import pygame class Enclosure: def __init__(self, x1, y1, x2, y2, gate, type, imageH, imageV, imageGate): self.x1 = x1 - 1 self.y1 = y1 - 1 #(x1,y1) - wierzchołek przekątnej self.x2 = x2 - 1 self.y2 = y2 - 1 #(x2,y2) - 2 wierzchołek przekątnej self.gate = gate self.type = type self.imageH = imageH self.imageV = imageV self.imageGate = imageGate def gatebuild(self, screen, grid_size): self.imageGate = pygame.transform.scale(self.imageGate, (grid_size, grid_size)) gate_x, gate_y = self.gate gate_x -= 1 gate_y -= 1 rect = pygame.Rect(gate_x * grid_size, gate_y * grid_size, grid_size, grid_size) screen.blit(self.imageGate, (gate_x * grid_size, gate_y * grid_size)) def draw(self, screen, grid_size): self.imageH = pygame.transform.scale(self.imageH, (grid_size, grid_size)) self.imageV = pygame.transform.scale(self.imageV, (grid_size, grid_size)) gate_x, gate_y = self.gate gate_x -= 1 gate_y -= 1 if self.x1 < self.x2: for i in range(self.x1, self.x2+1): if (i, self.y1) != (gate_x, gate_y): screen.blit(self.imageH, (i * grid_size, self.y1 * grid_size)) if (i, self.y2) != (gate_x, gate_y): screen.blit(self.imageH, (i * grid_size, self.y2 * grid_size)) for j in range(self.y1, self.y2+1): if (self.x1, j) != (gate_x, gate_y): screen.blit(self.imageV, (self.x1 * grid_size, j * grid_size)) if (self.x2, j) != (gate_x, gate_y): screen.blit(self.imageV, (self.x2 * grid_size, j * grid_size)) def create_enclosures(): fenceH = pygame.image.load('images/fenceHor.png') fenceV = pygame.image.load('images/fenceVer.png') gate = pygame.image.load('images/gate.png') en1 = Enclosure(0,5, 9,11, (9,6),"hot", fenceH, fenceV, gate) # Lewa klatka en2 = Enclosure(13,0, 29,3, (16,3), 'medium', fenceH, fenceV, gate) # Górna klatka en3 = Enclosure(11,5, 16,11, (12,5),'cold', fenceH, fenceV, gate) # Środkowa klatka en4 = Enclosure(19,5, 31,11, (25,5),'hot', fenceH, fenceV, gate) # Prawa klatka en5 = Enclosure(4,13, 28,16, (16,13),'cold', fenceH, fenceV, gate) # Dolna klatka Enclosures = [en1, en2, en3, en4, en5] return Enclosures