WMICraft/logic/grid.py
XsedoX deabeeac43 mozna zgetowac tile po row i column do tego jest funkcja get_tile w grid;
step_onto -> put_on(zmiana nazwy), dziala poprawnie(maly bug byl);funkcja put_on_tile(row, column, obj) sluzy polozeniu danego obiektu na danym tilu, przyklad uzycia zakomentowany w game.py(wywolujcie po spawnerze, bo nadpisze pozycje xd); dorobilem wlasny exception, gdy tile jest zajety w pliku exceptions.py - moze sie przyda ten plik
2022-04-08 17:15:01 +02:00

87 lines
3.3 KiB
Python

import random
import numpy as np
import pygame
from common.constants import ROWS, COLUMNS, GRID_CELL_PADDING, GRID_CELL_WIDTH, GRID_CELL_HEIGHT, BORDER_WIDTH, \
BORDER_RADIUS, NBR_OF_TREES, NBR_OF_WATER
from .exceptions import FieldNotWalkable
from .field import Field
class Grid:
def __init__(self, textures):
self.textures = textures
self.grid = []
self.free_fields = []
self.busy_fields = []
podkladka = np.zeros((ROWS, COLUMNS))
for drzewa in range(0, NBR_OF_TREES):
rzad = random.randint(0, ROWS - 1)
kolumna = random.randint(0, COLUMNS - 1)
if podkladka[rzad][kolumna] == 0:
podkladka[rzad][kolumna] = 1
else:
drzewa = drzewa - 1
for i in range(0, NBR_OF_WATER):
rzad = random.randint(0, ROWS - 1)
kolumna = random.randint(0, COLUMNS - 1)
if podkladka[rzad][kolumna] == 0:
podkladka[rzad][kolumna] = 2
else:
drzewa = drzewa - 1
for row in range(ROWS):
self.grid.append([])
for column in range(COLUMNS):
box_rect = [(GRID_CELL_PADDING + GRID_CELL_WIDTH) * column + GRID_CELL_PADDING + 7,
(GRID_CELL_PADDING + GRID_CELL_HEIGHT) * row + GRID_CELL_PADDING + 7,
GRID_CELL_WIDTH,
GRID_CELL_HEIGHT]
if podkladka[row][column] == 1:
texture_path, converted_texture = self.textures[-1]
elif podkladka[row][column] == 2:
texture_path, converted_texture = self.textures[-2]
else:
texture_path, converted_texture = self.get_random_texture()
field = Field(
texture_path,
converted_texture,
pygame.transform.scale(converted_texture,
(GRID_CELL_WIDTH,
GRID_CELL_HEIGHT)),
pygame.Rect(box_rect),
row=row,
column=column
)
if field.busy:
self.busy_fields.append(field)
else:
self.free_fields.append(field)
self.grid[row].append(pygame.sprite.Group(field))
def update(self, screen):
self.draw(screen)
def get_random_texture(self):
texture_index = random.randint(0, len(self.textures) - 3)
return self.textures[texture_index]
def get_tile(self, row, column):
return pygame.sprite.Group.sprites(self.grid[row][column])[0] # iteruj kolumny i wiersze od 0
def put_on_tile(self, row, column, obj): # iteruj kolumny i wiersze od 0
try:
self.get_tile(row, column).put_on(obj)
except FieldNotWalkable:
print("Field busy")
def draw(self, screen):
bg_width = (GRID_CELL_PADDING + GRID_CELL_WIDTH) * COLUMNS + BORDER_WIDTH
bg_height = (GRID_CELL_PADDING + GRID_CELL_HEIGHT) * ROWS + BORDER_WIDTH
pygame.draw.rect(screen, (255, 255, 255), pygame.Rect(5, 5, bg_width, bg_height), 0, BORDER_RADIUS)
for fields_row in self.grid:
for fields in fields_row:
fields.draw(screen)