pola wypełnione danymi

This commit is contained in:
Tomasz Adamczyk 2021-03-21 15:17:34 +01:00
parent d368ca0cd1
commit 37cbaed6d3
9 changed files with 39 additions and 70 deletions

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@ -4,8 +4,9 @@
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@ -89,22 +90,22 @@
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@ -127,6 +128,6 @@
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@ -3,16 +3,12 @@ import pygame
BLOCK_SIZE = 100 BLOCK_SIZE = 100
DIRT = pygame.image.load(os.path.join('resources', 'dirt.png')) DIRT = pygame.image.load(os.path.join('resources', 'dirt.png'))
DIRT = pygame.transform.scale(DIRT, (BLOCK_SIZE, BLOCK_SIZE)) DIRT = pygame.transform.scale(DIRT, (BLOCK_SIZE, BLOCK_SIZE))
FARMLAND = pygame.image.load(os.path.join('resources', 'farmland.png'))
FARMLAND = pygame.transform.scale(FARMLAND, (BLOCK_SIZE, BLOCK_SIZE))
FPS = 1 FPS = 1
MAXIMUM_WATER_LEVEL = 100
WHITE = ((255, 255, 255))
WIDTH, HEIGHT = 1000, 1000 WIDTH, HEIGHT = 1000, 1000
WIN = pygame.display.set_mode((WIDTH, HEIGHT)) WIN = pygame.display.set_mode((WIDTH, HEIGHT))
TRACTOR = pygame.image.load(os.path.join('resources', 'tractor.png')) TRACTOR = pygame.image.load(os.path.join('resources', 'tractor.png'))
TRACTOR_WIDTH, TRACTOR_HEIGHT = 100, 100 TRACTOR = pygame.transform.scale(TRACTOR, (BLOCK_SIZE, BLOCK_SIZE))
TRACTOR = pygame.transform.scale(TRACTOR, (TRACTOR_WIDTH, TRACTOR_HEIGHT))
VEL = 100 VEL = 100
WHEAT_MAXIMUM_STATE = 5 WHEAT_MAXIMUM_STATE = 5
WHEAT_REQUIRED_WATER_LEVEL = 40
FARMLAND = pygame.image.load(os.path.join('resources', 'farmland.png'))
FARMLAND = pygame.transform.scale(DIRT, (BLOCK_SIZE, BLOCK_SIZE))

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@ -1,21 +1,16 @@
class Field: class Field:
def __init__(self, x, y, plant, soil): def __init__(self, plant, rect, soil):
self.x = x
self.y = y
self.plant = plant self.plant = plant
self.rect = rect
self.soil = soil self.soil = soil
def get_x(self):
return self.x
def set_x(self, x):
self.x = x
def get_y(self):
return self.y
def set_y(self, y):
self.y = y
def get_plant(self): def get_plant(self):
return self.plant return self.plant
def set_plant(self, plant): def set_plant(self, plant):
self.plant = plant self.plant = plant
def set_rect(self, rect):
self.rect = rect
def get_rect(self):
return self.rect
def get_soil(self): def get_soil(self):
return self.soil return self.soil
def set_soil(self, soil): def set_soil(self, soil):

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@ -1,10 +1,7 @@
class Plant: class Plant:
def __init__(self, current_state, maximum_state, name, organic, required_water_level): def __init__(self, current_state, maximum_state):
self.current_state = current_state self.current_state = current_state
self.maximum_state = maximum_state self.maximum_state = maximum_state
self.name = name
self.organic = organic
self.required_water_level = required_water_level
def get_current_state(self): def get_current_state(self):
return self.current_state return self.current_state
def set_current_state(self, current_state): def set_current_state(self, current_state):
@ -13,15 +10,3 @@ class Plant:
return self.maximum_state return self.maximum_state
def set_maximum_state(self, maximum_state): def set_maximum_state(self, maximum_state):
self.maximum_state = maximum_state self.maximum_state = maximum_state
def get_name(self):
return self.name
def set_name(self, name):
self.name = name
def get_organic(self):
return self.organic
def set_organic(self, organic):
self.organic = organic
def get_required_water_level(self):
return self.required_water_level
def set_required_water_level(self, required_water_level):
self.required_water_level = required_water_level

