mozna zgetowac tile po row i column do tego jest funkcja get_tile w grid; #18
2
logic/exceptions.py
Normal file
2
logic/exceptions.py
Normal file
@ -0,0 +1,2 @@
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class FieldNotWalkable(Exception):
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pass
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@ -1,5 +1,7 @@
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import pygame
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import pygame
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from logic.exceptions import FieldNotWalkable
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class Field(pygame.sprite.Sprite):
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class Field(pygame.sprite.Sprite):
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def __init__(self, texture_path, converted_texture, img, rect, row=0, column=0):
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def __init__(self, texture_path, converted_texture, img, rect, row=0, column=0):
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@ -17,7 +19,10 @@ class Field(pygame.sprite.Sprite):
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if self.texture_path == 'water.png' or self.texture_path == 'grass_with_tree.jpg':
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if self.texture_path == 'water.png' or self.texture_path == 'grass_with_tree.jpg':
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self.busy = True
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self.busy = True
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def step_onto(self, obj): # ustawia objekt na srodku pola
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def put_on(self, obj): # ustawia objekt na srodku pola
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obj.rect = obj.clamp(self.rect)
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if not self.busy:
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self.busy = True
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obj.rect = obj.rect.clamp(self.rect)
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obj.update()
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self.busy = True
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obj.update()
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else:
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raise FieldNotWalkable
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@ -117,6 +117,8 @@ class Game:
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castle_spawn.spawn()
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castle_spawn.spawn()
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#grid.put_on_tile(0, 0, knights_left[0])
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while running:
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while running:
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self.screen.blit(self.bg, (0, 0))
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self.screen.blit(self.bg, (0, 0))
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@ -4,6 +4,7 @@ import pygame
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from common.constants import ROWS, COLUMNS, GRID_CELL_PADDING, GRID_CELL_WIDTH, GRID_CELL_HEIGHT, BORDER_WIDTH, \
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from common.constants import ROWS, COLUMNS, GRID_CELL_PADDING, GRID_CELL_WIDTH, GRID_CELL_HEIGHT, BORDER_WIDTH, \
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BORDER_RADIUS, NBR_OF_TREES, NBR_OF_WATER
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BORDER_RADIUS, NBR_OF_TREES, NBR_OF_WATER
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from .exceptions import FieldNotWalkable
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from .field import Field
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from .field import Field
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@ -15,15 +16,15 @@ class Grid:
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self.busy_fields = []
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self.busy_fields = []
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podkladka = np.zeros((ROWS, COLUMNS))
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podkladka = np.zeros((ROWS, COLUMNS))
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for drzewa in range(0, NBR_OF_TREES):
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for drzewa in range(0, NBR_OF_TREES):
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rzad = random.randint(0, ROWS-1)
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rzad = random.randint(0, ROWS - 1)
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kolumna = random.randint(0, COLUMNS-1)
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kolumna = random.randint(0, COLUMNS - 1)
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if podkladka[rzad][kolumna] == 0:
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if podkladka[rzad][kolumna] == 0:
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podkladka[rzad][kolumna] = 1
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podkladka[rzad][kolumna] = 1
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else:
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else:
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drzewa = drzewa - 1
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drzewa = drzewa - 1
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for i in range(0, NBR_OF_WATER):
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for i in range(0, NBR_OF_WATER):
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rzad = random.randint(0, ROWS-1)
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rzad = random.randint(0, ROWS - 1)
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kolumna = random.randint(0, COLUMNS-1)
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kolumna = random.randint(0, COLUMNS - 1)
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if podkladka[rzad][kolumna] == 0:
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if podkladka[rzad][kolumna] == 0:
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podkladka[rzad][kolumna] = 2
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podkladka[rzad][kolumna] = 2
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else:
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else:
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@ -66,6 +67,15 @@ class Grid:
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texture_index = random.randint(0, len(self.textures) - 3)
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texture_index = random.randint(0, len(self.textures) - 3)
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return self.textures[texture_index]
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return self.textures[texture_index]
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def get_tile(self, row, column):
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return pygame.sprite.Group.sprites(self.grid[row][column])[0] # iteruj kolumny i wiersze od 0
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def put_on_tile(self, row, column, obj): # iteruj kolumny i wiersze od 0
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try:
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self.get_tile(row, column).put_on(obj)
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except FieldNotWalkable:
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print("Field busy")
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def draw(self, screen):
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def draw(self, screen):
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bg_width = (GRID_CELL_PADDING + GRID_CELL_WIDTH) * COLUMNS + BORDER_WIDTH
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bg_width = (GRID_CELL_PADDING + GRID_CELL_WIDTH) * COLUMNS + BORDER_WIDTH
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bg_height = (GRID_CELL_PADDING + GRID_CELL_HEIGHT) * ROWS + BORDER_WIDTH
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bg_height = (GRID_CELL_PADDING + GRID_CELL_HEIGHT) * ROWS + BORDER_WIDTH
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