diff --git a/SearchBfs.py b/SearchBfs.py index aa93eae..499fc62 100644 --- a/SearchBfs.py +++ b/SearchBfs.py @@ -1,6 +1,6 @@ class BreadthSearchAlgorithm: - def __init__(self, start, target): - self.graph = self.getData() + def __init__(self, start, target, mapArray): + self.graph = self.getData(mapArray) self.start = start self.target = target @@ -18,20 +18,21 @@ class BreadthSearchAlgorithm: visited.append(node[0]) visitedPrint.append(node) if node[0] == self.target: - print('final') - print(visitedPrint) - return visited + # print('final') + # print(visitedPrint) + return visitedPrint neighbours = self.graph.get(node[0], []) for neighbour in neighbours: can_go.append([neighbour, node[0]]) # print(visited) return -1 - def getData(self): + def getData(self, mapArray): with open("data.txt", "r") as f: - matrix = [ - [int(x) for x in line.split(",") if x != "\n"] for line in f.readlines() - ] + # matrix = [ + # [int(x) for x in line.split(",") if x != "\n"] for line in f.readlines() + # ] + matrix = mapArray adj = {} for yi, yvalue in enumerate(matrix): for xi, xvalue in enumerate(matrix): diff --git a/agent.py b/agent.py deleted file mode 100644 index 1aa106f..0000000 --- a/agent.py +++ /dev/null @@ -1,43 +0,0 @@ -import pygame.image - - -class trashmaster(pygame.sprite.Sprite): - - def __init__(self, x, y, img): - super().__init__() - - self.width = x - self.height = y - - self.x = 0 - self.y = 0 - - self.image = pygame.image.load(img) - self.image = pygame.transform.scale(self.image, (self.width, self.height)) - self.rect = self.image.get_rect() - - def movement(self, key, vel): - if key == pygame.K_LEFT: - self.x -= vel - - if key == pygame.K_RIGHT: - self.x += vel - - if key == pygame.K_UP: - self.y -= vel - - if key == pygame.K_DOWN: - self.y += vel - return (self.x, self.y) - - def move_up(self): - self.y -= 64 - - def move_down(self): - self.y += 64 - - def move_right(self): - self.x += 64 - - def move_left(self): - self.x -= 64 diff --git a/dump.py b/game_objects/dump.py similarity index 61% rename from dump.py rename to game_objects/dump.py index 725eda3..86972eb 100644 --- a/dump.py +++ b/game_objects/dump.py @@ -1,14 +1,10 @@ -import pygame.image +import pygame as pg -class Dump(pygame.sprite.Sprite): +class Dump(pg.sprite.Sprite): # wysypisko def __init__(self): super().__init__() self.glass = [] self.paper = [] self.bio = [] - self.other_trash = [] - - - - + self.other_trash = [] \ No newline at end of file diff --git a/house.py b/game_objects/house.py similarity index 96% rename from house.py rename to game_objects/house.py index be5fe1e..284bbf7 100644 --- a/house.py +++ b/game_objects/house.py @@ -23,7 +23,4 @@ class House(pygame.sprite.Sprite): def get_random_house_texture(self): files = os.listdir(self.base_path) value = randint(0, len(files)-1) - return files[value] - - - + return files[value] \ No newline at end of file diff --git a/game_objects/obstacle.py b/game_objects/obstacle.py new file mode 100644 index 0000000..edfb2de --- /dev/null +++ b/game_objects/obstacle.py @@ -0,0 +1,13 @@ +import pygame as pg + +class Obstacle(pg.sprite.Sprite): + def __init__(self, game, x, y, w, h): + self.groups = game.walls + pg.sprite.Sprite.__init__(self, self.groups) + self.game = game + self.rect = pg.Rect(x, y, w, h) + self.hit_rect = self.rect + self.x = x + self.y = y + self.rect.x = x + self.rect.y = y \ No newline at end of file diff --git a/game_objects/player.py b/game_objects/player.py new file mode 100644 index 0000000..918901a --- /dev/null +++ b/game_objects/player.py @@ -0,0 +1,47 @@ +import pygame as pg +from settings import * +from game_objects import utils + +vec = pg.math.Vector2 + +class Player(pg.sprite.Sprite): + def __init__(self, game, x, y): + self.groups = game.agentSprites + pg.sprite.Sprite.