from calendar import c 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 SearchBfs import * import math class Game(): def __init__(self): pg.init() self.screen = pg.display.set_mode((WIDTH, HEIGHT)) pg.display.set_caption("Trashmaster") self.clock = pg.time.Clock() self.load_data() 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)) def new(self): # initialize all variables and do all the setup for a new game 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.screen.blit(self.map_img, (0,0)) self.camera = Camera(self.map.width, self.map.height) 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 while self.playing: self.dt = self.clock.tick(FPS) / 1000.0 self.events() self.update() self.draw() def quit(self): pg.quit() sys.exit() def update(self): # update portion of the game loop self.all_sprites.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, drawable_object, pos): # # pos => (x, y) # # drawable object must have .image field inside class # self.screen.blit(drawable_object.image, pos ) def draw(self): pg.display.set_caption("{:.2f}".format(self.clock.get_fps())) self.screen.blit(self.map_img, self.camera.apply_rect(self.map_rect)) for sprite in self.all_sprites: 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) if self.draw_debug: for wall in self.walls: pg.draw.rect(self.screen, CYAN, self.camera.apply_rect(wall.rect), 1) pg.display.flip() def events(self): 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() if event.key == pg.K_h: self.draw_debug = not self.draw_debug if event.type == pygame.MOUSEBUTTONUP: pos = pygame.mouse.get_pos() clicked_coords = [math.floor(pos[0] / TILESIZE), math.floor(pos[1] / TILESIZE)] print(clicked_coords) def show_start_screen(self): pass def show_go_screen(self): pass # def reloadMap(self): # #self.screen.fill(pygame.Color(self.BACKGROUND_COLOR)) # self.screen.blit(self.map_img, (0,0)) # 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()