0,0,0,0,0,0),Field(0,0,0,0,0,0),Field(1,0,1,0,0,0),Field(1,0,0,0,0,0),Field(1,0,1,0,0,0)],
|
[Field(1,0,0,0,0,0),Field(0,0,1,0,0,0),Field(1,1,1,0,0,0),Field(1,2,0,0,0,0),Field(0,3,1,0,0,0),Field(0,0,0,0,0,0),Field(0,0,0,0,0,0),Field(1,0,1,0,0,0),Field(1,0,0,0,0,0),Field(1,0,1,0,0,0)],
|
||||||
[Field(1,0,0,0,0,0),Field(0,0,1,0,0,0),Field(1,1,1,0,0,0),Field(1,2,0,0,0,0),Field(0,3,1,0,0,0),Field(0,0,0,0,0,0),Field(0,0,0,0,0,0),Field(1,0,1,0,0,0),Field(1,0,0,0,0,0),Field(1,0,1,0,0,0)]]
|
[Field(1,0,0,0,0,0),Field(0,0,1,0,0,0),Field(1,1,1,0,0,0),Field(1,2,0,0,0,0),Field(0,3,1,0,0,0),Field(0,0,0,0,0,0),Field(0,0,0,0,0,0),Field(1,0,1,0,0,0),Field(1,0,0,0,0,0),Field(1,0,1,0,0,0)]]
|
||||||
|
|
||||||
#pygame.init()
|
|
||||||
|
|
||||||
|
# =========================================================================================
|
||||||
|
# main
|
||||||
|
|
||||||
|
pygame.init()
|
||||||
|
|
||||||
player = Player()
|
player = Player()
|
||||||
|
|
||||||
# player.x = 2
|
|
||||||
# player.y = 2
|
|
||||||
|
|
||||||
#screen = pygame.display.set_mode([600, 600])
|
|
||||||
|
|
||||||
running = True
|
running = True
|
||||||
# clock = pygame.time.Clock()
|
# clock = pygame.time.Clock()
|
||||||
|
|
||||||
|
SCREEN.fill(WHITE)
|
||||||
|
|
||||||
SCREEN.fill((WHITE))
|
|
||||||
while running:
|
while running:
|
||||||
|
|
||||||
for event in pygame.event.get():
|
for event in pygame.event.get():
|
||||||
if event.type == pygame.QUIT:
|
kbd = pygame.key.get_pressed()
|
||||||
running = False
|
mse = pygame.mouse.get_pos()
|
||||||
|
UIHandler(mse)
|
||||||
if event.type == pygame.KEYDOWN:
|
eventHandler(kbd, mse)
|
||||||
if event.key == pygame.K_LEFT:
|
|
||||||
if player.x > 0:
|
|
||||||
player.x = player.x - 1
|
|
||||||
if event.key == pygame.K_UP:
|
|
||||||
if player.y > 0:
|
|
||||||
player.y = player.y - 1
|
|
||||||
if event.key == pygame.K_RIGHT:
|
|
||||||
if player.x < 9:
|
|
||||||
player.x = player.x + 1
|
|
||||||
if event.key == pygame.K_DOWN:
|
|
||||||
if player.y < 9:
|
|
||||||
player.y = player.y + 1
|
|
||||||
|
|
||||||
# Aga start lewo prawo, naprzód
|
|
||||||
if event.key == pygame.K_a:
|
|
||||||
player.rotation = (player.rotation + 90) % 360
|
|
||||||
|
|
||||||
if event.key == pygame.K_d:
|
|
||||||
player.rotation = (player.rotation - 90) % 360
|
|
||||||
|
|
||||||
if event.key == pygame.K_w:
|
|
||||||
if player.rotation == 0:
|
|
||||||
if player.x < 9:
|
|
||||||
player.x = player.x + 1
|
|
||||||
|
|
||||||
if player.rotation == 180:
|
|
||||||
if player.x > 0:
|
|
||||||
player.x = player.x - 1
|
|
||||||
|
|
||||||
if player.rotation == 270:
|
|
||||||
if player.y < 9:
|
|
||||||
player.y = player.y + 1
|
|
||||||
|
|
||||||
if player.rotation == 90:
|
|
||||||
if player.y > 0:
|
|
||||||
player.y = player.y - 1
|
|
||||||
# left, right, forward
|
|
||||||
|
|
||||||
# if it's not here, it leaves a trail WELL NOT ANYMORE
|
|
||||||
#SCREEN.fill((WHITE))
|
|
||||||
kbd = pygame.key.get_pressed()
|
|
||||||
# kbd = event.key()
|
|
