Removed old one
@ -1,75 +0,0 @@
|
||||
import pygame as pg
|
||||
import sys
|
||||
from os import path
|
||||
from collections import deque
|
||||
from time import sleep
|
||||
|
||||
|
||||
def bfs():
|
||||
class Map:
|
||||
def __init__(self, x, y, state):
|
||||
self.x = x
|
||||
self.y = y
|
||||
self.pos = [self.x, self.y]
|
||||
self.nodes = []
|
||||
self.prev = None
|
||||
self.wall = False if state not in ('b', 'w') else True
|
||||
self.visited = False
|
||||
|
||||
def add_nodes(self, arr):
|
||||
if self.x < len(map_raw)-1:
|
||||
self.nodes.append(arr[self.x+1][self.y])
|
||||
if self.x > 0:
|
||||
self.nodes.append(arr[self.x-1][self.y])
|
||||
if self.y < len(map_raw[0])-1:
|
||||
self.nodes.append(arr[self.x][self.y+1])
|
||||
if self.y > 0:
|
||||
self.nodes.append(arr[self.x][self.y-1])
|
||||
|
||||
def __str__(self):
|
||||
return f'{self.x}, {self.y}'
|
||||
|
||||
game_path = path.join(path.dirname(__file__), 'map.txt')
|
||||
|
||||
map_raw = [line.strip() for line in open(game_path, 'rt')]
|
||||
map_arr = []
|
||||
queue = deque()
|
||||
bfs_path = []
|
||||
|
||||
truck = [0, 0]
|
||||
trash = [0, 0]
|
||||
|
||||
for x in range(len(map_raw)):
|
||||
temp = []
|
||||
for y in range(len(map_raw[0])):
|
||||
temp.append(Map(x, y, map_raw[x][y]))
|
||||
if map_raw[x][y] == 'P':
|
||||
truck = temp[-1]
|
||||
if map_raw[x][y] == 't':
|
||||
trash = temp[-1]
|
||||
map_arr.append(temp)
|
||||
|
||||
for x in range(len(map_raw)):
|
||||
for y in range(len(map_raw[0])):
|
||||
map_arr[x][y].add_nodes(map_arr)
|
||||
|
||||
queue.append(truck)
|
||||
|
||||
while True:
|
||||
if len(queue) > 0:
|
||||
cur_node = queue.popleft()
|
||||
cur_node.visited = True
|
||||
if cur_node == trash:
|
||||
temp = cur_node
|
||||
while temp.prev:
|
||||
bfs_path.append(temp.prev)
|
||||
temp = temp.prev
|
||||
break
|
||||
else:
|
||||
for node in cur_node.nodes:
|
||||
if not node.visited and not node.wall:
|
||||
node.visited = True
|
||||
node.prev = cur_node
|
||||
queue.append(node)
|
||||
|
||||
return [node.pos for node in bfs_path[:-1]]
|
Before Width: | Height: | Size: 1.7 KiB |
Before Width: | Height: | Size: 3.4 KiB |
Before Width: | Height: | Size: 2.4 KiB |
Before Width: | Height: | Size: 2.1 KiB |
Before Width: | Height: | Size: 18 KiB |
Before Width: | Height: | Size: 2.2 KiB |
Before Width: | Height: | Size: 2.2 KiB |
Before Width: | Height: | Size: 2.8 KiB |
Before Width: | Height: | Size: 2.5 KiB |
Before Width: | Height: | Size: 3.4 KiB |
Before Width: | Height: | Size: 3.4 KiB |
@ -1,95 +0,0 @@
|
||||
import pygame as pg
|
||||
import sys
|
||||
from os import path
|
||||
from trash import *
|
||||
from truck1 import *
|
||||
from walls import *
|
||||
from settings import *
|
||||
from obstacle import *
