fix: Minor fixes to names and debug logging
This commit is contained in:
parent
1f8798b98c
commit
735867d51f
12
app.py
12
app.py
@ -22,21 +22,21 @@ def initBoard():
|
||||
|
||||
# Na potrzeby prezentacji tworzę sobie prostokatne sciany na które nie da się wejść
|
||||
x1 = 3
|
||||
y1 = 2
|
||||
y1 = 6
|
||||
for i in range(x1, x1+4):
|
||||
for j in range(y1, y1+2):
|
||||
cells[i][j].prepareTexture("sprites/wall.png")
|
||||
cells[i][j].blocking_movement = True
|
||||
|
||||
cells[6][6].interactableItem = BeerKeg(cells[6][6], "Beer Keg")
|
||||
cells[10][10].interactableItem = CoffeMachine(cells[10][10], "Coffe Machine")
|
||||
cells[6][4].interactableItem = BeerKeg(cells[6][4], "Beer Keg")
|
||||
cells[4][10].interactableItem = CoffeMachine(cells[4][10], "Coffe Machine")
|
||||
|
||||
def draw_grid(window, cells):
|
||||
for i in range(prefs.GRID_SIZE):
|
||||
for j in range(prefs.GRID_SIZE):
|
||||
cells[i][j].draw(window)
|
||||
cells[i][j].update(window)
|
||||
if(cells[i][j].interactableItem):
|
||||
cells[i][j].interactableItem.draw(window)
|
||||
cells[i][j].interactableItem.update(window)
|
||||
|
||||
initBoard()
|
||||
agent = Agent(prefs.SPAWN_POINT[0], prefs.SPAWN_POINT[1], cells)
|
||||
@ -67,7 +67,7 @@ while running:
|
||||
|
||||
window.fill((255, 0, 0))
|
||||
draw_grid(window, cells)
|
||||
agent.draw(window)
|
||||
agent.update(window)
|
||||
pygame.display.update()
|
||||
|
||||
pygame.quit()
|
||||
|
@ -8,7 +8,7 @@ class Agent:
|
||||
self.moved=False
|
||||
self.last_move_time = pygame.time.get_ticks()
|
||||
self.last_interact_time = pygame.time.get_ticks()
|
||||
self.last_draw_time = pygame.time.get_ticks()
|
||||
self.last_update_time = pygame.time.get_ticks()
|
||||
self.cells = cells
|
||||
self.score = baseScore
|
||||
self.multiplier = 1
|
||||
@ -37,20 +37,18 @@ class Agent:
|
||||
self.moved=True
|
||||
self.last_move_time=pygame.time.get_ticks()
|
||||
|
||||
def draw(self, surface):
|
||||
def update(self, surface):
|
||||
surface.blit(self.sprite, (self.current_cell.X * prefs.CELL_SIZE,
|
||||
self.current_cell.Y * prefs.CELL_SIZE))
|
||||
# TO nie powinno być tu ale trudno
|
||||
current_draw_time = pygame.time.get_ticks()
|
||||
|
||||
current_update_time = pygame.time.get_ticks()
|
||||
# różnca czasu między wyoływaniami, używa do uniezależnienia od ilości wywołań funkcji
|
||||
delta_time = ((current_draw_time - self.last_draw_time)/1000)
|
||||
if self.multiplier > 1:
|
||||
self.multiplier = self.multiplier - (1 / 16) * delta_time
|
||||
if self.multiplier < 1:
|
||||
self.multiplier = 1
|
||||
delta_time = ((current_update_time - self.last_update_time)/1000)
|
||||
self.increase_multiplier(-(1 / 16) * delta_time)
|
||||
|
||||
|
||||
self.last_draw_time = current_draw_time
|
||||
|
||||
self.last_update_time = current_update_time
|
||||
|
||||
def increase_score(self, amount):
|
||||
self.score += amount * round(self.multiplier,2)
|
||||
@ -58,5 +56,9 @@ class Agent:
|
||||
|
||||
def increase_multiplier(self, amount):
|
||||
self.multiplier += amount
|
||||
if self.multiplier > 0 : self.multiplier = 2
|
||||
print("Agent score changed from {} to {}".format(self.multiplier - amount, self.multiplier))
|
||||
if self.multiplier > 2:
|
||||
self.multiplier = 2
|
||||
print("Agent score changed from {} to {}".format(self.multiplier , self.multiplier + amount if self.multiplier + amount <= 2 else 2))
|
||||
return
|
||||
if self.multiplier < 1:
|
||||
self.multiplier = 1
|
||||
|
@ -16,7 +16,7 @@ class Cell:
|
||||
preparedTexture = pygame.image.load(texture).convert_alpha()
|
||||
preparedTexture = pygame.transform.scale(preparedTexture, (prefs.CELL_SIZE, prefs.CELL_SIZE))
|
||||
self.texture = preparedTexture
|
||||
def draw(self,window):
|
||||
def update(self,window):
|
||||
if(self.texture):
|
||||
window.blit(self.texture, self.rect)
|
||||
else:
|
||||
|
@ -7,6 +7,6 @@ class Interactable:
|
||||
"""Ta metoda powinna być przysłonięta przez klasę dziedziczącą."""
|
||||
raise NotImplementedError
|
||||
|
||||
def draw(self, surface):
|
||||
def update(self, surface):
|
||||
surface.blit(self.sprite, (self.cell.X * prefs.CELL_SIZE,
|
||||
self.cell.Y * prefs.CELL_SIZE))
|
Loading…
Reference in New Issue
Block a user