Added the cleaning ability to vacuum and container_filling status now is visible.

This commit is contained in:
Pavel 2023-04-10 18:43:16 +02:00
parent 2929495348
commit 3b761e41ab
4 changed files with 20 additions and 2 deletions

View File

@ -30,5 +30,9 @@ class VacuumMoveCommand(Command):
if self.world.is_obstacle_at(end_x, end_y):
return
if self.world.is_garbage_at(end_x, end_y):
self.vacuum.increase_container_filling()
self.world.dust[end_x][end_y].pop()
self.vacuum.x = end_x
self.vacuum.y = end_y

View File

@ -9,4 +9,7 @@ class Vacuum(Entity):
self.cleaning_detergent = 100
self.container_filling = 0
def increase_container_filling(self) -> None:
self.container_filling += 10
# TODO VACUUM: add more properties

View File

@ -2,7 +2,7 @@ from domain.entities.entity import Entity
class World:
def __init__(self, width: int, height: int):
def __init__(self, width: int, height: int) -> object:
self.width = width
self.height = height
self.dust = [[[] for j in range(height)] for i in range(width)]
@ -24,3 +24,6 @@ class World:
def is_obstacle_at(self, x: int, y: int) -> bool:
return bool(self.obstacles[x][y])
def is_garbage_at(self, x: int, y: int) -> bool:
return bool(self.dust[x][y])

View File

@ -31,6 +31,7 @@ class Renderer:
pygame.display.set_caption("AI Vacuum Cleaner")
self.screen = pygame.display.set_mode((self.width, self.height))
self.font = pygame.font.SysFont('Arial', 26, bold=True)
self.sprites = {
"VACUUM": pygame.transform.scale(pygame.image.load("media/sprites/vacuum.png"),
@ -92,10 +93,17 @@ class Renderer:
def draw_entity(self, entity: Entity):
sprite = self.sprites.get(entity.type, None)
draw_pos = (entity.x * self.tile_width, entity.y * self.tile_height)
if "PEEL" in entity.type:
draw_pos = ((entity.x - 0.1) * self.tile_width, (entity.y - 0.25) * self.tile_height)
if "PLANT" in entity.type:
draw_pos = ((entity.x - 0.1) * self.tile_width, (entity.y - 0.25) * self.tile_height)
if "CAT" in entity.type and isinstance(entity, Cat):
sprite = self.cat_direction_sprite[entity.direction]
if "VACUUM" in entity.type:
# Add text displaying container filling level
text_surface = self.font.render(f"Filling: {entity.container_filling}%", True, Color("black"))
text_pos = (draw_pos[0] + self.tile_width / 2 - text_surface.get_width() / 2, draw_pos[1] + self.tile_height)
self.screen.blit(text_surface, text_pos)
self.screen.blit(sprite, draw_pos)
def draw_sprite(self, x: int, y: int, sprite_name: str):