added pygame sprites, some code refactors
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b1d33c5e41
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23
main.py
23
main.py
@ -5,16 +5,6 @@ from src.tractor import Tractor
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from src.settings import Settings
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def draw_line(screen: pygame.display, settings):
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for line in range(0, 11):
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pygame.draw.line(screen, (255, 255, 255), (0, line * settings.tile_size),
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(settings.screen_width, line*settings.tile_size))
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pygame.draw.line(screen, (255, 255, 255), (line * settings.tile_size, 0),
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(line * settings.tile_size, settings.screen_height))
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# TODO: add Sprite to every class and store Tile objects as Sprite group
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def main():
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pygame.init()
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@ -25,16 +15,15 @@ def main():
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screen = pygame.display.set_mode((settings.screen_width, settings.screen_height))
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pygame.display.set_caption('TRAKTOHOLIK')
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background_image = pygame.image.load('assets/images/sky.png')
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background_image = pygame.transform.scale(background_image, (settings.screen_width, settings.screen_height))
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# background_image = pygame.image.load('assets/images/sky.png')
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# background_image = pygame.transform.scale(background_image, (settings.screen_width, settings.screen_height))
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run = True
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while run:
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screen.blit(background_image, (0, 0))
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world.draw(screen)
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draw_line(screen, settings)
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screen.blit(tractor.image, (6*settings.tile_size, 5*settings.tile_size))
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# screen.blit(background_image, (0, 0)) to chyba sie nie przyda, wiec narazie comment
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world.draw_tiles(screen)
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world.draw_lines(screen)
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tractor.draw_tractor(screen)
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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@ -1,7 +1,10 @@
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class Plant:
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from pygame.sprite import Sprite
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class Plant(Sprite):
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""" Class representing plants """
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def __init__(self, species, tile):
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super().__init__()
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self.species = species
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self.tile = tile
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self.position = tile.position
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@ -1,5 +1,5 @@
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class Settings:
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""" Class to represent all settings for the app, maybe later as .cfg """
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""" Class to represent all static settings for the app, maybe later as .cfg """
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def __init__(self):
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# Screen settings
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@ -1,7 +1,12 @@
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class Tile:
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from pygame.sprite import Sprite
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class Tile(Sprite):
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""" Class to represent single board tile """
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def __init__(self, row_id, col_id, image, rect):
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def __init__(self, type, row_id, col_id, image, rect):
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super().__init__()
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self.type = type
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self.row_id = row_id
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self.col_id = col_id
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self.position = (row_id, col_id)
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@ -1,14 +1,20 @@
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import pygame
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from pygame.sprite import Sprite
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class Tractor:
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class Tractor(Sprite):
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""" Class to represent our agent """
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def __init__(self, engine, fertilizer, settings):
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super().__init__()
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self.image = pygame.transform.scale(pygame.image.load('assets/images/tractor.png'),
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(0.9*settings.tile_size, 0.9*settings.tile_size))
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self.engine = engine
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self.fertilizer = fertilizer
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self.settings = settings
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def draw_tractor(self, screen):
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screen.blit(self.image, (6 * self.settings.tile_size, 5 * self.settings.tile_size))
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def hydrate(self, tile):
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if tile.hydration < tile.plant.min_hydration:
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56
src/world.py
56
src/world.py
@ -3,44 +3,50 @@ from src.tile import Tile
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class World:
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""" Class to represent complete game board """
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world_data = [
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[1, 1, 1, 1, 0, 0, 1, 1, 1, 1],
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[1, 1, 1, 1, 0, 0, 1, 1, 1, 1],
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[1, 1, 1, 1, 0, 0, 1, 1, 1, 1],
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[1, 1, 1, 1, 0, 0, 1, 1, 1, 1],
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[1, 1, 1, 1, 0, 0, 1, 1, 1, 1],
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[0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
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[1, 1, 1, 1, 1, 1, 1, 1, 1, 1],
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[1, 1, 1, 1, 1, 1, 1, 1, 1, 1],
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[1, 1, 1, 1, 1, 1, 1, 1, 1, 1],
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[1, 1, 1, 1, 1, 1, 1, 1, 1, 1],
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] # it will be changed when miguel sends his code
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""" Class to represent complete game board, storing Tile classes inside Sprite Group """
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def __init__(self, settings):
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self.tile_list = []
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self.world_data = [[1, 1, 1, 1, 0, 0, 1, 1, 1, 1],
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[1, 1, 1, 1, 0, 0, 1, 1, 1, 1],
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[1, 1, 1, 1, 0, 0, 1, 1, 1, 1],
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[1, 1, 1, 1, 0, 0, 1, 1, 1, 1],
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[0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
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[0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
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[1, 1, 1, 1, 0, 0, 1, 1, 1, 1],
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[1, 1, 1, 1, 0, 0, 1, 1, 1, 1],
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[1, 1, 1, 1, 0, 0, 1, 1, 1, 1],
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[1, 1, 1, 1, 0, 0, 1, 1, 1, 1]]
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self.dirt_image = pygame.image.load('assets/images/dirt.jpeg')
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self.gravel_image = pygame.image.load('assets/images/gravel.jpeg')
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self.settings = settings
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self.tiles = pygame.sprite.Group() # mamy tiles jako Sprite Group, to sie przyda potem do kolizji itp.
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self.create_tiles()
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def create_tiles(self):
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row_count = 0
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for row in self.world_data:
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col_count = 0
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for tile in row:
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if tile == 1:
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img = pygame.transform.scale(self.dirt_image, (settings.tile_size, settings.tile_size))
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img = pygame.transform.scale(self.dirt_image, (self.settings.tile_size, self.settings.tile_size))
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type = 'dirt'
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elif tile == 0:
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img = pygame.transform.scale(self.gravel_image, (settings.tile_size, settings.tile_size))
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img = pygame.transform.scale(self.gravel_image, (self.settings.tile_size, self.settings.tile_size))
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type = 'gravel'
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img_rect = img.get_rect()
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img_rect.x = col_count * settings.tile_size
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img_rect.y = row_count * settings.tile_size
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tile = Tile(row_count, col_count, img, img_rect)
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self.tile_list.append(tile)
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img_rect.x = col_count * self.settings.tile_size
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img_rect.y = row_count * self.settings.tile_size
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tile = Tile(type, row_count, col_count, img, img_rect)
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self.tiles.add(tile)
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col_count += 1
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row_count += 1
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def draw(self, screen):
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for tile in self.tile_list:
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screen.blit(tile.image, tile.rect)
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def draw_tiles(self, screen):
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self.tiles.draw(screen)
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def draw_lines(self, screen):
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for line in range(len(self.world_data)):
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pygame.draw.line(screen, (255, 255, 255), (0, line * self.settings.tile_size),
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(self.settings.screen_width, line * self.settings.tile_size))
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pygame.draw.line(screen, (255, 255, 255), (line * self.settings.tile_size, 0),
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(line * self.settings.tile_size, self.settings.screen_height))
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