controlling fields with water and trees #16
@ -15,6 +15,8 @@ LEFT_KNIGHTS_SPAWN_FIRST_ROW = 6
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LEFT_KNIGHTS_SPAWN_FIRST_COL = 0
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RIGHT_KNIGHTS_SPAWN_FIRST_ROW = 6
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RIGHT_KNIGHTS_SPAWN_FIRST_COL = 20
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NBR_OF_WATER = 10
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NBR_OF_TREES = 16
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CASTLE_SPAWN_WIDTH = 6
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CASTLE_SPAWN_HEIGHT = 5
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@ -1,9 +1,9 @@
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import random
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import numpy as np
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import pygame
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from common.constants import ROWS, COLUMNS, GRID_CELL_PADDING, GRID_CELL_WIDTH, GRID_CELL_HEIGHT, BORDER_WIDTH, \
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BORDER_RADIUS
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BORDER_RADIUS, NBR_OF_TREES, NBR_OF_WATER
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from .field import Field
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@ -13,6 +13,22 @@ class Grid:
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self.grid = []
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self.free_fields = []
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self.busy_fields = []
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podkladka = np.zeros((ROWS, COLUMNS))
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for drzewa in range(0, NBR_OF_TREES):
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rzad = random.randint(0, ROWS-1)
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kolumna = random.randint(0, COLUMNS-1)
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if podkladka[rzad][kolumna] == 0:
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podkladka[rzad][kolumna] = 1
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else:
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drzewa = drzewa - 1
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for i in range(0, NBR_OF_WATER):
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rzad = random.randint(0, ROWS-1)
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kolumna = random.randint(0, COLUMNS-1)
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if podkladka[rzad][kolumna] == 0:
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podkladka[rzad][kolumna] = 2
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else:
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drzewa = drzewa - 1
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print(podkladka)
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for row in range(ROWS):
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self.grid.append(pygame.sprite.Group())
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for column in range(COLUMNS):
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@ -20,7 +36,12 @@ class Grid:
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(GRID_CELL_PADDING + GRID_CELL_HEIGHT) * row + GRID_CELL_PADDING + 7,
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GRID_CELL_WIDTH,
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GRID_CELL_HEIGHT]
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texture_path, converted_texture = self.get_random_texture()
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if podkladka[row][column] == 1:
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texture_path, converted_texture = self.textures[-1]
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elif podkladka[row][column] == 2:
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texture_path, converted_texture = self.textures[-2]
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else:
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texture_path, converted_texture = self.get_random_texture()
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field = Field(
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texture_path,
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converted_texture,
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@ -42,7 +63,7 @@ class Grid:
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self.draw(screen)
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def get_random_texture(self):
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texture_index = random.randint(0, len(self.textures) - 1)
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texture_index = random.randint(0, len(self.textures) - 3)
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return self.textures[texture_index]
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def draw(self, screen):
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