Poprawiono kod + oskryptowano poruszanie sie smieciarza
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game.py
115
game.py
@ -1,5 +1,6 @@
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from pygame import *
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import sys, random
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from sprites.cell import CELL_SIZE
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from sprites.grass import Grass
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from sprites.house import House
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from sprites.landfill import Landfill
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@ -7,63 +8,78 @@ from sprites.garbage_collector import Garbage_collector
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from pygame.locals import *
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import utils
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##INITIALIZE STATIC VARIABLES#########
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FPS = 5
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all_sprites = sprite.Group()
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cells = []
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FPS = 5
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cell_size = 64
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fps_clock = time.Clock()
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######################################
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#Tu będzie zmienna do wybrania przez użytkownika na start/ do zmiany w trakcie "gry"
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##INITIALIZE DYNAMIC VARIABLES########
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home_amount = utils.set_home_amount()
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obstacles_coords = []
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#Obszar przeznaczony na płyki
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PLAY_WIDTH = (home_amount+1)*64
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PLAY_WIDTH = home_amount*CELL_SIZE
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PLAY_HEIGHT = PLAY_WIDTH
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#Całe okno gry (z przyszłym hud'em)
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WINDOW_WIDTH = PLAY_WIDTH #+ 100
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WINDOW_HEIGHT = PLAY_HEIGHT #+ 100
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WINDOW_WIDTH = PLAY_WIDTH
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WINDOW_HEIGHT = PLAY_HEIGHT
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######################################
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##GAMEWINDOW##########################
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GAMEWINDOW = display.set_mode((WINDOW_WIDTH, WINDOW_HEIGHT), 0, 32)
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WHITE = (255, 255, 255)
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display.set_caption('Śmieciarz WMI')
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######################################
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#Dodawanie pól typu Grass
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for x in range(PLAY_HEIGHT//64):
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cells.append([])
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for y in range(PLAY_HEIGHT//64):
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grass = Grass(x,y)
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cells[x].append(grass)
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##GENERATE GRASS##################################################################
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grass = []
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for k in range(0,(PLAY_WIDTH//CELL_SIZE)*(PLAY_HEIGHT//CELL_SIZE)):
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x,y = (int(k%(PLAY_WIDTH//CELL_SIZE)), int(k/(PLAY_WIDTH//CELL_SIZE)))
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grass.append( Grass(x,y) )
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#Losowanie domków i dodawanie je do mapy
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home_len = home_amount
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trash_count = 2
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while( home_len > 0 ):
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#Sprawdzenie, czy istnieje już domek na danej pozycji, jeżeli tak to losuj ponownie
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x, y = utils.generate_rand_coordinates(PLAY_WIDTH, PLAY_HEIGHT)
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if( type(cells[x][y]) == Grass ):
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cells[x][y] = House(x,y, 10, 10, 10)
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home_len = home_len - 1
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for item in grass:
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all_sprites.add(item)
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while(trash_count >= 0):
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x, y = utils.generate_rand_coordinates(PLAY_WIDTH, PLAY_HEIGHT)
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if( type(cells[x][y]) == Grass ):
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cells[x][y] = Landfill(x, y, trash_count)
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trash_count -= 1
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##################################################################################
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while(True):
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x, y = utils.generate_rand_coordinates(PLAY_WIDTH, PLAY_HEIGHT)
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if type(cells[x][y]) is Grass:
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cells[x][y] = Garbage_collector(x,y)
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##GENERATE HOUSES#################################################################
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houses = []
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home_counter = home_amount
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while( home_counter != 0 ):
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x,y = utils.generate_rand_coordinates((PLAY_WIDTH//CELL_SIZE)-1,(PLAY_HEIGHT//CELL_SIZE)-1)
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if( (x,y) not in obstacles_coords ):
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houses.append( House(x,y, 10, 10, 10) )
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obstacles_coords.append((x,y))
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home_counter = home_counter - 1
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for item in houses:
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all_sprites.add(item)
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##################################################################################
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##GENERATE LANDFILLS##############################################################
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landfills = []
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landfill_counter = 3
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while( landfill_counter != 0):
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x,y = utils.generate_rand_coordinates((PLAY_WIDTH//CELL_SIZE)-1,(PLAY_HEIGHT//CELL_SIZE)-1)
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if( (x,y) not in obstacles_coords ):
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landfills.append( Landfill(x,y, landfill_counter-1) )
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obstacles_coords.append((x,y))
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landfill_counter = landfill_counter - 1
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for item in landfills:
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all_sprites.add(item)
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##################################################################################
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##GENERATE GARBAGE COLLECTOR######################################################
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while( True ):
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x,y = utils.generate_rand_coordinates((PLAY_WIDTH//CELL_SIZE)-1,(PLAY_HEIGHT//CELL_SIZE)-1)
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if( (x,y) not in obstacles_coords ):
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gc = Garbage_collector(x,y)
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break
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all_sprites.add(gc)
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##################################################################################
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#Dodawanie wszystkich spritow do grupy spritow
