Usuń 'grid.py'
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grid.py
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grid.py
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# Import the pygame module
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import pygame
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# Import pygame.locals for easier access to key coordinates
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# Updated to conform to flake8 and black standards
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from pygame.locals import (
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K_UP,
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K_DOWN,
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K_LEFT,
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K_RIGHT,
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K_ESCAPE,
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K_SPACE,
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KEYDOWN,
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QUIT,
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)
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# Initialize pygame
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pygame.init()
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# Grid size
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GSIZE = 10
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# This sets the WIDTH and HEIGHT of each grid location
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WIDTH = 35
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HEIGHT = 35
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# This sets the margin between each cell
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MARGIN = 5
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# Window size
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SCREEN_WIDTH = GSIZE * (WIDTH + MARGIN) + MARGIN
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SCREEN_HEIGHT = GSIZE * (HEIGHT + MARGIN) + MARGIN
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# Set some colors
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BLACK = (0, 0, 0)
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WHITE = (255, 255, 255)
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GREEN = (0, 255, 0)
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RED = (255, 0, 0)
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BROWN = (140, 95, 65)
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DBROWN = (65, 50, 20)
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YELLOW = (255, 255, 0)
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BLUE = (0, 0, 255)
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# Define a Tractor object by extending pygame.sprite.Sprite
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# The surface drawn on the screen is now an attribute of 'tractor'
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class Tractor(pygame.sprite.Sprite):
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def __init__(self):
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super(Tractor, self).__init__()
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self.surf = pygame.Surface((WIDTH, HEIGHT))
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self.surf.fill(RED)
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self.rect = self.surf.get_rect(topleft=(MARGIN, MARGIN))
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self.position = [0, 0]
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def update(self, pressed_keys):
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if pressed_keys[K_UP]:
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self.rect.move_ip(0, -(HEIGHT + MARGIN))
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self.position[1] -= 1
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if pressed_keys[K_DOWN]:
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self.rect.move_ip(0, HEIGHT + MARGIN)
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self.position[1] += 1
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if pressed_keys[K_LEFT]:
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self.rect.move_ip(-(WIDTH + MARGIN), 0)
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self.position[0] -= 1
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if pressed_keys[K_RIGHT]:
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self.rect.move_ip(WIDTH + MARGIN, 0)
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self.position[0] += 1
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if self.rect.left < MARGIN:
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self.rect.left = MARGIN
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if self.position[0] < 0:
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self.position[0] = 0
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if self.rect.right > SCREEN_WIDTH-MARGIN:
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self.rect.right = SCREEN_WIDTH-MARGIN
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if self.position[0] >= GSIZE-1:
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self.position[0] = GSIZE-1
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if self.rect.top <= MARGIN:
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self.rect.top = MARGIN
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if self.position[1] < 0:
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self.position[1] = 0
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if self.rect.bottom >= SCREEN_HEIGHT-MARGIN:
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self.rect.bottom = SCREEN_HEIGHT-MARGIN
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if self.position[1] >= GSIZE-1:
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self.position[1] = GSIZE-1
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def hydrate(self, field):
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field[self.position[0]][self.position[1]].hydrate()
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# Define a Field object by extending pygame.sprite.Sprite
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# The surface drawn on the screen is now an attribute of 'field'
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class Field(pygame.sprite.Sprite):
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def __init__(self, row, column):
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super(Field, self).__init__()
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self.surf = pygame.Surface((WIDTH, HEIGHT))
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self.surf.fill(BROWN)
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self.rect = self.surf.get_rect(topleft=((MARGIN + WIDTH) * row + MARGIN, (MARGIN + HEIGHT) * column + MARGIN))
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self.hydration = 0
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def hydrate(self):
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if self.hydration <= 3:
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self.hydration += 1
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if self.hydration == 1:
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self.surf.fill(YELLOW)
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if self.hydration == 2:
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self.surf.fill(GREEN)
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if self.hydration == 3:
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self.surf.fill(BLUE)
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# Name the window
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pygame.display.set_caption("Inteligentny Traktor")
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# Create the screen object
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# The size is determined by the constant SCREEN_WIDTH and SCREEN_HEIGHT
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screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
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# Instantiate tractor. Right now, this is just a rectangle.
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tractor = Tractor()
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# Create field array
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field = []
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for row in range(GSIZE):
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field.append([])
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for column in range(GSIZE):
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fieldbit = Field(row, column)
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field[row].append(fieldbit)
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# Variable to keep the main loop running
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running = True
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clock = pygame.time.Clock()
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# Main loop
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while running:
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# Look at every event in the queue
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for event in pygame.event.get():
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# Did the user hit a key?
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if event.type == KEYDOWN:
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# Was it the Escape key? If so, stop the loop.
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if event.key == K_ESCAPE:
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running = False
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# Did the user click the window close button? If so, stop the loop.
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elif event.type == QUIT:
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running = False
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pressed_keys = pygame.key.get_pressed()
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# Set the screen background
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tractor.update(pressed_keys)
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if pressed_keys[K_SPACE]:
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tractor.hydrate(field)
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screen.fill(DBROWN)
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# Draw the field
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for row in range(GSIZE):
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for column in range(GSIZE):
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screen.blit(field[row][column].surf, field[row][column].rect)
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# Draw the player on the screen
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screen.blit(tractor.surf, tractor.rect)
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# Update the screen
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pygame.display.flip()
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# Ensure program maintains a rate of 30 frames per second
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clock.tick(5)
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