prawie bfs
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main/src/__pycache__/bfs.cpython-38.pyc
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main/src/__pycache__/bfs.cpython-38.pyc
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main/src/__pycache__/bfs.cpython-39.pyc
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main/src/__pycache__/bfs.cpython-39.pyc
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main/src/__pycache__/settings.cpython-39.pyc
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main/src/__pycache__/settings.cpython-39.pyc
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main/src/__pycache__/trash.cpython-39.pyc
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main/src/__pycache__/trash.cpython-39.pyc
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main/src/__pycache__/truck1.cpython-39.pyc
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main/src/__pycache__/truck1.cpython-39.pyc
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main/src/__pycache__/walls.cpython-39.pyc
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main/src/bfs.py
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main/src/bfs.py
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@ -0,0 +1,75 @@
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import pygame as pg
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import sys
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from os import path
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from collections import deque
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from time import sleep
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def bfs():
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class Map:
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def __init__(self, x, y, state):
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self.x = x
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self.y = y
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self.pos = [self.x, self.y]
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self.nodes = []
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self.prev = None
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self.wall = False if state not in ('b', 'w') else True
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self.visited = False
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def add_nodes(self, arr):
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if self.x < len(map_raw)-1:
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self.nodes.append(arr[self.x+1][self.y])
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if self.x > 0:
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self.nodes.append(arr[self.x-1][self.y])
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if self.y < len(map_raw[0])-1:
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self.nodes.append(arr[self.x][self.y+1])
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if self.y > 0:
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self.nodes.append(arr[self.x][self.y-1])
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def __str__(self):
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return f'{self.x}, {self.y}'
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game_path = path.join(path.dirname(__file__), 'map.txt')
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map_raw = [line.strip() for line in open(game_path, 'rt')]
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map_arr = []
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queue = deque()
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bfs_path = []
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truck = [0, 0]
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trash = [0, 0]
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for x in range(len(map_raw)):
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temp = []
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for y in range(len(map_raw[0])):
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temp.append(Map(x, y, map_raw[x][y]))
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if map_raw[x][y] == 'P':
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truck = temp[-1]
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if map_raw[x][y] == 't':
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trash = temp[-1]
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map_arr.append(temp)
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for x in range(len(map_raw)):
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for y in range(len(map_raw[0])):
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map_arr[x][y].add_nodes(map_arr)
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queue.append(truck)
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while True:
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if len(queue) > 0:
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cur_node = queue.popleft()
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cur_node.visited = True
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if cur_node == trash:
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temp = cur_node
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while temp.prev:
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bfs_path.append(temp.prev)
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temp = temp.prev
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break
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else:
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for node in cur_node.nodes:
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if not node.visited and not node.wall:
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node.visited = True
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node.prev = cur_node
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queue.append(node)
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return [node.pos for node in bfs_path[:-1]]
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main/src/img/bg.png
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main/src/img/bg.png
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main/src/img/truck — kopia.png
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main/src/img/truck — kopia.png
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@ -6,6 +6,7 @@ from truck1 import *
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from walls import *
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from settings import *
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class Game:
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def __init__(self):
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pg.init()
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@ -20,7 +21,8 @@ class Game:
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self.map_data = []
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with open(path.join(game_folder, 'map.txt'), 'rt') as f:
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for line in f:
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self.map_data.append(line)
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self.map_data.append(line.strip())
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print(line.strip())
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def new(self):
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self.all_sprites = pg.sprite.Group()
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@ -32,7 +34,7 @@ class Game:
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if tile == 'b':
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Wall(self, col, row)
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if tile == 'w':
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Wall1(self, col,row)
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Wall1(self, col, row)
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if tile == 'P':
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garbageTruck(self, col, row)
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if tile == 't':
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@ -55,7 +57,7 @@ class Game:
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def draw(self):
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bg = pg.image.load("img\\bg.png")
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self.screen.blit(bg,(0,0))
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self.screen.blit(bg, (0, 0))