__init__(self, self.groups) + self.game = game + self.image = game.player_img + self.rect = self.image.get_rect() + self.rect.center = (x,y) + self.hit_rect = PLAYER_HIT_RECT + self.hit_rect.center = self.rect.center + self.vel = vec(0, 0) + self.pos = vec(x, y) + self.rot = 0 + + + def get_keys(self): + self.rot_speed = 0 + self.vel = vec(0, 0) + keys = pg.key.get_pressed() + if keys[pg.K_LEFT] or keys[pg.K_a]: + self.rot_speed = PLAYER_ROT_SPEED + if keys[pg.K_RIGHT] or keys[pg.K_d]: + self.rot_speed = -PLAYER_ROT_SPEED + if keys[pg.K_UP] or keys[pg.K_w]: + self.vel = vec(PLAYER_SPEED, 0).rotate(-self.rot) + if keys[pg.K_DOWN] or keys[pg.K_s]: + self.vel = vec(-PLAYER_SPEED / 2, 0).rotate(-self.rot) + + + def update(self): + self.get_keys() + self.rot = (self.rot + self.rot_speed * self.game.dt) % 360 + self.image = pg.transform.rotate(self.game.player_img, self.rot) + self.rect = self.image.get_rect() + self.rect.center = self.pos + self.pos += self.vel * self.game.dt + self.hit_rect.centerx = self.pos.x + utils.collide_with_walls(self, self.game.wallTiles, 'x') + self.hit_rect.centery = self.pos.y + utils.collide_with_walls(self, self.game.wallTiles, 'y') + self.rect.center = self.hit_rect.center \ No newline at end of file diff --git a/game_objects/trash.py b/game_objects/trash.py new file mode 100644 index 0000000..bf797cf --- /dev/null +++ b/game_objects/trash.py @@ -0,0 +1,18 @@ +import pygame as pg + +class trash(pg.sprite.Sprite): + + def __init__(self,x,y,img, type): + super().__init__() + + self.width=16 + self.height=16 + + self.type = type + + self.x = x + self.y = y + + self.image = pg.image.load(img) + self.image = pg.transform.scale(self.image, (self.x,self.y)) + self.rect = self.image.get_rect() \ No newline at end of file diff --git a/trashbin.py b/game_objects/trashbin.py similarity index 70% rename from trashbin.py rename to game_objects/trashbin.py index a580452..1538c79 100644 --- a/trashbin.py +++ b/game_objects/trashbin.py @@ -1,6 +1,6 @@ -import pygame.image +import pygame as pg -class trashbin(pygame.sprite.Sprite): +class trashbin(pg.sprite.Sprite): def __init__(self,x,y,img, type): super().__init__() @@ -24,6 +24,6 @@ class trashbin(pygame.sprite.Sprite): self.y = y # load trashbin image - self.image = pygame.image.load(img) - self.image = pygame.transform.scale(self.image, (self.x,self.y)) - self.rect = self.image.get_rect() + self.image = pg.image.load(img) + self.image = pg.transform.scale(self.image, (self.x,self.y)) + self.rect = self.image.get_rect() \ No newline at end of file diff --git a/game_objects/utils.py b/game_objects/utils.py new file mode 100644 index 0000000..9a7edc7 --- /dev/null +++ b/game_objects/utils.py @@ -0,0 +1,24 @@ +import pygame as pg + +def collide_hit_rect(one, two): + return one.hit_rect.colliderect(two.rect) + +def collide_with_walls(sprite, group, dir): + if dir == 'x': + hits = pg.sprite.spritecollide(sprite, group, False, collide_hit_rect) + if hits: + if hits[0].rect.centerx > sprite.hit_rect.centerx: + sprite.pos.x = hits[0].rect.left - sprite.hit_rect.width / 2 + if hits[0].rect.centerx < sprite.hit_rect.centerx: + sprite.pos.x = hits[0].rect.right + sprite.hit_rect.width / 2 + sprite.vel.x = 0 + sprite.hit_rect.centerx = sprite.pos.x + if dir == 'y': + hits = pg.sprite.spritecollide(sprite, group, False, collide_hit_rect) + if hits: + if hits[0].rect.centery > sprite.hit_rect.centery: + sprite.pos.y = hits[0].rect.top - sprite.hit_rect.height / 2 + if hits[0].rect.centery < sprite.hit_rect.centery: + sprite.pos.y = hits[0].rect.bottom + sprite.hit_rect.height / 2 + sprite.vel.y = 0 + sprite.hit_rect.centery = sprite.pos.y \ No newline at end of file diff --git a/main.py b/main.py index 961534c..d37aa3a 100644 --- a/main.py +++ b/main.py @@ -1,16 +1,15 @@ from calendar import c +from game_objects.player import Player import pygame as pg import sys from os import path -import SearchBfs from map import * # from agent import trashmaster # from house import House -from sprites import * from settings import * -from map_new import map_new -from map_new import map_utils +from map import map +from map import map_utils from SearchBfs import * import math @@ -19,48 +18,51 @@ class Game(): def __init__(self): pg.init() + self.clock = pg.time.Clock() self.screen = pg.display.set_mode((WIDTH, HEIGHT)) pg.display.set_caption("Trashmaster") - self.clock = pg.time.Clock() self.load_data() + self.init_game() + self.init_bfs() + + def init_game(self): + # initialize all variables and do all the setup for a new game + + # sprite groups and map array for calculations + (self.roadTiles, self.wallTiles), self.mapArray = map.get_tiles() + self.agentSprites = pg.sprite.Group() + + # player obj + self.player = Player(self, 32, 100) + + # camera obj + self.camera = map_utils.Camera(MAP_WIDTH_PX, MAP_HEIGHT_PX) + + # other + self.draw_debug = False + + def init_bfs(self): + start_node = (0, 0) + target_node = (18, 18) + find_path = BreadthSearchAlgorithm(start_node, target_node, self.mapArray) + path = find_path.bfs() + # print(path) + realPath = [] + nextNode = target_node + for i in range(len(path)-1, 0, -1): + node = path[i] + if node[0] == nextNode: + realPath.insert(0, node[0]) + nextNode = node[1] + print(realPath) def load_data(self): game_folder = path.dirname(__file__) img_folder = path.join(game_folder, 'resources/textures') - map_folder = path.join(img_folder, 'map') - self.map = TiledMap(path.join(map_folder, 'roads.tmx')) - self.map_img = self.map.make_map() - self.map_rect = self.map_img.get_rect() - self.player_img = pg.image.load(path.join(img_folder, PLAYER_IMG)).convert_alpha() - self.player_img = pg.transform.scale(self.player_img, (PLAYER_WIDTH, PLAYER_HEIGHT)) - self.wall_img = pg.image.load(path.join(img_folder, WALL_IMG)).convert_alpha() - self.wall_img = pg.transform.scale(self.wall_img, (TILESIZE, TILESIZE)) - - # self.new_map = map_new.getMap() + self.player_img = pg.image.load(path.join(img_folder,PLAYER_IMG)).convert_alpha() + self.player_img = pg.transform.scale(self.player_img, (PLAYER_WIDTH,PLAYER_HEIGHT) ) - - def new(self): - # initialize all variables and do all the setup for a new game - - # sprite groups and map array - (self.roadTiles, self.wallTiles), self.mapArray = map_new.getTiles() - - self.all_sprites = pg.sprite.Group() - self.walls = pg.sprite.Group() - - for tile_object in self.map.tmxdata.objects: - if tile_object.name == 'player': - self.player = Player(self, tile_object.x, tile_object.y) - if tile_object.name == 'wall': - Obstacle(self, tile_object.x, tile_object.y, tile_object.width, tile_object.height) - - self.camera = Camera(MAP_WIDTH_PX, MAP_HEIGHT_PX) - self.draw_debug = False - - - # self.screen.blit(self.map_img, self.camera.apply_rect(self.map_rect)) - def run(self): # game loop - set self.playing = False to end the game self.playing = True @@ -76,27 +78,25 @@ class Game(): def update(self): # update portion of the game loop - self.all_sprites.update() + self.agentSprites.update() self.camera.update(self.player) # pygame.display.update() - def draw_grid(self): - for x in range(0, WIDTH, TILESIZE): - pg.draw.line(self.screen, LIGHTGREY, (x, 0), (x, HEIGHT)) - for y in range(0, HEIGHT, TILESIZE): - pg.draw.line(self.screen, LIGHTGREY, (0, y), (WIDTH, y)) - def