import pygame import prefs from classes.beerKeg import BeerKeg from classes.coffeMachine import CoffeMachine from pygame.locals import K_w, K_s, K_a, K_d from classes.cell import Cell from classes.agent import Agent pygame.init() window = pygame.display.set_mode((prefs.WIDTH, prefs.HEIGHT)) pygame.display.set_caption("Game Window") def initBoard(): global cells cells = [] for i in range(prefs.GRID_SIZE): row = [] for j in range(prefs.GRID_SIZE): cell = Cell(i, j) row.append(cell) cells.append(row) # Na potrzeby prezentacji tworzę sobie prostokatne sciany na które nie da się wejść x1 = 3 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][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].update(window) if(cells[i][j].interactableItem): cells[i][j].interactableItem.update(window) initBoard() agent = Agent(prefs.SPAWN_POINT[0], prefs.SPAWN_POINT[1], cells) running = True while running: for event in pygame.event.get(): if event.type == pygame.QUIT: running = False # takie głupie kontrolki do usunięcia potem, tylko do preznetacji keys = pygame.key.get_pressed() if keys[K_w] and not agent.moved: agent.move_up() if keys[K_s] and not agent.moved: agent.move_down() if keys[K_a] and not agent.moved: agent.move_left() if keys[K_d] and not agent.moved: agent.move_right() if not any([keys[K_w], keys[K_s], keys[K_a], keys[K_d]]): agent.moved = False if pygame.key.get_pressed()[pygame.K_e]: if agent.current_cell.interactableItem and pygame.time.get_ticks() - agent.last_interact_time > 500: agent.last_interact_time = pygame.time.get_ticks() agent.current_cell.interactableItem.interact(agent) window.fill((255, 0, 0)) draw_grid(window, cells) agent.update(window) pygame.display.update() pygame.quit()