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self.screen.fill(BGCOLOR)
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self.all_sprites.draw(self.screen)
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pg.display.flip()
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@ -75,10 +77,10 @@ class Game:
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def show_go_screen(self):
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pass
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g = Game()
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g.show_start_screen()
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while True:
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g.new()
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g.run()
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g.show_go_screen()
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@ -1,18 +1,18 @@
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bbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbb
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bbbbb bbb bbb bb bb b bb
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b t w b
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b w w b
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b w b
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b w t w b
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b wwwwww wwwww bbb
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bbb w w w w b
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b w t w b
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b wwwww wwwwwww t bb
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b w w b
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b wwwww wwwwwww bb
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b wwwwww w w b
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b t w w www wwww bbbb
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b w w www wwww bbbb
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b w w w b
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b wwwww www www w b
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b w P ww w b
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b t b
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b w ww w b
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b P b
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b w www w www w ww b
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b w wwww bb
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b bbbb b b bb t b
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b bbbb b b bb b
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bbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbb
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@ -1,6 +1,8 @@
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import random
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import pygame as pg
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from settings import *
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from settings import TILESIZE
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class Trash(pg.sprite.Sprite):
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def __init__(self, game, x, y):
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image = pg.image.load("img\\trash.png")
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@ -10,23 +12,24 @@ class Trash(pg.sprite.Sprite):
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self.game = game
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self.image = pg.Surface((TILESIZE, TILESIZE))
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self.rect = self.image.get_rect()
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self.image.blit(image,(0,0))
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self.image.blit(image, (0, 0))
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self.x = x
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self.y = y
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self.rect.x = x * TILESIZE
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self.rect.y = y * TILESIZE
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self.position = (x,y)
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self.position = (x, y)
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self.randomize_position()
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def randomize_position(self):
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self.position = (random.randint(0, 32-1)*40, random.randint(0, 18-1)*40)
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self.position = (random.randint(0, 32-1)*40,
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random.randint(0, 18-1)*40)
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def collected(self):
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hits = pg.sprite.spritecollide(self, self.game.player, False)
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if hits:
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self.image.blit(image1,(0,0))
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self.x=0
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self.y=0
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self.image.blit(image1, (0, 0))
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self.x = 0
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self.y = 0
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def update(self):
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self.collected()
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@ -1,62 +1,63 @@
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import pygame as pg
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from settings import *
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from settings import TILESIZE, TRUCK_SPEED
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from bfs import bfs
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from time import sleep
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class garbageTruck(pg.sprite.Sprite):
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def __init__(self, game, x, y):
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image = pg.image.load("img\\truck.png")
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self.og_image = pg.image.load("img\\truck.png")
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self.groups = game.all_sprites, game.player
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pg.sprite.Sprite.__init__(self, self.groups)
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self.game = game
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self.image = pg.Surface((TILESIZE, TILESIZE))
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self.image.blit(image,(0,0))
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self.image.blit(self.og_image, (0, 0))
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self.rect = self.image.get_rect()
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self.vx, self.vy = 0, 0
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self.vx = 0
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self.vy = 0
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self.x = x * TILESIZE
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self.y = y * TILESIZE
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self.capacity = 0
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self.max_capacity=3000
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self.position=[((self.x),(self.y))]
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self.direction=0
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self.max_capacity = 3000
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self.position = [self.x, self.y]
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self.directions = [-1, 1, 1, -1] # góra prawo dół lewo
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self.d = 1
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self.turned = False
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self.bfs_path = bfs()
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def get_position(self):
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return self.position[0]
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return [self.x, self.y]
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def turn(self):
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if self.direction==0:
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self.direction=1
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else:
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self.direction=0
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def turn(self, d):
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self.og_image = pg.transform.rotate(
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self.og_image, 90*d*-1)
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self.image.blit(self.og_image, (0, 0))
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self.d = (self.d+d) % 4
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def move(self, r):
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if self.direction==0:
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self.vx=(TRUCK_SPEED*r)
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def move(self):
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if self.d in [1, 3]:
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self.vx = (TRUCK_SPEED*self.directions[self.d])
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else:
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self.vy=(TRUCK_SPEED*r)
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self.vy = (TRUCK_SPEED*self.directions[self.d])
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def throw(self):
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self.capacity=0
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self.capacity = 0
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def get_keys(self):
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self.vx, self.vy = 0, 0
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keys = pg.key.get_pressed()
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if keys[pg.K_LEFT] or keys[pg.K_a]:
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if self.direction == 0:
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self.move(-1)
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else: self.turn()
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if keys[pg.K_RIGHT] or keys[pg.K_d]:
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if self.direction == 0:
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self.move(1)
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else: self.turn()
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if not self.turned and (keys[pg.K_LEFT] or keys[pg.K_a]):
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self.turn(-1)
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self.turned = True
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if not self.turned and (keys[pg.K_RIGHT] or keys[pg.K_d]):
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self.turn(1)
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self.turned = True
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if not (keys[pg.K_RIGHT] or keys[pg.K_d] or keys[pg.K_LEFT] or keys[pg.K_a]) and self.turned:
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self.turned = False
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if keys[pg.K_UP] or keys[pg.K_w]:
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if self.direction == 1:
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self.move(-1)
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else: self.turn()
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if keys[pg.K_DOWN] or keys[pg.K_s]:
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if self.direction == 1:
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self.move(1)
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else: self.turn()
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if self.vx != 0 and self.vy != 0:
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self.vx *= 1
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self.vy *= 1
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self.move()
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if keys[pg.K_g] and len(self.bfs_path) != 0:
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self.navigate_bfs()
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def collide_with_walls(self, dir):
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if dir == 'x':
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@ -98,6 +99,33 @@ class garbageTruck(pg.sprite.Sprite):
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self.vy = 0
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self.rect.y = self.y
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def auto_drive(self, direction):
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while self.d != direction:
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self.turn(1)
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if direction in [1, 3]:
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self.x += self.directions[self.d] * TILESIZE
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else:
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self.y += self.directions[self.d] * TILESIZE
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def navigate_bfs(self):
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print(self.bfs_path)
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dest = self.bfs_path.pop()
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dest[0], dest[1] = dest[1]*TILESIZE, dest[0]*TILESIZE
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pos = [int(i) for i in self.get_position()]
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print(pos[0] - dest[0], pos[1] - dest[1])
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if pos[0] - dest[0] < 0:
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self.auto_drive(1)
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elif pos[0] - dest[0] > 0:
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self.auto_drive(3)
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if pos[1] - dest[1] < 0:
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self.auto_drive(2)
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elif pos[1] - dest[1] > 0:
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self.auto_drive(0)
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def update(self):
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self.get_keys()
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self.x += self.vx * self.game.dt
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@ -1,5 +1,6 @@
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import pygame as pg
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from settings import *
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from settings import TILESIZE
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class Wall(pg.sprite.Sprite):
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def __init__(self, game, x, y):
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@ -9,12 +10,13 @@ class Wall(pg.sprite.Sprite):
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self.game = game
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self.image = pg.Surface((TILESIZE, TILESIZE))
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self.rect = self.image.get_rect()
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self.image.blit(image,(0,0))
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self.image.blit(image, (0, 0))
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self.x = x
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self.y = y
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self.rect.x = x * TILESIZE
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self.rect.y = y * TILESIZE
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class Wall1(pg.sprite.Sprite):
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def __init__(self, game, x, y):
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image = pg.image.load("img\\house.png")
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@ -23,7 +25,7 @@ class Wall1(pg.sprite.Sprite):
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self.game = game
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self.image = pg.Surface((TILESIZE, TILESIZE))
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self.rect = self.image.get_rect()
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self.image.blit(image,(-1,-1))
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self.image.blit(image, (-1, -1))
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self.x = x
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self.y = y
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self.rect.x = x * TILESIZE
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