development #8
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assets/ui.png
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BIN
assets/ui.png
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@ -2,15 +2,19 @@ import pygame
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from settings import SCREEN_WIDTH, SCREEN_HEIGHT
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from settings import SCREEN_WIDTH, SCREEN_HEIGHT
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from survival.camera import Camera
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from survival.camera import Camera
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from survival.components.inventory_component import InventoryComponent
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from survival.game_map import GameMap
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from survival.game_map import GameMap
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from survival.generators.building_generator import BuildingGenerator
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from survival.generators.building_generator import BuildingGenerator
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from survival.generators.player_generator import PlayerGenerator
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from survival.generators.player_generator import PlayerGenerator
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from survival.generators.resource_generator import ResourceGenerator
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from survival.generators.resource_generator import ResourceGenerator
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from survival.generators.world_generator import WorldGenerator
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from survival.generators.world_generator import WorldGenerator
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from survival.systems.draw_system import DrawSystem
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if __name__ == '__main__':
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if __name__ == '__main__':
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pygame.init()
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pygame.init()
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pygame.font.init()
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win = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
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win = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
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pygame.display.set_caption("AI Project")
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pygame.display.set_caption("AI Project")
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@ -21,9 +25,10 @@ if __name__ == '__main__':
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world = WorldGenerator().create_world(camera, game_map)
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world = WorldGenerator().create_world(camera, game_map)
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player = PlayerGenerator().create_player(world, game_map)
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player = PlayerGenerator().create_player(world, game_map)
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world.get_processor(DrawSystem).initialize_interface(world.component_for_entity(player, InventoryComponent))
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building = BuildingGenerator().create_home(world, game_map)
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building = BuildingGenerator().create_home(world, game_map)
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ResourceGenerator(world, game_map).generate_resources()
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ResourceGenerator(world, game_map).generate_resources(player)
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run = True
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run = True
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@ -1,9 +1,9 @@
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class InventoryComponent:
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class InventoryComponent:
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def __init__(self, maxitems = 10):
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def __init__(self, maxitems=10):
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self.maxitems = maxitems
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self.maxitems = maxitems
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self.items = {}
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self.items = {}
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def addItem(self, item, count):
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def add_item(self, item, count):
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if item not in self.items:
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if item not in self.items:
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self.items[item] = count
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self.items[item] = count
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else:
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else:
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@ -11,14 +11,11 @@ class InventoryComponent:
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if self.items[item] > self.maxitems:
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if self.items[item] > self.maxitems:
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self.items[item] = self.maxitems
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self.items[item] = self.maxitems
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def removeItem(self, item, count):
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def remove_item(self, item, count):
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if self.items:
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if item in self.items:
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self.items[item] = self.items[item] - count
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self.items[item] = self.items[item] - count
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if self.items[item] < 0:
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if self.items[item] < 0:
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self.items[item] = 0
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self.items[item] = 0
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def hasItem(self, item):
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def has_item(self, item):
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if self.items[item] != 0:
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return item in self.items and self.items[item] != 0
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return True
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else:
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return False
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3
survival/components/resource_component.py
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3
survival/components/resource_component.py
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@ -0,0 +1,3 @@
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class ResourceComponent:
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def __init__(self, resource_type):
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self.resource_type = resource_type
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@ -1,6 +1,7 @@
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from survival.components.OnCollisionComponent import OnCollisionComponent
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from survival.components.OnCollisionComponent import OnCollisionComponent
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from survival.components.camera_target_component import CameraTargetComponent
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from survival.components.camera_target_component import CameraTargetComponent
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from survival.components.input_component import InputComponent
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from survival.components.input_component import InputComponent
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from survival.components.inventory_component import InventoryComponent
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from survival.components.movement_component import MovementComponent
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from survival.components.movement_component import MovementComponent
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from survival.components.position_component import PositionComponent
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from survival.components.position_component import PositionComponent
