worker
然后在每次迭代时随机更改此图标。请注意雪碧
工人
有两种状态:
RUNNING
和
IDLE
. 在每一个州
额外的
上的小图像
工人底层
会具体说明
情绪状态
HAPPY
或
ANGRY
在课堂上
Worker
我创建数组
emo_images
emo_state
. 这个变量表示
工人
:高兴或生气。每种情绪状态都有它的图像存储在
emotional_images
在代码中,我随机生成变量
state_indicator
. 如果它大于9,那么
更改为
愤怒的
. 否则,它是快乐的。
state_indicator = random.randint(0,10)
if state_indicator > 9:
print(state_indicator)
self.alert_notif_worker()
def alert_notif_worker(self):
self.emo_state = Worker.ANGRY
但是我不知道如何把情感形象放在
工人
映像(空闲、运行)。我只需要在底部添加另一个图像,这个额外的图像应该与
如果很难做到,那么用红色和绿色两种颜色的长方形代替图像来表示情感状态也是可以的。
import sys
import pygame, random
from pygame.math import Vector2
from scipy.optimize import minimize
import math
WHITE = (255, 255, 255)
GREEN = (20, 255, 140)
GREY = (210, 210 ,210)
BLACK = (0, 0 ,0)
RED = (255, 0, 0)
PURPLE = (255, 0, 255)
SCREENWIDTH=1000
SCREENHEIGHT=578
# Create point vectors for the corners.
corners = [
Vector2(0, 0), Vector2(SCREENWIDTH, 0),
Vector2(SCREENWIDTH, SCREENHEIGHT), Vector2(0, SCREENHEIGHT)
]
ABS_PATH = "/Users/sb/Desktop/"
IMG_BACKGROUND = ABS_PATH + "images/background.jpg"
IMG_WORKER_RUNNING = ABS_PATH + "images/workers/worker_1.png"
IMG_WORKER_IDLE = ABS_PATH + "images/workers/worker_2.png"
IMG_WORKER_ACCIDENT = ABS_PATH + "images/workers/accident.png"
IMG_WORKER_HAPPY = ABS_PATH + "images/workers/happy.png"
IMG_WORKER_ANGRY = ABS_PATH + "images/workers/angry.png"
class Background(pygame.sprite.Sprite):
def __init__(self, image_file, location, *groups):
# we set a _layer attribute before adding this sprite to the sprite groups
# we want the background to be actually in the back
self._layer = -1
pygame.sprite.Sprite.__init__(self, groups)
# let's resize the background image now and only once
self.image = pygame.transform.scale(pygame.image.load(image_file).convert(), (SCREENWIDTH, SCREENHEIGHT))
self.rect = self.image.get_rect(topleft=location)
class Worker(pygame.sprite.Sprite):
RUNNING = 0
IDLE = 1
HAPPY = 0
ANGRY = 1
IMAGE_CACHE = {}
def __init__(self, idw, image_running, image_idle, image_happy, image_angry, location, *groups):
self.font = pygame.font.SysFont('Arial', 20)
# each state has it's own image
self.images = {
Worker.RUNNING: pygame.transform.scale(self.get_image(image_running), (45, 45)),
Worker.IDLE: pygame.transform.scale(self.get_image(image_idle), (20, 45))
}
self.emo_images = {
Worker.HAPPY: pygame.transform.scale(self.get_image(image_happy), (20, 20)),
Worker.ANGRY: pygame.transform.scale(self.get_image(image_angry), (20, 20))
}
# we set a _layer attribute before adding this sprite to the sprite groups
# we want the workers on top
self._layer = 0
pygame.sprite.Sprite.__init__(self, groups)
self.idw = idw
# let's keep track of the state and how long we are in this state already
self.state = Worker.IDLE
self.emo_state = Worker.HAPPY
self.ticks_in_state = 0
self.image = self.images[self.state]
self.rect = self.image.get_rect(topleft=location)
self.direction = pygame.math.Vector2(0, 0)
self.speed = random.randint(1, 3)
self.set_random_direction()
def set_random_direction(self):
# random new direction or standing still
vec = pygame.math.Vector2(random.randint(-100,100), random.randint(-100,100)) if random.randint(0, 5) > 1 else pygame.math.Vector2(0, 0)
# check the new vector and decide if we are running or not
length = vec.length()
speed = sum(abs(int(v)) for v in vec.normalize() * self.speed) if length > 0 else 0
if (length == 0 or speed == 0) and (self.state != Worker.ACCIDENT):
new_state = Worker.IDLE
self.direction = pygame.math.Vector2(0, 0)
else:
new_state = Worker.RUNNING
self.direction = vec.normalize()
self.ticks_in_state = 0
self.state = new_state
# use the right image for the current state
self.image = self.images[self.state]
#self.emo_image = self.emo_images[self.emo_state]
def update(self, screen):
self.ticks_in_state += 1
# the longer we are in a certain state, the more likely is we change direction
if random.randint(0, self.ticks_in_state) > 70:
self.set_random_direction()
# now let's multiply our direction with our speed and move the rect
vec = [int(v) for v in self.direction * self.speed]
self.rect.move_ip(*vec)
# if we're going outside the screen, change direction
if not screen.get_rect().contains(self.rect):
self.direction = self.direction * -1
send_alert = random.randint(0,10)
if send_alert > 9:
print(send_alert)
self.alert_notif_worker()
self.rect.clamp_ip(screen.get_rect())
def alert_notif_worker(self):
self.emo_state = Worker.ANGRY
def get_image(self,key):
if not key in Worker.IMAGE_CACHE:
Worker.IMAGE_CACHE[key] = pygame.image.load(key)
return Worker.IMAGE_CACHE[key]
pygame.init()
all_sprites = pygame.sprite.LayeredUpdates()
workers = pygame.sprite.Group()
screen = pygame.display.set_mode((SCREENWIDTH, SCREENHEIGHT))
pygame.display.set_caption("TEST")
# create multiple workers
idw = 1
for pos in ((30,30), (50, 400), (200, 100), (700, 200)):
Worker(idw, IMG_WORKER_RUNNING, IMG_WORKER_IDLE,
IMG_WORKER_HAPPY, IMG_WORKER_ANGRY,
pos, all_sprites, workers)
idw+=1
# and the background
Background(IMG_BACKGROUND, [0,0], all_sprites)
carryOn = True
clock = pygame.time.Clock()
while carryOn:
for event in pygame.event.get():
if event.type==pygame.QUIT:
carryOn = False
pygame.display.quit()
pygame.quit()
quit()
all_sprites.update(screen)
all_sprites.draw(screen)
pygame.display.flip()
clock.tick(20)