||||||
mse = pygame.mouse.get_pos()
|
|
||||||
|
|
||||||
# SCREEN.fill((WHITE))
|
|
||||||
Ucelu = False
|
|
||||||
UIHandler(mse, Ucelu)
|
|
||||||
eventHandler(kbd, mse, Ucelu)
|
|
||||||
pygame.display.update()
|
pygame.display.update()
|
||||||
# CLOCK.tick(FPS)
|
# CLOCK.tick(FPS)
|
||||||
|
|
||||||
#screen.fill((175, 255, 50, 0))
|
#screen.fill((175, 255, 50, 0))
|
||||||
#screen.fill((WHITE))
|
|
||||||
|
# SCREEN.fill((WHITE))
|
||||||
imgWheat = pygame.image.load('img/wheat.png')
|
imgWheat = pygame.image.load('img/wheat.png')
|
||||||
imgCarrot = pygame.image.load('img/carrot.png')
|
imgCarrot = pygame.image.load('img/carrot.png')
|
||||||
imgCabbage = pygame.image.load('img/cabbage.png')
|
imgCabbage = pygame.image.load('img/cabbage.png')
|
||||||
imgPlayer = pygame.image.load('img/player.png')
|
imgPlayer = pygame.image.load('img/player.png')
|
||||||
|
global imgTree
|
||||||
imgTree = pygame.image.load('img/tree.png')
|
imgTree = pygame.image.load('img/tree.png')
|
||||||
|
# pygame.display.update()
|
||||||
|
|
||||||
i = 0
|
i = 0
|
||||||
while i < len(T):
|
while i < len(T):
|
||||||
@ -569,6 +502,14 @@ while running:
|
|||||||
pygame.draw.line(SCREEN, (0, 0, 0), (50, 50 + i * 50), (50 + len(T) * 50, 50 + i * 50), 1)
|
pygame.draw.line(SCREEN, (0, 0, 0), (50, 50 + i * 50), (50 + len(T) * 50, 50 + i * 50), 1)
|
||||||
i = i + 1
|
i = i + 1
|
||||||
|
|
||||||
|
for obs in obstacleObjects:
|
||||||
|
obstacleObjects[obs].draw()
|
||||||
|
|
||||||
|
if startNode != goalNode:
|
||||||
|
for bx in boxObjects:
|
||||||
|
boxObjects[bx].draw()
|
||||||
|
|
||||||
|
|
||||||
tmpImg = pygame.transform.rotate(imgPlayer, player.rotation)
|
tmpImg = pygame.transform.rotate(imgPlayer, player.rotation)
|
||||||
if player.rotation == 180:
|
if player.rotation == 180:
|
||||||
tmpImg = pygame.transform.flip(tmpImg, True, True)
|
tmpImg = pygame.transform.flip(tmpImg, True, True)
|
||||||
@ -577,18 +518,12 @@ while running:
|
|||||||
#player seen at the beginning
|
#player seen at the beginning
|
||||||
SCREEN.blit(tmpImg, (55 + 50 * player.x, 55 + 50 * player.y))
|
SCREEN.blit(tmpImg, (55 + 50 * player.x, 55 + 50 * player.y))
|
||||||
|
|
||||||
# set Start Node where the Player is located
|
|
||||||
# gBox = getGridBoxes(1)
|
|
||||||
# x = gBox.x
|
# if Ucelu == False:
|
||||||
# y = gBox.y
|
# for bx in boxObjects:
|
||||||
# sx = gBox.sx
|
# boxObjects[bx].draw()
|
||||||
# sy = gBox.sy
|
|
||||||
# bo = Box(x, y, sx, sy, RED)
|
|
||||||
# boxObjects[boxes] = bo
|
|
||||||
# boxes += 1
|
|
||||||
# startNode = 1
|
|
||||||
# # Delay to avoid multiple spawning of objects
|
|
||||||
# pygame.time.wait(DELAY)
|
|
||||||
|
|
||||||
font = pygame.font.SysFont('comicsans', 18)
|
font = pygame.font.SysFont('comicsans', 18)
|
||||||
label = font.render('f- punkt końcowy, x- drzewa, spacja- uruchomienie', 1, (0, 0, 0))
|
label = font.render('f- punkt końcowy, x- drzewa, spacja- uruchomienie', 1, (0, 0, 0))
|
||||||
|
Loading…
Reference in New Issue
Block a user