automatyczny_kelner/src/Engine.py

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import pygame
from .obj.Object import Object
from .UserController import UserController
from .StateController import StateController
class Engine:
def __init__(self, screen_size, square_size, user: UserController, state: StateController):
self.user = user
self.state = state
self.screen_size = screen_size
self.screen = pygame.display.set_mode(self.screen_size)
self.square_size = square_size
self.num_squares = self.screen_size[0] // self.square_size
self.squares = self.__init_squares_field__(
self.num_squares, self.square_size)
self.objects: list[Object] = []
self.runnin = False
def __init_squares_field__(self, num_squares, square_size):
squares = []
for i in range(num_squares):
row = []
for j in range(num_squares):
square_rect = pygame.Rect(
j * square_size, i * square_size,
square_size, square_size)
row.append(square_rect)
squares.append(row)
return squares
def subscribe(self, object: Object):
self.objects.append(object)
def loop(self):
self.running = True
while self.running:
self.action()
self.redraw()
def quit(self):
self.running = False
def action(self):
self.user.handler(self)
conditionals = [
not self.user.obj.collide_test(self.user.obj),
all([not o.collide_test(self.user.obj) for o in self.objects])
]
if all(conditionals):
self.user.obj.dampState()
else:
self.user.obj.rollbackState()
self.user.obj.goal_test(self)
def redraw(self):
self.screen.fill((255, 255, 255))
for row in self.squares:
for square_rect in row:
pygame.draw.rect(self.screen, (0, 0, 0), square_rect, 1)
for o in self.objects:
o.blit(self.screen)
self.user.obj.blit(self.screen)
for s in self.state.path:
s.blit(self.screen)
pygame.display.flip()