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from survival.components.sprite_component import SpriteComponent
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from survival.components.sprite_component import SpriteComponent
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@ -16,6 +17,7 @@ class PlayerGenerator:
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world.add_component(player, MovementComponent())
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world.add_component(player, MovementComponent())
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world.add_component(player, InputComponent())
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world.add_component(player, InputComponent())
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world.add_component(player, OnCollisionComponent())
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world.add_component(player, OnCollisionComponent())
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world.add_component(player, InventoryComponent())
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camera_target = CameraTargetComponent(pos)
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camera_target = CameraTargetComponent(pos)
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world.add_component(player, camera_target)
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world.add_component(player, camera_target)
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game_map.add_entity(player, pos)
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game_map.add_entity(player, pos)
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@ -1,33 +1,47 @@
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import random
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import random
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from enum import Enum
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from survival import GameMap
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from survival import GameMap
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from survival.components.OnCollisionComponent import OnCollisionComponent
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from survival.components.OnCollisionComponent import OnCollisionComponent
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from survival.components.inventory_component import InventoryComponent
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from survival.components.position_component import PositionComponent
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from survival.components.position_component import PositionComponent
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from survival.components.resource_component import ResourceComponent
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from survival.components.sprite_component import SpriteComponent
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from survival.components.sprite_component import SpriteComponent
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from survival.esper import World
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from survival.esper import World
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from survival.settings import RESOURCES_AMOUNT
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from survival.settings import RESOURCES_AMOUNT
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class ResourceType(Enum):
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FOOD = 1
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WATER = 2
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WOOD = 3
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class ResourceGenerator:
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class ResourceGenerator:
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def __init__(self, world, game_map):
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def __init__(self, world, game_map):
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self.world = world
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self.world = world
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self.map = game_map
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self.map = game_map
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def generate_resources(self):
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def generate_resources(self, player: int):
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for x in range(RESOURCES_AMOUNT):
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for x in range(RESOURCES_AMOUNT):
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obj = self.world.create_entity()
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obj = self.world.create_entity()
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sprites = ['apple.png', 'water.png', 'wood.png']
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sprites = {
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ResourceType.FOOD: 'apple.png',
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ResourceType.WATER: 'water.png',
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ResourceType.WOOD: 'wood.png'
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}
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empty_grid_pos = self.get_empty_grid_position()
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empty_grid_pos = self.get_empty_grid_position()
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empty_pos = [empty_grid_pos[0] * 32, empty_grid_pos[1] * 32]
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empty_pos = [empty_grid_pos[0] * 32, empty_grid_pos[1] * 32]
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pos = PositionComponent(empty_pos, empty_grid_pos)
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pos = PositionComponent(empty_pos, empty_grid_pos)
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sprite = SpriteComponent(random.choice(sprites))
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resource_type = random.choice(list(ResourceType))
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sprite = SpriteComponent(sprites[resource_type])
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col = OnCollisionComponent()
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col = OnCollisionComponent()
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col.addCallback(self.remove_resource, world=self.world, game_map=self.map, entity=obj)
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col.addCallback(self.remove_resource, world=self.world, game_map=self.map, entity=obj, player=player)
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self.world.add_component(obj, pos)
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self.world.add_component(obj, pos)
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self.world.add_component(obj, sprite)
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self.world.add_component(obj, sprite)
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self.world.add_component(obj, col)
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self.world.add_component(obj, col)
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self.world.add_component(obj, ResourceComponent(resource_type))
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self.map.add_entity(obj, pos)
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self.map.add_entity(obj, pos)
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def get_empty_grid_position(self):
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def get_empty_grid_position(self):
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@ -37,7 +51,10 @@ class ResourceGenerator:
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return free_pos
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return free_pos
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@staticmethod
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@staticmethod
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def remove_resource(world: World, game_map: GameMap, entity: int):
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def remove_resource(world: World, game_map: GameMap, entity: int, player: int):
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pos = world.component_for_entity(entity, PositionComponent)
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pos = world.component_for_entity(entity, PositionComponent)
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resource = world.component_for_entity(entity, ResourceComponent)
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inventory = world.component_for_entity(player, InventoryComponent)
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inventory.add_item(resource.resource_type, 1)
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game_map.remove_entity(pos.grid_position)
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game_map.remove_entity(pos.grid_position)
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world.delete_entity(entity, immediate=True)
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world.delete_entity(entity, immediate=True)
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@ -4,12 +4,12 @@ import pygame
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class Image:
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class Image:
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def __init__(self, filename):
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def __init__(self, filename, pos=(0, 0), scale=1):
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self.texture = pygame.image.load(os.path.join('..', 'assets', filename)).convert_alpha()
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self.texture = pygame.image.load(os.path.join('..', 'assets', filename)).convert_alpha()
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self.image = self.texture
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self.image = self.texture
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self.origin = (0, 0)
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self.origin = (0, 0)
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self.pos = (0, 0)
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self.pos = pos
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self.scale = 1
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self.set_scale(scale)
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def set_scale(self, scale):
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def set_scale(self, scale):
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self.image = pygame.transform.scale(self.texture,
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self.image = pygame.transform.scale(self.texture,
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@ -20,3 +20,8 @@ class Image:
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window.blit(self.image, camera.apply(self.pos),
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window.blit(self.image, camera.apply(self.pos),
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pygame.Rect(self.origin[0] * self.scale, self.origin[1] * self.scale, 32 * self.scale,
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pygame.Rect(self.origin[0] * self.scale, self.origin[1] * self.scale, 32 * self.scale,
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32 * self.scale))
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32 * self.scale))
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def draw_static(self, window):
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window.blit(self.image, self.pos,
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pygame.Rect(self.origin[0] * self.scale, self.origin[1] * self.scale, 32 * self.scale,
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32 * self.scale))
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@ -1,14 +1,21 @@
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from survival import esper
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from survival import esper
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from survival.components.position_component import PositionComponent
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from survival.components.position_component import PositionComponent
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from survival.components.sprite_component import SpriteComponent
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from survival.components.sprite_component import SpriteComponent
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from survival.user_interface import UserInterface
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class DrawSystem(esper.Processor):
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class DrawSystem(esper.Processor):
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def __init__(self, camera):
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def __init__(self, camera):
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self.camera = camera
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self.camera = camera
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self.ui = None
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def initialize_interface(self, inventory):
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self.ui = UserInterface(self.camera.window, inventory)
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def process(self, dt):
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def process(self, dt):
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for ent, (sprite, pos) in self.world.get_components(SpriteComponent, PositionComponent):
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for ent, (sprite, pos) in self.world.get_components(SpriteComponent, PositionComponent):
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sprite.image.pos = pos.position
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sprite.image.pos = pos.position
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sprite.image.origin = (32 * pos.direction.value, 0)
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sprite.image.origin = (32 * pos.direction.value, 0)
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self.camera.draw(sprite.image)
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self.camera.draw(sprite.image)
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self.ui.update()
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self.ui.draw()
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42
survival/user_interface.py
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42
survival/user_interface.py
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import pygame.font
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from survival import settings
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from survival.components.inventory_component import InventoryComponent
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from survival.generators.resource_generator import ResourceType
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from survival.image import Image
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class UserInterface:
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def __init__(self, window, inventory: InventoryComponent):
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self.width = settings.SCREEN_WIDTH
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self.height = settings.SCREEN_HEIGHT
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self.window = window
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self.pos = (self.width - 240, 50)
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self.scale = 2
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self.inventory = inventory
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self.images = {
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ResourceType.FOOD: Image('apple.png', self.pos, self.scale),
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ResourceType.WATER: Image('water.png', self.pos, self.scale),
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ResourceType.WOOD: Image('wood.png', self.pos, self.scale)
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}
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i = 0
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for key, value in self.images.items():
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self.images[key].pos = (self.pos[0] + i * 32 * self.scale + 8 * i, self.pos[1])
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i += 1
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self.slot_image = Image('ui.png', self.pos, scale=2)
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self.font = pygame.font.SysFont('Comic Sans MS', 20)
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def update(self):
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pass
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def draw(self):
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for key, image in self.images.items():
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items_count = self.inventory.items[key] if self.inventory.has_item(key) else 0
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self.slot_image.pos = image.pos
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self.slot_image.draw_static(self.window)
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image.draw_static(self.window)
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textsurface = self.font.render(str(items_count), False, (255, 255, 255))
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self.window.blit(textsurface, (image.pos[0] + 48, image.pos[1] + 36))
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Block a user