Added the Vacuum Doc Station, which can refresh vacuum container_filling level + add sprite of Doc Station + display Doc Station on screen

This commit is contained in:
Pavel 2023-04-13 19:04:57 +02:00
parent 3b761e41ab
commit 8ef3da8df0
5 changed files with 21 additions and 2 deletions

View File

@ -34,5 +34,8 @@ class VacuumMoveCommand(Command):
self.vacuum.increase_container_filling()
self.world.dust[end_x][end_y].pop()
if self.world.is_docking_station_at(end_x, end_y):
self.vacuum.dump_trash()
self.vacuum.x = end_x
self.vacuum.y = end_y

View File

@ -12,4 +12,7 @@ class Vacuum(Entity):
def increase_container_filling(self) -> None:
self.container_filling += 10
# TODO VACUUM: add more properties
def dump_trash(self) -> None:
self.container_filling = 0
# TODO VACUUM: add more properties

View File

@ -10,12 +10,15 @@ class World:
self.vacuum = None
self.cat = None
self.doc_station = None
def add_entity(self, entity: Entity):
if entity.type == "PEEL":
self.dust[entity.x][entity.y].append(entity)
elif entity.type == "VACUUM":
self.vacuum = entity
elif entity.type == "DOC_STATION":
self.doc_station = entity
elif entity.type == "CAT":
self.cat = entity
self.obstacles[entity.x][entity.y].append(entity)
@ -26,4 +29,7 @@ class World:
return bool(self.obstacles[x][y])
def is_garbage_at(self, x: int, y: int) -> bool:
return bool(self.dust[x][y])
return bool(self.dust[x][y])
def is_docking_station_at(self, x: int, y: int) -> bool:
return bool(self.doc_station.x == x and self.doc_station.y == y)

View File

@ -7,6 +7,7 @@ from domain.commands.vacuum_move_command import VacuumMoveCommand
from domain.entities.cat import Cat
from domain.entities.entity import Entity
from domain.entities.vacuum import Vacuum
from domain.entities.docking_station import Doc_Station
from domain.world import World
from view.renderer import Renderer
@ -75,6 +76,7 @@ def generate_world(tiles_x: int, tiles_y: int) -> World:
temp_y = randint(0, tiles_y - 1)
world.add_entity(Entity(temp_x, temp_y, "PEEL"))
world.vacuum = Vacuum(1, 1)
world.doc_station = Doc_Station(9, 9)
world.cat = Cat(7, 8)
world.add_entity(world.cat)
world.add_entity(Entity(2, 8, "PLANT1"))

View File

@ -36,6 +36,8 @@ class Renderer:
self.sprites = {
"VACUUM": pygame.transform.scale(pygame.image.load("media/sprites/vacuum.png"),
(self.tile_width, self.tile_height)),
"DOC_STATION": pygame.transform.scale(pygame.image.load("media/sprites/docking_station.png"),
(self.tile_width, self.tile_height)),
"WALL": pygame.transform.scale(pygame.image.load("media/sprites/wall.png"),
(self.tile_width, self.tile_height)),
"TILE": pygame.transform.scale(pygame.image.load("media/sprites/tile_cropped.jpeg"),
@ -77,6 +79,7 @@ class Renderer:
for entity in world.obstacles[x][y]:
self.draw_entity(entity)
self.draw_entity(world.vacuum)
self.draw_entity(world.doc_station)
self.draw_entity(world.cat)
pygame.display.update()
@ -104,6 +107,8 @@ class Renderer:
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)
if "DOC_STATION" in entity.type:
draw_pos = ((entity.x - 0.1) * self.tile_width, (entity.y - 0.25) * self.tile_height)
self.screen.blit(sprite, draw_pos)
def draw_sprite(self, x: int, y: int, sprite_name: str):