draw(self): + #display fps as window title pg.display.set_caption("{:.2f}".format(self.clock.get_fps())) - map_new.renderTiles(self.roadTiles, self.screen, self.camera) - map_new.renderTiles(self.wallTiles, self.screen, self.camera, self.draw_debug) - - for sprite in self.all_sprites: + #rerender map + map.render_tiles(self.roadTiles, self.screen, self.camera) + map.render_tiles(self.wallTiles, self.screen, self.camera, self.draw_debug) + + #rerender additional sprites + for sprite in self.agentSprites: self.screen.blit(sprite.image, self.camera.apply(sprite)) if self.draw_debug: pg.draw.rect(self.screen, CYAN, self.camera.apply_rect(sprite.hit_rect), 1) + #finally update screen pg.display.flip() def events(self): @@ -108,8 +108,8 @@ class Game(): self.quit() if event.key == pg.K_h: self.draw_debug = not self.draw_debug - if event.type == pygame.MOUSEBUTTONUP: - pos = pygame.mouse.get_pos() + if event.type == pg.MOUSEBUTTONUP: + pos = pg.mouse.get_pos() clicked_coords = [math.floor(pos[0] / TILESIZE), math.floor(pos[1] / TILESIZE)] print(clicked_coords) @@ -118,44 +118,10 @@ class Game(): def show_go_screen(self): pass - -# def main(): -# game = WalleGame() -# game.update_window() -# smieciara_object = trashmaster(16,16,"./resources/textures/garbagetruck/trashmaster_blu.png") -# game.draw_object(smieciara_object, (100, 100)) - -# #house_object = House(20, 20) -# # Test draw house object -# #game.draw_object(house_object, (20,20)) - -# game.update_window() - -# running = True - -# while running: -# for event in pygame.event.get(): -# if event.type == pygame.QUIT: -# running = False -# if event.type == pygame.KEYDOWN: -# game.reloadMap() -# game.draw_object(smieciara_object, smieciara_object.movement(event.key, 16)) - -# game.update_window() - -# pygame.quit() -# if __name__ == '__main__': -# main() - -start_node = (0, 0) -target_node = (2, 2) -find_path = BreadthSearchAlgorithm(start_node, target_node) # create the game object g = Game() g.show_start_screen() while True: - g.new() - path_found = find_path.bfs() g.run() g.show_go_screen() diff --git a/map.py b/map.py deleted file mode 100644 index df387cd..0000000 --- a/map.py +++ /dev/null @@ -1,67 +0,0 @@ -import pygame as pg -from settings import * -import pytmx - -# config -# TILE_SIZE = 16 - -# def preparedMap(screenSize): -# tileImage = pg.image.load('tile1.png') -# surface = pg.Surface(screenSize) - -# for x in range(0, screenSize[0], TILE_SIZE): -# for y in range(0, screenSize[1], TILE_SIZE): -# surface.blit(tileImage, (x, y)) -# return surface - -def collide_hit_rect(one, two): - return one.hit_rect.colliderect(two.rect) -class TiledMap: - #loading file - def __init__(self, filename): - tm = pytmx.load_pygame(filename, pixelalpha=True) - self.width = tm.width * tm.tilewidth - self.height = tm.height * tm.tileheight - self.tmxdata = tm - - #rendering map - def render(self, surface): - ti = self.tmxdata.get_tile_image_by_gid - for layer in self.tmxdata.visible_layers: - if isinstance(layer, pytmx.TiledTileLayer): - for x, y, gid, in layer: - tile = ti(gid) - if tile: - surface.blit(tile, (x * self.tmxdata.tilewidth, y * self.tmxdata.tilewidth)) - - def make_map(self): - temp_surface = pg.Surface((self.width, self.height)) - self.render(temp_surface) - return temp_surface - -class Camera: - def __init__(self,width,height): - self.camera = pg.Rect(0,0, width, height) - self.width = width - self.height = height - - def apply(self,entity): - return entity.rect.move(self.camera.topleft) - - def apply_rect(self, rect): - return rect.move(self.camera.topleft) - - def update(self,target): - x = -target.rect.x + int(WIDTH/2) - y = -target.rect.y + int(HEIGHT / 2) - - # limit scrolling to map size - x = min(0, x) # left - y = min(0, y) # top - x = max(-(self.width - WIDTH), x) # right - y = max(-(self.height - HEIGHT), y) # bottom - self.camera = pg.Rect(x, y, self.width, self.height) - - - - diff --git a/map/camera.py b/map/camera.py new file mode 100644 index 0000000..ee229f7 --- /dev/null +++ b/map/camera.py @@ -0,0 +1,24 @@ +from settings import * + +class Camera: + def __init__(self,width,height): + self.camera = pg.Rect(0,0, width, height) + self.width = width + self.height = height + + def apply(self,entity): + return entity.rect.move(self.camera.topleft) + + def apply_rect(self, rect): + return rect.move(self.camera.topleft) + + def update(self,target): + x = -target.rect.x + int(WIDTH/2) + y = -target.rect.y + int(HEIGHT / 2) + + # limit scrolling to map size + x = min(0, x) # left + y = min(0, y) # top + x = max(-(self.width - WIDTH), x) # right + y = max(-(self.height - HEIGHT), y) # bottom + self.camera = pg.Rect(x, y, self.width, self.height) \ No newline at end of file diff --git a/map/map.py b/map/map.py new file mode 100644 index 0000000..68f0424 --- /dev/null +++ b/map/map.py @@ -0,0 +1,16 @@ +from map import map_utils +from map import map_pattern +import pygame as pg +from settings import * + +def get_tiles(): + array = map_utils.generate_map() + pattern = map_pattern.get_pattern() + tiles = map_utils.get_sprites(array, pattern) + return tiles, array + +def render_tiles(tiles, screen, camera, debug=False): + for tile in tiles: + screen.blit(tile.image, camera.apply_rect(tile.rect)) + if debug: + pg.draw.rect(screen, RED, camera.apply_rect(tile.rect), 1) diff --git a/map_new/map_pattern.py b/map/map_pattern.py similarity index 65% rename from map_new/map_pattern.py rename to map/map_pattern.py index fd38298..e5fb4fb 100644 --- a/map_new/map_pattern.py +++ b/map/map_pattern.py @@ -7,11 +7,11 @@ TEXTURES_DIR = HERE_DIR.rpartition(os.sep)[0]+"\\resources\\textures" ROAD_DIR = TEXTURES_DIR+"\\road\\" BUILDING_DIR = TEXTURES_DIR+"\\buliding\\" -def loadImg(path): +def load_img(path): return pg.image.load(path) -def getPattern(): +def get_pattern(): return { - 0: loadImg(ROAD_DIR+"GTA2_TILE_257.bmp"), - 1: loadImg(BUILDING_DIR+"GTA2_TILE_187.bmp"), + 0: load_img(ROAD_DIR+"GTA2_TILE_257.bmp"), + 1: load_img(BUILDING_DIR+"GTA2_TILE_187.bmp"), } \ No newline at end of file diff --git a/map_new/map_utils.py b/map/map_utils.py similarity index 53% rename from map_new/map_utils.py rename to map/map_utils.py index f5f1a1e..adf40e0 100644 --- a/map_new/map_utils.py +++ b/map/map_utils.py @@ -1,16 +1,16 @@ import random import pygame as pg from settings import * -from map_new.tile import Tile +from map.tile import Tile # tworzenie pustego arraya o podanych wymiarach -def getBlankMapArray(): +def get_blank_map_array(): map = [[0 for x in range(0,MAP_WIDTH)] for y in range (0,MAP_HEIGHT)] return map # generowanie obiektow na mapie -def generateMap(): - map = getBlankMapArray() +def generate_map(): + map = get_blank_map_array() for i in range(0, 20): x = random.randint(0, MAP_WIDTH-1) y = random.randint(0, MAP_HEIGHT-1) @@ -18,7 +18,7 @@ def generateMap(): return map # tworzenie grup sprite'ow -def getSprites(map, pattern): +def get_sprites(map, pattern): roadTiles = pg.sprite.Group() wallTiles = pg.sprite.Group() @@ -36,6 +36,29 @@ def getSprites(map, pattern): return roadTiles, wallTiles +class Camera: + def __init__(self,width,height): + self.camera = pg.Rect(0,0, width, height) + self.width = width + self.height = height + + def apply(self,entity): + return entity.rect.move(self.camera.topleft) + + def apply_rect(self, rect): + return