38
py.py
View File

@ -6,31 +6,35 @@ import random
import soil import soil
import tractor import tractor
pygame.display.set_caption("Smart Tractor") pygame.display.set_caption("Smart Tractor")
map_field = [] fields = []
map_field_type = []
def create_base_map(): def create_base_map():
for i in range(10): for i in range(10):
temp_map_field = [] temp_map_field = []
temp_map_field_type = []
map_field.append(temp_map_field)
map_field_type.append(temp_map_field_type)
for j in range(10): for j in range(10):
temp_map_field.append(pygame.Rect(i * definitions.BLOCK_SIZE, j * definitions.BLOCK_SIZE, definitions.BLOCK_SIZE, definitions.BLOCK_SIZE)) temp_rect = pygame.Rect(i * definitions.BLOCK_SIZE, j * definitions.BLOCK_SIZE, definitions.BLOCK_SIZE, definitions.BLOCK_SIZE)
temp_map_field_type.append(definitions.DIRT) temp_soil = soil.Soil(False, False)
temp_plant = plant.Plant(0, definitions.WHEAT_MAXIMUM_STATE)
temp_field = field.Field(temp_plant, temp_rect, temp_soil)
temp_map_field.append(temp_field)
fields.append(temp_map_field)
def fill_map(): def fill_map():
for i in range(10): for i in range(10):
for j in range(10): for j in range(10):
definitions.WIN.blit(map_field_type[i][j], (map_field[i][j].x, map_field[i][j].y)) field = fields[i][j]
rect = field.get_rect()
if field.get_soil().get_state() == False:
block = definitions.DIRT
definitions.WIN.blit(block, (rect.x, rect.y))
def draw_window(tractor1_rectangle): def draw_window(tractor1_rectangle):
fill_map() fill_map()
definitions.WIN.blit(definitions.TRACTOR, (tractor1_rectangle.x, tractor1_rectangle.y)) definitions.WIN.blit(definitions.TRACTOR, (tractor1_rectangle.x, tractor1_rectangle.y))
pygame.display.update() pygame.display.update()
def is_move_allowed(move, tractor1_rectangle): def is_move_allowed(move, tractor1_rectangle):
if ((move == 1) and (tractor1_rectangle.y + definitions.VEL + definitions.TRACTOR_HEIGHT <= definitions.HEIGHT)): if ((move == 1) and (tractor1_rectangle.y + definitions.VEL + definitions.BLOCK_SIZE <= definitions.HEIGHT)):
return True return True
elif ((move == 2) and (tractor1_rectangle.x - definitions.VEL >= 0)): elif ((move == 2) and (tractor1_rectangle.x - definitions.VEL >= 0)):
return True return True
elif ((move == 3) and (tractor1_rectangle.x + definitions.VEL + definitions.TRACTOR_WIDTH <= definitions.WIDTH)): elif ((move == 3) and (tractor1_rectangle.x + definitions.VEL + definitions.BLOCK_SIZE <= definitions.WIDTH)):
return True return True
elif ((move == 4) and (tractor1_rectangle.y - definitions.VEL >= 0)): elif ((move == 4) and (tractor1_rectangle.y - definitions.VEL >= 0)):
return True return True
@ -55,21 +59,9 @@ def tractor1_handle_movement(tractor1, tractor1_rectangle):
tractor1_rectangle.x = tractor1.get_x() tractor1_rectangle.x = tractor1.get_x()
tractor1_rectangle.y = tractor1.get_y() tractor1_rectangle.y = tractor1.get_y()
def main(): def main():
# fields = []
# a = 0
# b = 0
# for i in range(100):
# plant1 = plant.Plant(1, definitions.WHEAT_MAXIMUM_STATE, "Wheat", "None", definitions.WHEAT_REQUIRED_WATER_LEVEL)
# soil1 = soil.Soil(True, definitions.MAXIMUM_WATER_LEVEL)
# if (a > definitions.WIDTH - definitions.VEL):
# a = 0
# b = b + definitions.VEL
# field1 = field.Field(a, b, plant1, soil1)
# a = a + definitions.VEL;
# fields.append(field1)
create_base_map() create_base_map()
tractor1 = tractor.Tractor(400, 400) tractor1 = tractor.Tractor(400, 400)
tractor1_rectangle = pygame.Rect(tractor1.get_x(), tractor1.get_y(), definitions.TRACTOR_WIDTH, definitions.TRACTOR_HEIGHT) tractor1_rectangle = pygame.Rect(tractor1.get_x(), tractor1.get_y(), definitions.BLOCK_SIZE, definitions.BLOCK_SIZE)
clock = pygame.time.Clock() clock = pygame.time.Clock()
run = True run = True
while run: while run: