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Tractor.py
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169
Tractor.py
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import pygame
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from pygame.math import Vector2
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import math as m
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class Tractor(object):
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def __init__(self, game):
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self.game = game
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size = self.game.screen.get_size()
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self.pos = Vector2(22, 22)
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self.oy = True
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self.oz = False
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# A*
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self.g_score = []
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self.f_score = []
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self.h_score = []
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self.came_from = []
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self.neighbours()
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self.score()
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#ruszanie się
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self.road = self.algo(0, 24)
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# obecne pole
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def tick(self):
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# input
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# pressed = pygame.key.get_pressed()
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# if pressed[pygame.K_d]:
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# self.add_force(Vector2(self.speed,0))
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# if pressed[pygame.K_s]:
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# self.add_force(Vector2(0,self.speed))
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# if pressed[pygame.K_a]:
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# self.add_force(Vector2(-self.speed,0))
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# if pressed[pygame.K_w]:
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# self.add_force(Vector2(0,-self.speed))
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if pygame.key.get_pressed()[pygame.K_SPACE]:
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self.pole = self.pos.y // 144 * 5 + self.pos.x // 144
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if self.road[0] == self.pole + 1:
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self.pos.x = self.pos.x + 144
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elif self.road[0] == self.pole - 1:
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self.pos.x = self.pos.x - 144
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elif self.road[0] == self.pole + 5:
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self.pos.y = self.pos.y + 144
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elif self.road[0] == self.pole - 5:
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self.pos.y = self.pos.y - 144
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self.road.pop(0)
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#
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# if (self.pos.x >= 576) and (self.pos.y >= 576) and (self.oz == False):
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# self.oz = True
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# elif (self.pos.x < 576) and (self.oy == True) and (self.oz == False):
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# self.pos.x = self.pos.x + 144
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# elif (self.pos.x >= 576) and (self.oy == True) and (self.oz == False):
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# self.pos.y = self.pos.y + 144
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# self.oy = False
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# elif (self.pos.x > 144) and (self.oy == False) and (self.oz == False):
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# self.pos.x = self.pos.x - 144
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# elif (self.pos.x <= 144) and (self.oy == False) and (self.oz == False):
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# self.pos.y = self.pos.y + 144
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# self.oy = True
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# elif (self.pos.x <= 144) and (self.pos.y <= 144) and (self.oz == True):
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# self.oz = False
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# elif (self.pos.x < 576) and (self.oy == False) and (self.oz == True):
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# self.pos.x = self.pos.x + 144
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# elif (self.pos.x >= 576) and (self.oy == False) and (self.oz == True):
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# self.pos.y = self.pos.y - 144
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# self.oy = True
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# elif (self.pos.x > 144) and (self.oy == True) and (self.oz == True):
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# self.pos.x = self.pos.x - 144
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# elif (self.pos.x <= 144) and (self.oy == True) and (self.oz == True):
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# self.pos.y = self.pos.y - 144
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# self.oy = False
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def draw(self):
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# drawing
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rect = pygame.Rect(self.pos.x, self.pos.y, 100, 100)
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pygame.draw.rect(self.game.screen, (255, 255, 0), rect)
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# Sąsiedztwo poszczególnych pól
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def neighbours(self):
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self.neighbours = list(range(25))
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self.neighbours[0] = [1, 5]
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self.neighbours[4] = [3, 9]
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self.neighbours[20] = [15, 21]
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self.neighbours[24] = [19, 23]
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for x in range(1, 4):
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self.neighbours[x] = [x - 1, x + 5, x + 1]
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for x in range(5, 16, 5):
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self.neighbours[x] = [x - 5, x + 1, x + 5]
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for x in range(9, 20, 5):
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self.neighbours[x] = [x - 5, x - 1, x + 5]
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for x in range(21, 24):
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self.neighbours[x] = [x - 1, x - 5, x + 1]
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for x in [6, 7, 8, 11, 12, 13, 16, 17, 18]:
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self.neighbours[x] = [x - 5, x - 1, x + 1, x + 5]
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# Tworzenie list dla g, h, f oraz came_from
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def score(self):
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for x in range(25):
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self.g_score.append(0)
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self.f_score.append(0)
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self.h_score.append(0)
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self.came_from.append(0)
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# Obliczanie h (założenie - odległość pomiędzy sąsiednimi polami wynosi 2, tak jak koszt wjazdu na puste pole)
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# s to pole na którym jesteśmy
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# f to pole końcowe
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def hscore(self, s, f):
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if f >= s:
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a_h = (f - s) // 5
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else:
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a_h = (s - f) // 5
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if f % 5 >= s % 5:
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b_h = f % 5 - s % 5
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else:
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b_h = s % 5 - f % 5 + 1
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return 2 * m.sqrt(a_h ** 2 + b_h ** 2)
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# A*
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def algo(self, start, koniec):
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# definiowanie setów
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closed_set = []
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open_set = [start]
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while open_set:
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# Szukanie pola w open_set z najniższym f
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temp1 = max(self.f_score) + 1
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x = 0
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for i in range(len(open_set)):
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if self.f_score[open_set[i]] <= temp1:
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x = open_set[i]
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temp1 = self.f_score[open_set[i]]
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if x == koniec:
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return self.reconstruct_path(self.came_from, koniec)
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open_set.remove(x)
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closed_set.append(x)
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for y in self.neighbours[x]:
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if y in closed_set:
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continue
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tentative_g_score = self.g_score[x] + self.game.fields[y][3]
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if y not in open_set:
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open_set.append(y)
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tentative_is_better = True
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elif tentative_g_score < self.g_score[y]:
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tentative_is_better = True
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if tentative_is_better == True:
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self.came_from[y] = x
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self.g_score[y] = tentative_g_score
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self.f_score[y] = self.g_score[y] + self.hscore(y, koniec)
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print("failure")
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def reconstruct_path(self, came_from, current):
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total_path = [current]
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while came_from[current] != 0:
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current = came_from[current]
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total_path.insert(0, current)
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return total_path
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156
ran.py
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156
ran.py
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@ -0,0 +1,156 @@
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import pygame
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import sys
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import random
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from Tractor import Tractor
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# dodać growth rate
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# Dodać co jeśli pusta
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# Pamiętać o zmianie algorytmu po dodaniu growth rate
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class Game(object):
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def __init__(self):
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# Config
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self.max_tps = 2.0
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self.res = (720, 720)
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self.fields = []
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self.randomize_field()
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# Initialization
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pygame.init()
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self.screen = pygame.display.set_mode(self.res)
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pygame.display.set_caption('Traktorek')
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self.clock = pygame.time.Clock()
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self.dt = 0.0
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self.player = Tractor(self)
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while True:
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# Handle events
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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sys.exit(0)
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elif event.type == pygame.K_ESCAPE:
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sys.exit(0)
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# Ticking
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self.dt += self.clock.tick() / 1000.0
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while self.dt > 1 / self.max_tps:
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self.tick()
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self.dt -= 1 / self.max_tps
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# Rendering
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self.screen.fill((0, 0, 0))
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self.draw()
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pygame.display.flip()
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def tick(self):
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self.player.tick()
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def draw(self):
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self.screen.fill((0, 0, 0))
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self.draw_field()
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self.draw_net()
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self.player.draw()
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pygame.display.update()
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def draw_net(self):
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color = (255, 255, 255)
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for i in range(1, 5):
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krat = int(720 / 5 * i)
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# linia pozioma
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pygame.draw.line(self.screen, color, (0, krat), (720, krat), 1)
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# linia pionowa
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pygame.draw.line(self.screen, color, (krat, 0), (krat, 720), 1)
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def randomize_field(self):
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for x in range(25):
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temp = []
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# nasiona
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temp.append(random.choice(["żyto", "jęczmień", "owies", "marchew", "rzodkiew", "pietruszka", "puste"]))
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# gleba
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temp.append(random.choice([True, False]))
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# woda
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temp.append(random.choice([True, False]))
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# # growth rate
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# temp.append(random)
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# # cost
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if temp[0] == "żyto":
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temp.append(10)
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elif temp[0] == "jęczmień":
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temp.append(12)
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elif temp[0] == "owies":
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temp.append(8)
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elif temp[0] == "marchew":
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temp.append(14)
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elif temp[0] == "rzodkiew":
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temp.append(7)
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elif temp[0] == "pietruszka":
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temp.append(6)
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elif temp[0] == "puste":
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temp.append(2)
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else:
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temp.append(0)
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self.fields.append(temp)
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def draw_field(self):
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for x in range(25):
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self.screen.fill(self.color(x), (144 * (x % 5), 144 * (x // 5), 144 * (x % 5 + 1), 144 * (x // 5 + 1)))
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def color(self, z):
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if self.fields[z][0] == 'owies':
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return (255, 200, 55)
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# if self.fields[z][1] == True:
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# if self.fields[z][2] == True:
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# return (255, 200, 55)
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# elif self.fields[z][2] == False:
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# return (255, 200, 100)
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# elif self.fields[z][1] == False:
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# if self.fields[z][2] == True:
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# return (255, 170, 55)
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# elif self.fields[z][2] == False:
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# return (255, 170, 100)
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elif self.fields[z][0] == 'jęczmień':
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return (170, 150, 40)
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# if self.fields[z][1] == True:
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# if self.fields[z][2] == True:
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# return (170, 150, 40)
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# elif self.fields[z][2] == False:
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# return (170, 150, 85)
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# elif self.fields[z][1] == False:
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# if self.fields[z][2] == True:
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# return (170, 120, 40)
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# elif self.fields[z][2] == False:
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# return (170, 120, 85)
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elif self.fields[z][0] == 'żyto':
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return (100, 215, 80)
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# if self.fields[z][1] == True:
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# if self.fields[z][2] == True:
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# return (100, 215, 80)
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# elif self.fields[z][2] == False:
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# return (100, 215, 125)
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# elif self.fields[z][1] == False:
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# if self.fields[z][2] == True:
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# return (100, 185, 80)
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# elif self.fields[z][2] == False:
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# return (100, 185, 125)
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elif self.fields[z][0] == 'marchew':
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return (224, 60, 14)
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elif self.fields[z][0] == 'rzodkiew':
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return (142, 24, 104)
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elif self.fields[z][0] == 'pietruszka':
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return (254, 247, 246)
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else:
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return (0,0,0)
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if __name__ == "__main__":
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Game()
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