rect.move(self.camera.topleft) + + def update(self,target): + x = -target.rect.x + int(WIDTH/2) + y = -target.rect.y + int(HEIGHT / 2) + + # limit scrolling to map size + x = min(0, x) # left + y = min(0, y) # top + x = max(-(self.width - WIDTH), x) # right + y = max(-(self.height - HEIGHT), y) # bottom + self.camera = pg.Rect(x, y, self.width, self.height) + diff --git a/map_new/tile.py b/map/tile.py similarity index 100% rename from map_new/tile.py rename to map/tile.py diff --git a/map_new/map_new.py b/map_new/map_new.py deleted file mode 100644 index 6e0f886..0000000 --- a/map_new/map_new.py +++ /dev/null @@ -1,16 +0,0 @@ -from map_new import map_utils -from map_new import map_pattern -import pygame as pg -from settings import * - -def getTiles(): - array = map_utils.generateMap() - pattern = map_pattern.getPattern() - tiles = map_utils.getSprites(array, pattern) - return tiles, array - -def renderTiles(tiles, screen, camera, debug=False): - for tile in tiles: - screen.blit(tile.image, camera.apply_rect(tile.rect)) - if debug: - pg.draw.rect(screen, RED, camera.apply_rect(tile.rect), 1) diff --git a/resources/textures/Ground.tsx b/resources/textures/Ground.tsx deleted file mode 100644 index 338e07b..0000000 --- a/resources/textures/Ground.tsx +++ /dev/null @@ -1,2 +0,0 @@ - - diff --git a/resources/textures/Roads.tsx b/resources/textures/Roads.tsx deleted file mode 100644 index 9406774..0000000 --- a/resources/textures/Roads.tsx +++ /dev/null @@ -1,142 +0,0 @@ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - diff --git a/resources/textures/Trash.tsx b/resources/textures/Trash.tsx deleted file mode 100644 index 1d0eead..0000000 --- a/resources/textures/Trash.tsx +++ /dev/null @@ -1,49 +0,0 @@ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - diff --git a/resources/textures/Walls.tsx b/resources/textures/Walls.tsx deleted file mode 100644 index 2fd21ae..0000000 --- a/resources/textures/Walls.tsx +++ /dev/null @@ -1,139 +0,0 @@ - - - - - - - - - - - - - - - - - - - - - - - - - - - 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- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - diff --git a/resources/textures/player.tsx b/resources/textures/player.tsx deleted file mode 100644 index 80f5d22..0000000 --- a/resources/textures/player.tsx +++ /dev/null @@ -1,31 +0,0 @@ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - diff --git a/settings.py b/settings.py index e5be6e6..6bb0ab2 100644 --- a/settings.py +++ b/settings.py @@ -1,7 +1,5 @@ import pygame as pg -vec = pg.math.Vector2 - #colors LIGHTGREY = (100, 100, 100) CYAN = (0, 255, 255) diff --git a/sprites.py b/sprites.py deleted file mode 100644 index 8cec298..0000000 --- a/sprites.py +++ /dev/null @@ -1,163 +0,0 @@ -import pygame as pg -import pygame.image -from settings import * -from random import uniform -from map import collide_hit_rect - -vec = pg.math.Vector2 - - -def collide_with_walls(sprite, group, dir): - if dir == 'x': - hits = pg.sprite.spritecollide(sprite, group, False, collide_hit_rect) - if hits: - if hits[0].rect.centerx > sprite.hit_rect.centerx: - sprite.pos.x = hits[0].rect.left - sprite.hit_rect.width / 2 - if hits[0].rect.centerx < sprite.hit_rect.centerx: - sprite.pos.x = hits[0].rect.right + sprite.hit_rect.width / 2 - sprite.vel.x = 0 - sprite.hit_rect.centerx = sprite.pos.x - if dir == 'y': - hits = pg.sprite.spritecollide(sprite, group, False, collide_hit_rect) - if hits: - if hits[0].rect.centery > sprite.hit_rect.centery: - sprite.pos.y = hits[0].rect.top - sprite.hit_rect.height / 2 - if hits[0].rect.centery < sprite.hit_rect.centery: - sprite.pos.y = hits[0].rect.bottom + sprite.hit_rect.height / 2 - sprite.vel.y = 0 - sprite.hit_rect.centery = sprite.pos.y - -class Player(pg.sprite.Sprite): - def __init__(self, game, x, y): - self.groups = game.all_sprites - pg.sprite.Sprite.