|
||||
|
||||
|
||||
class Game:
|
||||
def __init__(self):
|
||||
pg.init()
|
||||
self.screen = pg.display.set_mode((WIDTH, HEIGHT))
|
||||
pg.display.set_caption(TITLE)
|
||||
self.clock = pg.time.Clock()
|
||||
pg.key.set_repeat(500, 100)
|
||||
self.load_data()
|
||||
|
||||
def load_data(self):
|
||||
game_folder = path.dirname(__file__)
|
||||
self.map_data = []
|
||||
with open(path.join(game_folder, 'map.txt'), 'rt') as f:
|
||||
for line in f:
|
||||
self.map_data.append(line.strip())
|
||||
print(line.strip())
|
||||
|
||||
def new(self):
|
||||
self.all_sprites = pg.sprite.Group()
|
||||
self.walls = pg.sprite.Group()
|
||||
self.trash = pg.sprite.Group()
|
||||
self.player = pg.sprite.Group()
|
||||
for row, tiles in enumerate(self.map_data):
|
||||
for col, tile in enumerate(tiles):
|
||||
if tile == 'b':
|
||||
Wall(self, col, row)
|
||||
if tile == 'w':
|
||||
Wall1(self, col, row)
|
||||
if tile == 'P':
|
||||
garbageTruck(self, col, row)
|
||||
if tile == 't':
|
||||
Trash(self, col, row)
|
||||
if tile == 'g':
|
||||
Granny(self, col, row)
|
||||
if tile == 's':
|
||||
Sh(self, col, row)
|
||||
if tile == 'p':
|
||||
Puddle(self, col, row)
|
||||
if tile == 'd':
|
||||
Dog(self, col, row)
|
||||
|
||||
def run(self):
|
||||
self.playing = True
|
||||
while self.playing:
|
||||
self.dt = self.clock.tick(40) / 1000
|
||||
self.events()
|
||||
self.update()
|
||||
self.draw()
|
||||
|
||||
def quit(self):
|
||||
pg.quit()
|
||||
sys.exit()
|
||||
|
||||
def update(self):
|
||||
self.all_sprites.update()
|
||||
|
||||
def draw(self):
|
||||
bg = pg.image.load("img\\bg.png")
|
||||
self.screen.blit(bg, (0, 0))
|
||||
self.screen.fill(BGCOLOR)
|
||||
self.all_sprites.draw(self.screen)
|
||||
pg.display.flip()
|
||||
|
||||
def events(self):
|
||||
# catch all events here
|
||||
for event in pg.event.get():
|
||||
if event.type == pg.QUIT:
|
||||
self.quit()
|
||||
if event.type == pg.KEYDOWN:
|
||||
if event.key == pg.K_ESCAPE:
|
||||
self.quit()
|
||||
|
||||
def show_start_screen(self):
|
||||
pass
|
||||
|
||||
def show_go_screen(self):
|
||||
pass
|
||||
|
||||
|
||||
g = Game()
|
||||
g.show_start_screen()
|
||||
while True:
|
||||
g.new()
|
||||
g.run()
|
||||
g.show_go_screen()
|
@ -1,18 +0,0 @@
|
||||
bbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbb
|
||||
bbbbb bbb bbb bb bb b bb
|
||||
b p w s p b
|
||||
b p d w t g w b
|
||||
b wwwwww wwwww bbb
|
||||
bbb w p wddw p w b
|
||||
b w w b
|
||||
b wwwww wwwwwww bb
|
||||
b wwwwww w w b
|
||||
b w w wwwgdwwwwdk bbbb
|
||||
b w w w b
|
||||
b wwwww www www w b
|
||||
b w p ww w g b
|
||||
b Pp b
|
||||
b w www w www w ww b
|
||||
b w p wwww p bb
|
||||
b bbbb b b bb b
|
||||
bbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbb
|
