Added the Vacuum Doc Station, which can refresh vacuum container_filling level + add sprite of Doc Station + display Doc Station on screen
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@ -34,5 +34,8 @@ class VacuumMoveCommand(Command):
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self.vacuum.increase_container_filling()
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self.vacuum.increase_container_filling()
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self.world.dust[end_x][end_y].pop()
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self.world.dust[end_x][end_y].pop()
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if self.world.is_docking_station_at(end_x, end_y):
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self.vacuum.dump_trash()
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self.vacuum.x = end_x
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self.vacuum.x = end_x
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self.vacuum.y = end_y
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self.vacuum.y = end_y
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@ -12,4 +12,7 @@ class Vacuum(Entity):
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def increase_container_filling(self) -> None:
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def increase_container_filling(self) -> None:
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self.container_filling += 10
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self.container_filling += 10
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# TODO VACUUM: add more properties
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def dump_trash(self) -> None:
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self.container_filling = 0
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# TODO VACUUM: add more properties
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@ -10,12 +10,15 @@ class World:
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self.vacuum = None
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self.vacuum = None
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self.cat = None
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self.cat = None
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self.doc_station = None
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def add_entity(self, entity: Entity):
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def add_entity(self, entity: Entity):
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if entity.type == "PEEL":
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if entity.type == "PEEL":
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self.dust[entity.x][entity.y].append(entity)
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self.dust[entity.x][entity.y].append(entity)
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elif entity.type == "VACUUM":
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elif entity.type == "VACUUM":
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self.vacuum = entity
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self.vacuum = entity
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elif entity.type == "DOC_STATION":
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self.doc_station = entity
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elif entity.type == "CAT":
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elif entity.type == "CAT":
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self.cat = entity
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self.cat = entity
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self.obstacles[entity.x][entity.y].append(entity)
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self.obstacles[entity.x][entity.y].append(entity)
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@ -26,4 +29,7 @@ class World:
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return bool(self.obstacles[x][y])
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return bool(self.obstacles[x][y])
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def is_garbage_at(self, x: int, y: int) -> bool:
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def is_garbage_at(self, x: int, y: int) -> bool:
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return bool(self.dust[x][y])
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return bool(self.dust[x][y])
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def is_docking_station_at(self, x: int, y: int) -> bool:
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return bool(self.doc_station.x == x and self.doc_station.y == y)
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2
main.py
2
main.py
@ -7,6 +7,7 @@ from domain.commands.vacuum_move_command import VacuumMoveCommand
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from domain.entities.cat import Cat
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from domain.entities.cat import Cat
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from domain.entities.entity import Entity
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from domain.entities.entity import Entity
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from domain.entities.vacuum import Vacuum
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from domain.entities.vacuum import Vacuum
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from domain.entities.docking_station import Doc_Station
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from domain.world import World
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from domain.world import World
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from view.renderer import Renderer
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from view.renderer import Renderer
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@ -75,6 +76,7 @@ def generate_world(tiles_x: int, tiles_y: int) -> World:
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temp_y = randint(0, tiles_y - 1)
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temp_y = randint(0, tiles_y - 1)
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world.add_entity(Entity(temp_x, temp_y, "PEEL"))
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world.add_entity(Entity(temp_x, temp_y, "PEEL"))
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world.vacuum = Vacuum(1, 1)
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world.vacuum = Vacuum(1, 1)
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world.doc_station = Doc_Station(9, 9)
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world.cat = Cat(7, 8)
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world.cat = Cat(7, 8)
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world.add_entity(world.cat)
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world.add_entity(world.cat)
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world.add_entity(Entity(2, 8, "PLANT1"))
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world.add_entity(Entity(2, 8, "PLANT1"))
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@ -36,6 +36,8 @@ class Renderer:
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self.sprites = {
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self.sprites = {
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"VACUUM": pygame.transform.scale(pygame.image.load("media/sprites/vacuum.png"),
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"VACUUM": pygame.transform.scale(pygame.image.load("media/sprites/vacuum.png"),
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(self.tile_width, self.tile_height)),
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(self.tile_width, self.tile_height)),
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"DOC_STATION": pygame.transform.scale(pygame.image.load("media/sprites/docking_station.png"),
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(self.tile_width, self.tile_height)),
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"WALL": pygame.transform.scale(pygame.image.load("media/sprites/wall.png"),
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"WALL": pygame.transform.scale(pygame.image.load("media/sprites/wall.png"),
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(self.tile_width, self.tile_height)),
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(self.tile_width, self.tile_height)),
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"TILE": pygame.transform.scale(pygame.image.load("media/sprites/tile_cropped.jpeg"),
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"TILE": pygame.transform.scale(pygame.image.load("media/sprites/tile_cropped.jpeg"),
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@ -77,6 +79,7 @@ class Renderer:
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for entity in world.obstacles[x][y]:
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for entity in world.obstacles[x][y]:
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self.draw_entity(entity)
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self.draw_entity(entity)
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self.draw_entity(world.vacuum)
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self.draw_entity(world.vacuum)
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self.draw_entity(world.doc_station)
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self.draw_entity(world.cat)
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self.draw_entity(world.cat)
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pygame.display.update()
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pygame.display.update()
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@ -104,6 +107,8 @@ class Renderer:
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text_surface = self.font.render(f"Filling: {entity.container_filling}%", True, Color("black"))
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text_surface = self.font.render(f"Filling: {entity.container_filling}%", True, Color("black"))
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text_pos = (draw_pos[0] + self.tile_width / 2 - text_surface.get_width() / 2, draw_pos[1] + self.tile_height)
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text_pos = (draw_pos[0] + self.tile_width / 2 - text_surface.get_width() / 2, draw_pos[1] + self.tile_height)
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self.screen.blit(text_surface, text_pos)
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self.screen.blit(text_surface, text_pos)
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if "DOC_STATION" in entity.type:
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draw_pos = ((entity.x - 0.1) * self.tile_width, (entity.y - 0.25) * self.tile_height)
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self.screen.blit(sprite, draw_pos)
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self.screen.blit(sprite, draw_pos)
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def draw_sprite(self, x: int, y: int, sprite_name: str):
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def draw_sprite(self, x: int, y: int, sprite_name: str):
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