v. 1.12
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00b2790c8c
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3
Field.py
3
Field.py
@ -10,4 +10,5 @@ class Field:
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@state.setter
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@state.setter
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def state(self, state):
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def state(self, state):
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self.__state = state
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if state == 0 or state == 1 or state == 2 or state == 3 or state == 4:
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self.__state = state
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14
constants.py
14
constants.py
@ -1,15 +1,17 @@
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#constants
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#constants
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# display size in pixels
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# display size in pixels
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DISPLAY_SIZE_HORIZONTAL = 600
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from math import ceil
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DISPLAY_SIZE_VERTICAL = 600
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DISPLAY_SIZE_HORIZONTAL = 1600
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DISPLAY_SIZE_VERTICAL = 900
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#TILE DIVIDER = TILE SIZE
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#TILE DIVIDER = TILE SIZE
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TILE_SIZE = 30
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TILE_SIZE = 100
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# number of tiles
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# number of tiles
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HORIZONTAL_TILES_NUMBER = DISPLAY_SIZE_HORIZONTAL/TILE_SIZE
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HORIZONTAL_TILES_NUMBER = ceil(DISPLAY_SIZE_HORIZONTAL/TILE_SIZE)
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VERTICAL_TILES_NUMBER = DISPLAY_SIZE_VERTICAL/TILE_SIZE
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VERTICAL_TILES_NUMBER = ceil(DISPLAY_SIZE_VERTICAL/TILE_SIZE)
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#TILE_SIZE
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#TILE_SIZE
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@ -27,7 +29,7 @@ TRACTOR_WIDTH = TILE_SIZE
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TRACTOR_HEIGHT = TILE_SIZE
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TRACTOR_HEIGHT = TILE_SIZE
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#FRAMES PER SECOND
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#FRAMES PER SECOND
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FPS = 5
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FPS = 100
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@ -39,6 +39,7 @@ def drawTractor(screen: pygame.Surface, tractor_horizontal_index, tractor_vertic
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screen.blit(tractor_down, (tractor_horizontal_index * TILE_SIZE, tractor_vertical_index * TILE_SIZE))
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screen.blit(tractor_down, (tractor_horizontal_index * TILE_SIZE, tractor_vertical_index * TILE_SIZE))
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elif direction == "LEFT":
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elif direction == "LEFT":
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screen.blit(tractor_left, (tractor_horizontal_index * TILE_SIZE, tractor_vertical_index * TILE_SIZE))
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screen.blit(tractor_left, (tractor_horizontal_index * TILE_SIZE, tractor_vertical_index * TILE_SIZE))
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elif direction == "RIGHT":
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elif direction == "RIGHT":
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screen.blit(tractor_right, (tractor_horizontal_index * TILE_SIZE, tractor_vertical_index * TILE_SIZE))
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screen.blit(tractor_right, (tractor_horizontal_index * TILE_SIZE, tractor_vertical_index * TILE_SIZE))
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else:
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screen.blit(tractor_right, (tractor_horizontal_index * TILE_SIZE, tractor_vertical_index * TILE_SIZE))
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@ -6,9 +6,9 @@ def cruiseControl(cruiseControl, horizontal_change, vertical_change, tractor_hor
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if not cruiseControl:
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if not cruiseControl:
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horizontal_change = 0
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horizontal_change = 0
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vertical_change = 0
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vertical_change = 0
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if tractor_horizontal_index < 1 or tractor_horizontal_index >= HORIZONTAL_TILES_NUMBER - 1:
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if tractor_horizontal_index <= 0 or tractor_horizontal_index >= HORIZONTAL_TILES_NUMBER - 1:
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horizontal_change = 0
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horizontal_change = 0
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if tractor_vertical_index < 1 or tractor_vertical_index >= VERTICAL_TILES_NUMBER - 1:
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if tractor_vertical_index <= 0 or tractor_vertical_index >= VERTICAL_TILES_NUMBER - 1:
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vertical_change = 0
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vertical_change = 0
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return horizontal_change, vertical_change
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return horizontal_change, vertical_change
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@ -32,7 +32,7 @@ def manualTurning(event, tractor_horizontal_index, tractor_vertical_index, horiz
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def getDirection(horizontal_change, vertical_change):
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def getDirection(horizontal_change, vertical_change):
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direction = "NO"
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direction = "STOP"
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if vertical_change == -1:
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if vertical_change == -1:
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direction = "UP"
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direction = "UP"
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elif vertical_change == 1:
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elif vertical_change == 1:
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18
main.py
18
main.py
@ -12,6 +12,7 @@ pygame.display.set_caption('Tractor')
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working = True
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working = True
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cruiseControl = True
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cruiseControl = True
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lastDirection = "RIGHT"
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horizontal_change = 0
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horizontal_change = 0
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vertical_change = 0
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vertical_change = 0
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@ -33,15 +34,22 @@ while working:
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horizontal_change, vertical_change = driving.manualTurning(event, tractor.horizontal_index,
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horizontal_change, vertical_change = driving.manualTurning(event, tractor.horizontal_index,
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tractor.vertical_index, horizontal_change,
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tractor.vertical_index, horizontal_change,
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vertical_change)
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vertical_change)
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#todo usunąć /10
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tractor.horizontal_index += horizontal_change
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tractor.horizontal_index += horizontal_change/10
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tractor.vertical_index += vertical_change
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tractor.vertical_index += vertical_change/10
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horizontal_change, vertical_change = driving.cruiseControl(cruiseControl, horizontal_change, vertical_change,
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horizontal_change, vertical_change = driving.cruiseControl(cruiseControl, horizontal_change, vertical_change,
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tractor.horizontal_index, tractor.vertical_index)
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tractor.horizontal_index, tractor.vertical_index)
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drawUI.drawUI(board, display, tractor.horizontal_index, tractor.vertical_index,
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direction = driving.getDirection(horizontal_change, vertical_change)
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driving.getDirection(horizontal_change, vertical_change))
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if direction != "STOP":
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lastDirection = direction
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drawUI.drawUI(board, display, tractor.horizontal_index, tractor.vertical_index,
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direction)
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else:
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drawUI.drawUI(board, display, tractor.horizontal_index, tractor.vertical_index,
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lastDirection)
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clock.tick(FPS)
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clock.tick(FPS)
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