@ -1,61 +0,0 @@
|
||||
import pygame as pg
|
||||
from settings import TILESIZE
|
||||
|
||||
|
||||
class Puddle(pg.sprite.Sprite):
|
||||
def __init__(self, game, x, y):
|
||||
image = pg.image.load("img\\kaluza.png")
|
||||
self.groups = game.all_sprites
|
||||
pg.sprite.Sprite.__init__(self, self.groups)
|
||||
self.game = game
|
||||
self.image = pg.Surface((TILESIZE, TILESIZE))
|
||||
self.rect = self.image.get_rect()
|
||||
self.image.blit(image, (0, 0))
|
||||
self.x = x
|
||||
self.y = y
|
||||
self.rect.x = x * TILESIZE
|
||||
self.rect.y = y * TILESIZE
|
||||
|
||||
|
||||
class Dog(pg.sprite.Sprite):
|
||||
def __init__(self, game, x, y):
|
||||
image = pg.image.load("img\\pies.png")
|
||||
self.groups = game.all_sprites
|
||||
pg.sprite.Sprite.__init__(self, self.groups)
|
||||
self.game = game
|
||||
self.image = pg.Surface((TILESIZE, TILESIZE))
|
||||
self.rect = self.image.get_rect()
|
||||
self.image.blit(image, (0, 0))
|
||||
self.x = x
|
||||
self.y = y
|
||||
self.rect.x = x * TILESIZE
|
||||
self.rect.y = y * TILESIZE
|
||||
|
||||
class Granny(pg.sprite.Sprite):
|
||||
def __init__(self, game, x, y):
|
||||
image = pg.image.load("img\\granny.png")
|
||||
self.groups = game.all_sprites
|
||||
pg.sprite.Sprite.__init__(self, self.groups)
|
||||
self.game = game
|
||||
self.image = pg.Surface((TILESIZE, TILESIZE))
|
||||
self.rect = self.image.get_rect()
|
||||
self.image.blit(image, (0, 0))
|
||||
self.x = x
|
||||
self.y = y
|
||||
self.rect.x = x * TILESIZE
|
||||
self.rect.y = y * TILESIZE
|
||||
|
||||
|
||||
class Sh(pg.sprite.Sprite):
|
||||
def __init__(self, game, x, y):
|
||||
image = pg.image.load("img\\g.png")
|
||||
self.groups = game.all_sprites
|
||||
pg.sprite.Sprite.__init__(self, self.groups)
|
||||
self.game = game
|
||||
self.image = pg.Surface((TILESIZE, TILESIZE))
|
||||
self.rect = self.image.get_rect()
|
||||
self.image.blit(image, (0, 0))
|
||||
self.x = x
|
||||
self.y = y
|
||||
self.rect.x = x * TILESIZE
|
||||
self.rect.y = y * TILESIZE
|
@ -1,7 +0,0 @@
|
||||
WIDTH = 1280
|
||||
HEIGHT = 720
|
||||
TITLE = "Smieciarka"
|
||||
TILESIZE = 40
|
||||
DARKGREY = (40, 40, 40)
|
||||
BGCOLOR = DARKGREY
|
||||
TRUCK_SPEED = 240
|
@ -1,35 +0,0 @@
|
||||
import random
|
||||
import pygame as pg
|
||||
from settings import TILESIZE
|
||||
|
||||
|
||||
class Trash(pg.sprite.Sprite):
|
||||
def __init__(self, game, x, y):
|
||||
image = pg.image.load("img\\trash.png")
|
||||
image1 = pg.image.load("img\\trash1.png")
|
||||
self.groups = game.all_sprites, game.trash
|
||||
pg.sprite.Sprite.__init__(self, self.groups)
|
||||
self.game = game
|
||||
self.image = pg.Surface((TILESIZE, TILESIZE))
|
||||
self.rect = self.image.get_rect()
|
||||
self.image.blit(image, (0, 0))
|
||||
self.x = x
|
||||
self.y = y
|
||||
self.rect.x = x * TILESIZE
|
||||
self.rect.y = y * TILESIZE
|
||||
self.position = (x, y)
|
||||
self.randomize_position()
|
||||
|
||||
def randomize_position(self):
|
||||
self.position = (random.randint(0, 32-1)*40,
|
||||
random.randint(0, 18-1)*40)
|
||||
|
||||
def collected(self):
|
||||
hits = pg.sprite.spritecollide(self, self.game.player, False)
|
||||
if hits:
|
||||
self.image.blit(image1, (0, 0))
|
||||
self.x = 0
|
||||
self.y = 0
|
||||
|
||||
def update(self):
|
||||
self.collected()
|
@ -1,83 +0,0 @@
|
||||
import pygame as pg
|
||||
from settings import *
|
||||
class garbageTruck(pg.sprite.Sprite):
|
||||
def __init__(self, game, x, y):
|
||||
image = pg.image.load("img\\truck.png")
|
||||
self.groups = game.all_sprites
|
||||
pg.sprite.Sprite.__init__(self, self.groups)
|
||||
self.game = game
|
||||
self.image = pg.Surface((TILESIZE, TILESIZE))
|
||||
self.image.blit(image,(0,0))
|
||||
self.rect = self.image.get_rect()
|
||||
self.capacity = 0
|
||||
self.vx, self.vy = 0, 0
|
||||
self.max_capacity=3000
|
||||
self.x=x*TILESIZE
|
||||
self.y=y*TILESIZE
|
||||
self.position=[((self.x),(self.y))]
|
||||
self.direction=0
|
||||
|
||||
def get_position(self):
|
||||
return self.position[0]
|
||||
|
||||
def turn(self):
|
||||
if self.direction==0:
|
||||
self.direction=1
|
||||
else:
|
||||
self.direction=0
|
||||
|
||||
def move(self, r):
|
||||
current = self.get_position()
|
||||
if self.direction==0:
|
||||
new = (((current[0]+(r*40))%1280),current[1]%720)
|
||||
else:
|
||||
new = (current[0]%1280,(current[1]+(r*40))%720)
|
||||
self.position.insert(0,new)
|
||||
self.position.pop()
|
||||
|
||||
def throw(self):
|
||||
self.capacity=0
|
||||
|
||||
|
||||
def handle_keys(self):
|
||||
keys = pg.key.get_pressed()
|
||||
if keys[pg.K_LEFT] or keys[pg.K_a]:
|
||||
if self.direction == 0:
|
||||
self.move(-1)
|
||||
else: self.turn()
|
||||
elif keys[pg.K_RIGHT] or keys[pg.K_d]:
|
||||
if self.direction == 0:
|
||||
self.move(1)
|
||||
else: self.turn()
|
||||
elif keys[pg.K_UP] or keys[pg.K_w]:
|
||||
if self.direction == 1:
|
||||
self.move(-1)
|
||||
else: self.turn()
|
||||
elif keys[pg.K_DOWN] or keys[pg.K_s]:
|
||||
if self.direction == 1:
|
||||
self.move(1)
|
||||
else: self.turn()
|
||||
|
||||
def get_keys(self):
|
||||
self.vx, self.vy = 0, 0
|
||||
keys = pg.key.get_pressed()
|
||||
if keys[pg.K_LEFT] or keys[pg.K_a]:
|
||||
self.vx = -TRUCK_SPEED
|
||||
if keys[pg.K_RIGHT] or keys[pg.K_d]:
|
||||
self.vx = TRUCK_SPEED
|
||||
if keys[pg.K_UP] or keys[pg.K_w]:
|
||||
self.vy = -TRUCK_SPEED
|
||||
if keys[pg.K_DOWN] or keys[pg.K_s]:
|
||||
self.vy = TRUCK_SPEED
|
||||
if self.vx != 0 and self.vy != 0:
|
||||
self.vx *= 1
|
||||
self.vy *= 1
|
||||
|
||||
def update(self):
|
||||
self.get_keys()
|
||||
self.x += self.vx * self.game.dt
|
||||
self.y += self.vy * self.game.dt
|
||||
|
||||
|
||||
|
||||
|
@ -1,138 +0,0 @@
|
||||
import pygame as pg
|
||||
from settings import TILESIZE, TRUCK_SPEED
|
||||
from bfs import bfs
|
||||
from time import sleep
|
||||
|
||||
|
||||
class garbageTruck(pg.sprite.Sprite):
|
||||
def __init__(self, game, x, y):
|
||||
self.og_image = pg.image.load("img\\truck.png")
|
||||
self.groups = game.all_sprites, game.player
|
||||
pg.sprite.Sprite.__init__(self, self.groups)
|
||||
self.game = game
|
||||
self.image = pg.Surface((TILESIZE, TILESIZE))
|
||||
self.image.blit(self.og_image, (0, 0))
|
||||
self.rect = self.image.get_rect()
|
||||
self.vx = 0
|
||||
self.vy = 0
|
||||
self.x = x * TILESIZE
|
||||
self.y = y * TILESIZE
|
||||
self.capacity = 0
|
||||
self.max_capacity = 3000
|
||||
self.position = [self.x, self.y]
|
||||
self.directions = [-1, 1, 1, -1] # góra prawo dół lewo
|
||||
self.d = 1
|
||||
self.turned = False
|
||||
self.bfs_path = bfs()
|
||||
|
||||
def get_position(self):
|
||||
return [self.x, self.y]
|
||||
|
||||
def turn(self, d):
|
||||
self.og_image = pg.transform.rotate(
|
||||
self.og_image, 90*d*-1)
|
||||
self.image.blit(self.og_image, (0, 0))
|
||||
self.d = (self.d+d) % 4
|
||||
|
||||
def move(self):
|
||||
if self.d in [1, 3]:
|
||||
self.vx = (TRUCK_SPEED*self.directions[self.d])
|
||||
else:
|
||||
self.vy = (TRUCK_SPEED*self.directions[self.d])
|
||||
|
||||
def throw(self):
|
||||
self.capacity = 0
|
||||
|
||||
def get_keys(self):
|
||||
self.vx, self.vy = 0, 0
|
||||
keys = pg.key.get_pressed()
|
||||
if not self.turned and (keys[pg.K_LEFT] or keys[pg.K_a]):
|
||||
self.turn(-1)
|
||||
self.turned = True
|
||||
if not self.turned and (keys[pg.K_RIGHT] or keys[pg.K_d]):
|
||||
self.turn(1)
|
||||
self.turned = True
|
||||
if not (keys[pg.K_RIGHT] or keys[pg.K_d] or keys[pg.K_LEFT] or keys[pg.K_a]) and self.turned:
|
||||
self.turned = False
|
||||
if keys[pg.K_UP] or keys[pg.K_w]:
|
||||
self.move()
|
||||
if keys[pg.K_g] and len(self.bfs_path) != 0:
|
||||
self.navigate_bfs()
|
||||
|
||||
def collide_with_walls(self, dir):
|
||||
if dir == 'x':
|
||||
hits = pg.sprite.spritecollide(self, self.game.walls, False)
|
||||
if hits:
|
||||
if self.vx > 0:
|
||||
self.x = hits[0].rect.left - self.rect.width
|
||||
if self.vx < 0:
|
||||
self.x = hits[0].rect.right
|
||||
self.vx = 0
|
||||
self.rect.x = self.x
|
||||
if dir == 'y':
|
||||
hits = pg.sprite.spritecollide(self, self.game.walls, False)
|
||||
if hits:
|
||||
if self.vy > 0:
|
||||
self.y = hits[0].rect.top - self.rect.height
|
||||
if self.vy < 0:
|
||||
self.y = hits[0].rect.bottom
|
||||
self.vy = 0
|
||||
self.rect.y = self.y
|
||||
|
||||
def collecting_trash(self, dir):
|
||||
if dir == 'x':
|
||||
hits = pg.sprite.spritecollide(self, self.game.trash, False)
|
||||
if hits:
|
||||
if self.vx > 0:
|
||||
self.x = hits[0].rect.left - self.rect.width
|
||||
if self.vx < 0:
|
||||
self.x = hits[0].rect.right
|
||||
self.vx = 0
|
||||
self.rect.x = self.x
|
||||
if dir == 'y':
|
||||
hits = pg.sprite.spritecollide(self, self.game.trash, False)
|
||||
if hits:
|
||||
if self.vy > 0:
|
||||
self.y = hits[0].rect.top - self.rect.height
|
||||
if self.vy < 0:
|
||||
self.y = hits[0].rect.bottom
|
||||
self.vy = 0
|
||||
self.rect.y = self.y
|
||||
|
||||
def auto_drive(self, direction):
|
||||
while self.d != direction:
|
||||
self.turn(1)
|
||||
|
||||
if direction in [1, 3]:
|
||||
self.x += self.directions[self.d] * TILESIZE
|
||||
else:
|
||||
self.y += self.directions[self.d] * TILESIZE
|
||||
|
||||
def navigate_bfs(self):
|
||||
print(self.bfs_path)
|
||||
dest = self.bfs_path.pop()
|
||||
dest[0], dest[1] = dest[1]*TILESIZE, dest[0]*TILESIZE
|
||||
|
||||
pos = [int(i) for i in self.get_position()]
|
||||
print(pos[0] - dest[0], pos[1] - dest[1])
|
||||
|
||||
if pos[0] - dest[0] < 0:
|
||||
self.auto_drive(1)
|
||||
elif pos[0] - dest[0] > 0:
|
||||
self.auto_drive(3)
|
||||
|
||||
if pos[1] - dest[1] < 0:
|
||||
self.auto_drive(2)
|
||||
elif pos[1] - dest[1] > 0:
|
||||
self.auto_drive(0)
|
||||
|
||||
def update(self):
|
||||
self.get_keys()
|
||||
self.x += self.vx * self.game.dt
|
||||
self.y += self.vy * self.game.dt
|
||||
self.rect.x = self.x
|
||||
self.collide_with_walls('x')
|
||||
self.collecting_trash('x')
|
||||
self.rect.y = self.y
|
||||
self.collide_with_walls('y')
|
||||
self.collecting_trash('y')
|
@ -1,32 +0,0 @@
|
||||
import pygame as pg
|
||||
from settings import TILESIZE
|
||||
|
||||
|
||||
class Wall(pg.sprite.Sprite):
|
||||
def __init__(self, game, x, y):
|
||||
image = pg.image.load("img\\house1.png")
|
||||
self.groups = game.all_sprites, game.walls
|
||||
pg.sprite.Sprite.__init__(self, self.groups)
|
||||
self.game = game
|
||||
self.image = pg.Surface((TILESIZE, TILESIZE))
|
||||
self.rect = self.image.get_rect()
|
||||
self.image.blit(image, (0, 0))
|
||||
self.x = x
|
||||
self.y = y
|
||||
self.rect.x = x * TILESIZE
|
||||
self.rect.y = y * TILESIZE
|
||||
|
||||
|
||||
class Wall1(pg.sprite.Sprite):
|
||||
def __init__(self, game, x, y):
|
||||
image = pg.image.load("img\\house.png")
|
||||
self.groups = game.all_sprites, game.walls
|
||||
pg.sprite.Sprite.__init__(self, self.groups)
|
||||
self.game = game
|
||||
self.image = pg.Surface((TILESIZE, TILESIZE))
|
||||
self.rect = self.image.get_rect()
|
||||
self.image.blit(image, (-1, -1))
|
||||
self.x = x
|
||||
self.y = y
|
||||
self.rect.x = x * TILESIZE
|
||||
self.rect.y = y * TILESIZE
|