115 lines
3.2 KiB
Python
115 lines
3.2 KiB
Python
import pygame
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import random
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import field
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import settings
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import common
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import agent
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AGENT_IMG = pygame.image.load("dot-22-433567.png")
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AGENT = pygame.transform.scale(AGENT_IMG, (50, 50))
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DIRT_IMG = pygame.image.load("assets/fields/plant/dirt.jpg")
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# DIRT = pygame.transform.scale(DIRT_IMG, (50, 50))
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# DIRT_BLOCK_IMG = pygame.image.load("assets/fields/plant/dirt_block.jpg")
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# DIRT_BLOCK = pygame.transform.scale(DIRT_BLOCK_IMG, (800, 800))
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DIRT = field.Dirt().tile.object
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DIRT_BLOCK = field.Dirt().block.object
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GRASS_IMG = pygame.image.load("assets/fields/default/grass.png")
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GRASS = pygame.transform.scale(GRASS_IMG, (50, 50))
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GRASS_BLOCK_IMG = pygame.image.load("assets/fields/default/grass_block.jpeg")
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GRASS_BLOCK = pygame.transform.scale(GRASS_BLOCK_IMG, (800, 800))
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SAND_IMG = pygame.image.load("sand.jpeg")
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SAND = pygame.transform.scale(SAND_IMG, (50, 50))
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SAND_BLOCK_IMG = pygame.image.load("sand_block.jpg")
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SAND_BLOCK = pygame.transform.scale(SAND_BLOCK_IMG, (800, 800))
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COBBLE_IMG = pygame.image.load("assets/fields/special/cobble.jpg")
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COBBLE = pygame.transform.scale(COBBLE_IMG, (50, 50))
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COBBLE_BLOCK_IMG = pygame.image.load("assets/fields/special/cobble_block.jpg")
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COBBLE_BLOCK = pygame.transform.scale(COBBLE_BLOCK_IMG, (800, 800))
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def randomize_map():
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possible_fields = [
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field.Dirt().tile.object,
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GRASS,
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SAND,
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COBBLE
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]
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field_array_big = []
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field_array_small = []
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for i in range(16):
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for j in range(16):
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field_array_small.append(random.choice(possible_fields))
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field_array_big.append(field_array_small)
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field_array_small = []
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return field_array_big
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def read_img(agent, fields):
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window = common.get('window')
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coords = agent.current_field_pos()
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current_field = fields[coords['x']][coords['y']]
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if current_field == GRASS:
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window.blit(GRASS_BLOCK, (0, 0))
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elif current_field == field.Dirt().tile.object:
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window.blit(DIRT_BLOCK, (0, 0))
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elif current_field == SAND:
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window.blit(SAND_BLOCK, (0, 0))
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elif current_field == COBBLE:
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window.blit(COBBLE_BLOCK, (0, 0))
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pygame.display.update()
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pygame.time.delay(2000)
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def draw_window(agent, fields):
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window = common.get('window')
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rect = agent.rect
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for i in range(16):
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for j in range(16):
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window.blit(fields[i][j], (i * settings.Field.size(), j * settings.Field.size()))
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window.blit(AGENT, (rect.x, rect.y))
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pygame.display.update()
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common = common.Instance()
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agent = agent.Instance()
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def main():
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common.set('game_running', True)
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common.set('state_imgShown', True)
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common.set(
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'window',
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pygame.display.set_mode((
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settings.Pygame.width(),
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settings.Pygame.height())))
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pygame.display.set_caption(settings.Pygame.display_name())
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fields = randomize_map()
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while common.get('game_running'):
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pygame.time.Clock().tick(settings.Pygame.fps())
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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common.set('game_running', False)
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if not common.get('state_imgShown'):
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read_img(agent, fields)
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else:
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draw_window(agent, fields)
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agent.move()
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pygame.quit()
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if __name__ == "__main__":
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main()
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