[map_gen_refactor] main conflicts fix
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commit
15a6934dd7
3
.idea/.gitignore
vendored
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3
.idea/.gitignore
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# Default ignored files
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/shelf/
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/workspace.xml
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8
.idea/WALL-E.iml
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.idea/WALL-E.iml
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<?xml version="1.0" encoding="UTF-8"?>
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<module type="PYTHON_MODULE" version="4">
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<component name="NewModuleRootManager">
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<content url="file://$MODULE_DIR$" />
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<orderEntry type="inheritedJdk" />
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<orderEntry type="sourceFolder" forTests="false" />
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</component>
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</module>
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.idea/inspectionProfiles/profiles_settings.xml
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.idea/inspectionProfiles/profiles_settings.xml
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<component name="InspectionProjectProfileManager">
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<settings>
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<option name="USE_PROJECT_PROFILE" value="false" />
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<version value="1.0" />
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</settings>
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</component>
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.idea/misc.xml
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.idea/misc.xml
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<?xml version="1.0" encoding="UTF-8"?>
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<project version="4">
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<component name="ProjectRootManager" version="2" project-jdk-name="Python 3.8" project-jdk-type="Python SDK" />
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</project>
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.idea/modules.xml
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.idea/modules.xml
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<?xml version="1.0" encoding="UTF-8"?>
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<project version="4">
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<component name="ProjectModuleManager">
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<modules>
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<module fileurl="file://$PROJECT_DIR$/.idea/WALL-E.iml" filepath="$PROJECT_DIR$/.idea/WALL-E.iml" />
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</modules>
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</component>
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</project>
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6
.idea/vcs.xml
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.idea/vcs.xml
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<?xml version="1.0" encoding="UTF-8"?>
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<project version="4">
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<component name="VcsDirectoryMappings">
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<mapping directory="$PROJECT_DIR$" vcs="Git" />
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</component>
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</project>
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50
SearchBfs.py
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50
SearchBfs.py
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class BreadthSearchAlgorithm:
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def __init__(self, start, target):
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self.graph = self.getData()
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self.start = start
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self.target = target
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def bfs(self):
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print("It's showtime")
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can_go = [[self.start, 0]]
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visited = []
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visitedPrint = []
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if self.start == self.target:
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print("Start = Target")
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return -1
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while can_go != []:
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node = can_go.pop(0)
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if node[0] not in visited:
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visited.append(node[0])
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visitedPrint.append(node)
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if node[0] == self.target:
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print('final')
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print(visitedPrint)
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return visited
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neighbours = self.graph.get(node[0], [])
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for neighbour in neighbours:
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can_go.append([neighbour, node[0]])
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# print(visited)
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return -1
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def getData(self):
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with open("data.txt", "r") as f:
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matrix = [
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[int(x) for x in line.split(",") if x != "\n"] for line in f.readlines()
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]
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adj = {}
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for yi, yvalue in enumerate(matrix):
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for xi, xvalue in enumerate(matrix):
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if xi - 1 >= 0 and matrix[yi][xi - 1] == 0:
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adj[(xi, yi)] = adj.get((xi, yi), []) + [(xi - 1, yi)]
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if xi + 1 < len(matrix[yi]) and matrix[yi][xi + 1] == 0:
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adj[(xi, yi)] = adj.get((xi, yi), []) + [(xi + 1, yi)]
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if yi - 1 >= 0 and matrix[yi - 1][xi] == 0:
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adj[(xi, yi)] = adj.get((xi, yi), []) + [(xi, yi - 1)]
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if yi + 1 < len(matrix) and matrix[yi + 1][xi] == 0:
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adj[(xi, yi)] = adj.get((xi, yi), []) + [(xi, yi + 1)]
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return adj
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35
agent.py
35
agent.py
@ -1,30 +1,43 @@
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import pygame.image
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class trashmaster(pygame.sprite.Sprite):
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def __init__(self,x,y,img):
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def __init__(self, x, y, img):
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super().__init__()
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self.width=x
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self.height=y
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self.width = x
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self.height = y
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self.x = 0
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self.y = 0
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self.image = pygame.image.load(img)
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self.image = pygame.transform.scale(self.image, (self.width,self.height))
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self.image = pygame.transform.scale(self.image, (self.width, self.height))
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self.rect = self.image.get_rect()
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def movement(self, key, vel):
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if key == pygame.K_LEFT:
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self.x -= vel
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if key == pygame.K_RIGHT:
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self.x += vel
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if key == pygame.K_UP:
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self.y -= vel
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if key == pygame.K_DOWN:
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self.y += vel
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return (self.x, self.y)
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return (self.x, self.y)
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def move_up(self):
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self.y -= 64
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def move_down(self):
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self.y += 64
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def move_right(self):
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self.x += 64
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def move_left(self):
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self.x -= 64
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6
data.txt
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6
data.txt
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0,0,0,0,0,0
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0,1,1,0,0,0
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0,1,0,0,0,0
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0,1,0,0,0,0
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0,1,0,0,0,0
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0,1,0,0,0,0
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30
main.py
30
main.py
@ -2,6 +2,8 @@ from calendar import c
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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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import SearchBfs
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from map import *
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# from agent import trashmaster
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# from house import House
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@ -9,17 +11,19 @@ from sprites import *
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from settings import *
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from map_new import map_new
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from map_new import map_utils
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from SearchBfs import *
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import math
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class Game():
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def __init__(self):
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pg.init()
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self.screen = pg.display.set_mode((WIDTH, HEIGHT))
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pg.display.set_caption("Trashmaster")
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self.clock = pg.time.Clock()
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self.load_data()
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def load_data(self):
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game_folder = path.dirname(__file__)
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img_folder = path.join(game_folder, 'resources/textures')
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@ -28,8 +32,8 @@ class Game():
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self.map_img = self.map.make_map()
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self.map_rect = self.map_img.get_rect()
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self.player_img = pg.image.load(path.join(img_folder,PLAYER_IMG)).convert_alpha()
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self.player_img = pg.transform.scale(self.player_img, (PLAYER_WIDTH,PLAYER_HEIGHT) )
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self.player_img = pg.image.load(path.join(img_folder, PLAYER_IMG)).convert_alpha()
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self.player_img = pg.transform.scale(self.player_img, (PLAYER_WIDTH, PLAYER_HEIGHT))
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self.wall_img = pg.image.load(path.join(img_folder, WALL_IMG)).convert_alpha()
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self.wall_img = pg.transform.scale(self.wall_img, (TILESIZE, TILESIZE))
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@ -55,6 +59,8 @@ class Game():
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self.draw_debug = False
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# self.screen.blit(self.map_img, self.camera.apply_rect(self.map_rect))
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def run(self):
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# game loop - set self.playing = False to end the game
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self.playing = True
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@ -63,7 +69,7 @@ class Game():
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self.events()
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self.update()
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self.draw()
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def quit(self):
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pg.quit()
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sys.exit()
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@ -73,7 +79,7 @@ class Game():
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self.all_sprites.update()
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self.camera.update(self.player)
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# pygame.display.update()
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def draw_grid(self):
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for x in range(0, WIDTH, TILESIZE):
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pg.draw.line(self.screen, LIGHTGREY, (x, 0), (x, HEIGHT))
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@ -116,7 +122,7 @@ class Game():
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# def main():
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# game = WalleGame()
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# game.update_window()
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# smieciara_object = trashmaster(16,16,"./resources/textures/garbagetruck/trashmaster_blu.png")
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# game.draw_object(smieciara_object, (100, 100))
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@ -127,7 +133,7 @@ class Game():
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# game.update_window()
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# running = True
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# while running:
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# for event in pygame.event.get():
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# if event.type == pygame.QUIT:
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@ -135,19 +141,21 @@ class Game():
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# if event.type == pygame.KEYDOWN:
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# game.reloadMap()
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# game.draw_object(smieciara_object, smieciara_object.movement(event.key, 16))
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# game.update_window()
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# pygame.quit()
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# if __name__ == '__main__':
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# main()
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start_node = (0, 0)
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target_node = (2, 2)
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find_path = BreadthSearchAlgorithm(start_node, target_node)
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# create the game object
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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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path_found = find_path.bfs()
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g.run()
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g.show_go_screen()
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10
mapa.py
10
mapa.py
@ -2,7 +2,6 @@ import pygame as pg
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import pytmx
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# config
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# TILE_SIZE = 16
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@ -16,15 +15,14 @@ import pytmx
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# return surface
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class TiledMap:
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#loading file
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# loading file
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def __init__(self, filename):
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tm = pytmx.load_pygame(filename, pixelalpha=True)
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self.width = tm.width * tm.tilewidth
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self.height = tm.height * tm.tileheight
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self.tmxdata = tm
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#rendering map
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# rendering map
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def render(self, surface):
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ti = self.tmxdata.get_tile_image_by_gid
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for layer in self.tmxdata.visible_layers:
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@ -33,8 +31,8 @@ class TiledMap:
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tile = ti(gid)
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if tile:
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surface.blit(tile, (x * self.tmxdata.tilewidth, y * self.tmxdata.tilewidth))
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def make_map(self):
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temp_surface = pg.Surface((self.width, self.height))
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self.render(temp_surface)
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return temp_surface
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return temp_surface
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