Trashmaster/main.py

165 lines
5.2 KiB
Python

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()