development #8
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assets/atlas.png
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assets/atlas.png
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assets/chest.png
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assets/chest.png
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assets/home.png
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assets/home.png
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assets/ui.png
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@ -2,14 +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.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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@ -20,8 +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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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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@ -1,10 +1,11 @@
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import random
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import random
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from typing import List
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from survival.tile import Tile
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from survival.tile import Tile
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class BiomePreset:
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class BiomePreset:
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def __init__(self, name, min_height: float, min_moisture: float, min_heat: float, tiles: list[Tile]):
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def __init__(self, name, min_height: float, min_moisture: float, min_heat: float, tiles: List[Tile]):
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self.name = name
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self.name = name
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self.min_height = min_height
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self.min_height = min_height
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self.min_moisture = min_moisture
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self.min_moisture = min_moisture
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15
survival/components/OnCollisionComponent.py
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15
survival/components/OnCollisionComponent.py
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@ -0,0 +1,15 @@
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from functools import partial
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class OnCollisionComponent:
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def __init__(self, callbacks=None):
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if callbacks is None:
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callbacks = []
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self.callbacks = callbacks
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def callAll(self):
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for func in self.callbacks:
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func()
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def addCallback(self, fn, **kwargs):
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self.callbacks.append(partial(fn, **kwargs))
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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):
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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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@ -18,5 +18,8 @@ class EntityLayer:
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def remove_entity(self, pos):
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def remove_entity(self, pos):
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self.tiles[pos[1]][pos[0]] = None
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self.tiles[pos[1]][pos[0]] = None
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def get_entity(self, pos) -> int:
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return self.tiles[pos[1]][pos[0]]
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def is_colliding(self, pos):
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def is_colliding(self, pos):
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return self.tiles[pos[1]][pos[0]] is not None
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return self.tiles[pos[1]][pos[0]] is not None
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@ -22,6 +22,9 @@ class GameMap:
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def remove_entity(self, pos):
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def remove_entity(self, pos):
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self.entity_layer.remove_entity(pos)
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self.entity_layer.remove_entity(pos)
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def get_entity(self, pos) -> int:
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return self.entity_layer.get_entity(pos)
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def is_colliding(self, pos):
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def is_colliding(self, pos):
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return pos[0] < 0 or pos[0] >= self.width or pos[1] < 0 or pos[1] >= self.height or self.entity_layer.is_colliding(pos)
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return pos[0] < 0 or pos[0] >= self.width or pos[1] < 0 or pos[1] >= self.height or self.entity_layer.is_colliding(pos)
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@ -5,14 +5,25 @@ from survival.components.sprite_component import SpriteComponent
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class BuildingGenerator:
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class BuildingGenerator:
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def create_home(self, world, game_map):
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def create_home(self, world, game_map, position = [10,10]):
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home = world.create_entity()
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home = world.create_entity()
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pos = PositionComponent([32, 32], [32, 32])
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home_pos = PositionComponent([position[0]*32, position[1]*32], position)
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world.add_component(home, pos)
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world.add_component(home, home_pos)
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game_map.add_entity(home, home_pos)
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world.add_component(home, InventoryComponent())
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world.add_component(home, InventoryComponent())
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sprite = SpriteComponent('home.png')
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game_map.add_entity(home, pos)
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sprite = SpriteComponent('stone.png')
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sprite.set_scale(2)
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world.add_component(home, sprite)
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world.add_component(home, sprite)
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world.add_component(home, CollisionComponent())
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world.add_component(home, CollisionComponent())
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for x_pos in [-1, 1]:
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chest = world.create_entity()
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chest_pos = PositionComponent(
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[(position[0]+x_pos)*32, position[1]*32],
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[position[0]+x_pos, position[1]]
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)
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world.add_component(chest, chest_pos)
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game_map.add_entity(chest, chest_pos)
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world.add_component(chest, InventoryComponent())
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sprite = SpriteComponent('chest.png')
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world.add_component(chest, sprite)
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world.add_component(chest, CollisionComponent())
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@ -1,5 +1,7 @@
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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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@ -14,6 +16,8 @@ class PlayerGenerator:
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world.add_component(player, pos)
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world.add_component(player, pos)
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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, 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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@ -1,27 +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.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.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.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, 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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@ -29,3 +49,12 @@ class ResourceGenerator:
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while self.map.is_colliding(free_pos):
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while self.map.is_colliding(free_pos):
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free_pos = [random.randrange(self.map.width), random.randrange(self.map.height)]
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free_pos = [random.randrange(self.map.width), random.randrange(self.map.height)]
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return free_pos
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return free_pos
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@staticmethod
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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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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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world.delete_entity(entity, immediate=True)
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@ -1,4 +1,5 @@
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import random
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import random
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from typing import List
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from survival.biomes.biome_data import BiomeData
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from survival.biomes.biome_data import BiomeData
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from survival.biomes.biome_preset import BiomePreset
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from survival.biomes.biome_preset import BiomePreset
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@ -34,7 +35,7 @@ class TileGenerator:
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return Tile(origin=tile.origin, cost=tile.cost)
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return Tile(origin=tile.origin, cost=tile.cost)
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@staticmethod
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@staticmethod
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def generate_random_tiles(width: int, height: int) -> list[list[Tile]]:
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def generate_random_tiles(width: int, height: int) -> List[List[Tile]]:
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return [[TileGenerator.get_random_tile() for _ in range(width)] for _ in range(height)]
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return [[TileGenerator.get_random_tile() for _ in range(width)] for _ in range(height)]
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@staticmethod
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@staticmethod
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@ -1,5 +1,6 @@
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from enum import Enum
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from enum import Enum
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from queue import PriorityQueue
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from queue import PriorityQueue
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from typing import Tuple, List
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from survival import GameMap
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from survival import GameMap
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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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@ -13,7 +14,7 @@ class Action(Enum):
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class State:
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class State:
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def __init__(self, position: tuple[int, int], direction: Direction):
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def __init__(self, position: Tuple[int, int], direction: Direction):
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self.position = position
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self.position = position
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self.direction = direction
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self.direction = direction
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@ -32,12 +33,12 @@ class Node:
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return self.cost == other.cost
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return self.cost == other.cost
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def get_moved_position(position: tuple[int, int], direction: Direction):
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def get_moved_position(position: Tuple[int, int], direction: Direction):
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vector = Direction.get_vector(direction)
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vector = Direction.get_vector(direction)
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return position[0] + vector[0], position[1] + vector[1]
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return position[0] + vector[0], position[1] + vector[1]
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def get_states(state: State, game_map: GameMap) -> list[tuple[Action, State, int]]:
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def get_states(state: State, game_map: GameMap) -> List[Tuple[Action, State, int]]:
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states = list()
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states = list()
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states.append((Action.ROTATE_LEFT, State(state.position, state.direction.rotate_left(state.direction)), 1))
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states.append((Action.ROTATE_LEFT, State(state.position, state.direction.rotate_left(state.direction)), 1))
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@ -63,7 +64,7 @@ def build_path(node: Node):
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return actions
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return actions
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def heuristic(new_node: Node, goal: tuple[int, int]):
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def heuristic(new_node: Node, goal: Tuple[int, int]):
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return abs(new_node.state.position[0] - goal[0]) + abs(new_node.state.position[1] - goal[1])
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return abs(new_node.state.position[0] - goal[0]) + abs(new_node.state.position[1] - goal[1])
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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):
|
||||||
|
window.blit(self.image, self.pos,
|
||||||
|
pygame.Rect(self.origin[0] * self.scale, self.origin[1] * self.scale, 32 * self.scale,
|
||||||
|
32 * self.scale))
|
||||||
|
@ -1,6 +1,7 @@
|
|||||||
import operator
|
import operator
|
||||||
|
|
||||||
from survival import esper
|
from survival import esper
|
||||||
|
from survival.components.OnCollisionComponent import OnCollisionComponent
|
||||||
from survival.components.moving_component import MovingComponent
|
from survival.components.moving_component import MovingComponent
|
||||||
from survival.components.position_component import PositionComponent
|
from survival.components.position_component import PositionComponent
|
||||||
from survival.enums import Direction
|
from survival.enums import Direction
|
||||||
@ -11,7 +12,8 @@ class CollisionSystem(esper.Processor):
|
|||||||
self.map = game_map
|
self.map = game_map
|
||||||
|
|
||||||
def process(self, dt):
|
def process(self, dt):
|
||||||
for ent, (pos, moving) in self.world.get_components(PositionComponent, MovingComponent):
|
for ent, (pos, moving, onCol) in self.world.get_components(PositionComponent, MovingComponent,
|
||||||
|
OnCollisionComponent):
|
||||||
if moving.target is not None:
|
if moving.target is not None:
|
||||||
continue
|
continue
|
||||||
|
|
||||||
@ -22,6 +24,15 @@ class CollisionSystem(esper.Processor):
|
|||||||
moving.direction_vector = vector
|
moving.direction_vector = vector
|
||||||
if self.check_collision(moving.target):
|
if self.check_collision(moving.target):
|
||||||
self.world.remove_component(ent, MovingComponent)
|
self.world.remove_component(ent, MovingComponent)
|
||||||
|
onCol.callAll()
|
||||||
|
colliding_object: int = self.map.get_entity(moving.target)
|
||||||
|
|
||||||
|
if colliding_object is None or not self.world.entity_exists(colliding_object):
|
||||||
|
continue
|
||||||
|
|
||||||
|
if self.world.has_component(colliding_object, OnCollisionComponent):
|
||||||
|
self.world.component_for_entity(colliding_object, OnCollisionComponent).callAll()
|
||||||
|
|
||||||
else:
|
else:
|
||||||
self.map.move_entity(pos.grid_position, moving.target)
|
self.map.move_entity(pos.grid_position, moving.target)
|
||||||
pos.grid_position = moving.target
|
pos.grid_position = moving.target
|
||||||
|
@ -1,14 +1,21 @@
|
|||||||
from survival import esper
|
from survival import esper
|
||||||
from survival.components.position_component import PositionComponent
|
from survival.components.position_component import PositionComponent
|
||||||
from survival.components.sprite_component import SpriteComponent
|
from survival.components.sprite_component import SpriteComponent
|
||||||
|
from survival.user_interface import UserInterface
|
||||||
|
|
||||||
|
|
||||||
class DrawSystem(esper.Processor):
|
class DrawSystem(esper.Processor):
|
||||||
def __init__(self, camera):
|
def __init__(self, camera):
|
||||||
self.camera = camera
|
self.camera = camera
|
||||||
|
self.ui = None
|
||||||
|
|
||||||
|
def initialize_interface(self, inventory):
|
||||||
|
self.ui = UserInterface(self.camera.window, inventory)
|
||||||
|
|
||||||
def process(self, dt):
|
def process(self, dt):
|
||||||
for ent, (sprite, pos) in self.world.get_components(SpriteComponent, PositionComponent):
|
for ent, (sprite, pos) in self.world.get_components(SpriteComponent, PositionComponent):
|
||||||
sprite.image.pos = pos.position
|
sprite.image.pos = pos.position
|
||||||
sprite.image.origin = (32 * pos.direction.value, 0)
|
sprite.image.origin = (32 * pos.direction.value, 0)
|
||||||
self.camera.draw(sprite.image)
|
self.camera.draw(sprite.image)
|
||||||
|
self.ui.update()
|
||||||
|
self.ui.draw()
|
||||||
|
42
survival/user_interface.py
Normal file
42
survival/user_interface.py
Normal file
@ -0,0 +1,42 @@
|
|||||||
|
import pygame.font
|
||||||
|
|
||||||
|
from survival import settings
|
||||||
|
from survival.components.inventory_component import InventoryComponent
|
||||||
|
from survival.generators.resource_generator import ResourceType
|
||||||
|
from survival.image import Image
|
||||||
|
|
||||||
|
|
||||||
|
class UserInterface:
|
||||||
|
def __init__(self, window, inventory: InventoryComponent):
|
||||||
|
self.width = settings.SCREEN_WIDTH
|
||||||
|
self.height = settings.SCREEN_HEIGHT
|
||||||
|
self.window = window
|
||||||
|
self.pos = (self.width - 240, 50)
|
||||||
|
self.scale = 2
|
||||||
|
self.inventory = inventory
|
||||||
|
self.images = {
|
||||||
|
ResourceType.FOOD: Image('apple.png', self.pos, self.scale),
|
||||||
|
ResourceType.WATER: Image('water.png', self.pos, self.scale),
|
||||||
|
ResourceType.WOOD: Image('wood.png', self.pos, self.scale)
|
||||||
|
}
|
||||||
|
i = 0
|
||||||
|
for key, value in self.images.items():
|
||||||
|
self.images[key].pos = (self.pos[0] + i * 32 * self.scale + 8 * i, self.pos[1])
|
||||||
|
i += 1
|
||||||
|
self.slot_image = Image('ui.png', self.pos, scale=2)
|
||||||
|
self.font = pygame.font.SysFont('Comic Sans MS', 20)
|
||||||
|
|
||||||
|
def update(self):
|
||||||
|
pass
|
||||||
|
|
||||||
|
def draw(self):
|
||||||
|
for key, image in self.images.items():
|
||||||
|
items_count = self.inventory.items[key] if self.inventory.has_item(key) else 0
|
||||||
|
|
||||||
|
self.slot_image.pos = image.pos
|
||||||
|
self.slot_image.draw_static(self.window)
|
||||||
|
image.draw_static(self.window)
|
||||||
|
|
||||||
|
textsurface = self.font.render(str(items_count), False, (255, 255, 255))
|
||||||
|
self.window.blit(textsurface, (image.pos[0] + 48, image.pos[1] + 36))
|
||||||
|
|
Loading…
Reference in New Issue
Block a user