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for x in range(len(cells)):
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for y in range(len(cells[x])):
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all_sprites.add(cells[x][y])
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#Sama gierka
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##GAME LOOP#######################################################################
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while(1):
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for e in event.get():
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if e.type == QUIT:
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@ -71,23 +87,22 @@ while(1):
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sys.exit()
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if e.type == KEYUP:
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if e.key == K_UP:
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print('up')
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gc.move('up', obstacles_coords)
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if e.key == K_DOWN:
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print('down')
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gc.move('down', obstacles_coords)
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if e.key == K_RIGHT:
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print('right')
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gc.move('right', obstacles_coords)
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if e.key == K_LEFT:
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print('left')
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gc.move('left', obstacles_coords)
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all_sprites.update()
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all_sprites.draw(GAMEWINDOW)
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#generowanie smieci
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for house in all_sprites:
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if( type(house) == House ):
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house.generate_rubbish()
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#house.check_rubbish_status()
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for item in all_sprites:
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if( type(item) == House ):
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item.generate_rubbish()
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display.flip()
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fps_clock.tick(FPS)
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##################################################################################
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@ -3,9 +3,14 @@ import pygame
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import sys
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from pygame.locals import *
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CELL_SIZE = 64
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class Cell(pygame.sprite.Sprite):
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def __init__(self,x,y):
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pygame.sprite.Sprite.__init__(self)
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self.x = x
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self.y = y
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self.rect = pygame.Rect(x*64,y*64, 64, 64)
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def __init__(self,x,y):
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pygame.sprite.Sprite.__init__(self)
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self.x = x
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self.y = y
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self.update()
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def update(self):
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self.rect = pygame.Rect(self.x*CELL_SIZE,self.y*CELL_SIZE, CELL_SIZE, CELL_SIZE)
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@ -2,14 +2,23 @@ import pygame
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from sprites.cell import Cell
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class Garbage_collector(Cell):
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def __init__(self, x,y):
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Cell.__init__(self,x,y)
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self.image = pygame.image.load("images/garbage_collector.png")
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self.move_options = {
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"up": lambda forbidden: self.y + 1 if (self.x, self.y + 1) not in forbidden else self.y,
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"down": lambda forbidden: self.y - 1 if (self.x, self.y - 1) not in forbidden else self.y,
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"left": lambda forbidden: self.x - 1 if (self.x - 1, self.y) not in forbidden else self.x,
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"right": lambda forbidden: self.x + 1 if (self.x + 1, self.y) not in forbidden else self.x
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}
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def __init__(self, x,y):
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Cell.__init__(self,x,y)
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self.image = pygame.image.load("images/garbage_collector.png")
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self.move_options = {
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"up": lambda forbidden: ('y', self.y - 1) if (self.x, self.y - 1) not in forbidden else ('y', self.y),
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"down": lambda forbidden: ('y', self.y + 1) if (self.x, self.y + 1) not in forbidden else ('y', self.y),
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"left": lambda forbidden: ('x', self.x - 1) if (self.x - 1, self.y) not in forbidden else ('x', self.x),
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"right": lambda forbidden: ('x', self.x + 1) if (self.x + 1, self.y) not in forbidden else ('x', self.x)
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}
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def move(self, direction, forbidden):
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(destination, value) = self.move_options[direction](forbidden)
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if( destination is 'x'):
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self.x = value
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elif( destination is 'y'):
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self.y = value
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self.update()
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from sprites.cell import Cell
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class Grass(Cell):
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def __init__(self,x,y):
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def __init__(self, x, y ):
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Cell.__init__(self,x,y)
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self.image = pygame.image.load("images/grass.png")
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from sprites.cell import Cell
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class Landfill(Cell):
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def __init__(self, x, y, type):
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types = ["plastic", "glass", "metal"]
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self.type = types[type]
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Cell.__init__(self,x,y)
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self.image = pygame.image.load("images/landfill_%s.png" %(self.type))
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def __init__(self, x,y, type):
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Cell.__init__(self,x,y)
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types = ["plastic", "glass", "metal"]
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self.type = types[type]
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self.image = pygame.image.load("images/landfill_%s.png" %(self.type))
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5
utils.py
5
utils.py
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print(err)
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sys.exit(2)
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def generate_rand_coordinates(PLAY_WIDTH, PLAY_HEIGHT):
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return (random.randint(0, (PLAY_WIDTH//64)-1), random.randint(0, (PLAY_WIDTH//64)-1))
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def generate_rand_coordinates(max_x, max_y):
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return (random.randint(0, max_x), random.randint(0, (max_y)))
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