__init__(self, self.groups) - self.game = game - self.image = game.player_img - self.rect = self.image.get_rect() - self.rect.center = (x,y) - self.hit_rect = PLAYER_HIT_RECT - self.hit_rect.center = self.rect.center - self.vel = vec(0, 0) - self.pos = vec(x, y) - self.rot = 0 - - - def get_keys(self): - self.rot_speed = 0 - self.vel = vec(0, 0) - keys = pg.key.get_pressed() - if keys[pg.K_LEFT] or keys[pg.K_a]: - self.rot_speed = PLAYER_ROT_SPEED - if keys[pg.K_RIGHT] or keys[pg.K_d]: - self.rot_speed = -PLAYER_ROT_SPEED - if keys[pg.K_UP] or keys[pg.K_w]: - self.vel = vec(PLAYER_SPEED, 0).rotate(-self.rot) - if keys[pg.K_DOWN] or keys[pg.K_s]: - self.vel = vec(-PLAYER_SPEED / 2, 0).rotate(-self.rot) - - - def update(self): - self.get_keys() - self.rot = (self.rot + self.rot_speed * self.game.dt) % 360 - self.image = pg.transform.rotate(self.game.player_img, self.rot) - self.rect = self.image.get_rect() - self.rect.center = self.pos - self.pos += self.vel * self.game.dt - self.hit_rect.centerx = self.pos.x - collide_with_walls(self, self.game.wallTiles, 'x') - self.hit_rect.centery = self.pos.y - collide_with_walls(self, self.game.wallTiles, 'y') - self.rect.center = self.hit_rect.center - -class Dump(pg.sprite.Sprite): - # wysypisko - def __init__(self): - super().__init__() - self.glass = [] - self.paper = [] - self.bio = [] - self.other_trash = [] -class trash(pg.sprite.Sprite): - - def __init__(self,x,y,img, type): - super().__init__() - - self.width=16 - self.height=16 - - self.type = type - - self.x = x - self.y = y - - self.image = pygame.image.load(img) - self.image = pygame.transform.scale(self.image, (self.x,self.y)) - self.rect = self.image.get_rect() -class trashbin(pg.sprite.Sprite): - - def __init__(self,x,y,img, type): - super().__init__() - - # trashbin type - self.type = type - - # dimensions - if type == "small": - self.width = 4 - self.height = 4 - elif type == "medium": - self.width = 8 - self.height = 8 - elif type == "large": - self.width = 16 - self.height = 16 - - # spawn coords - self.x = x - self.y = y - - # load trashbin image - self.image = pygame.image.load(img) - self.image = pygame.transform.scale(self.image, (self.x,self.y)) - self.rect = self.image.get_rect() - -class trashmaster(pg.sprite.Sprite): - - def __init__(self,x,y,img): - super().__init__() - - self.width=x - self.height=y - - self.x = 0 - self.y = 0 - - self.image = pygame.image.load(img) - self.image = pygame.transform.scale(self.image, (self.width,self.height)) - self.rect = self.image.get_rect() - - def movement(self, key, vel): - if key == pygame.K_LEFT: - self.x -= vel - - if key == pygame.K_RIGHT: - self.x += vel - - if key == pygame.K_UP: - self.y -= vel - - if key == pygame.K_DOWN: - self.y += vel - return (self.x, self.y) - -class Obstacle(pg.sprite.Sprite): - def __init__(self, game, x, y, w, h): - self.groups = game.walls - pg.sprite.Sprite.__init__(self, self.groups) - self.game = game - self.rect = pg.Rect(x, y, w, h) - self.hit_rect = self.rect - self.x = x - self.y = y - self.rect.x = x - self.rect.y = y diff --git a/trash.py b/trash.py deleted file mode 100644 index ddeea4b..0000000 --- a/trash.py +++ /dev/null @@ -1,18 +0,0 @@ -import pygame.image - -class trash(pygame.sprite.Sprite): - - def __init__(self,x,y,img, type): - super().__init__() - - self.width=16 - self.height=16 - - self.type = type - - self.x = x - self.y = y - - self.image = pygame.image.load(img) - self.image = pygame.transform.scale(self.image, (self.x,self.y)) - self.rect = self.image.get_rect()