added limits with the movements of the chick, added new action(interaction with the block), deleted some icons and minor changes with the titles of the functions
39
blocks.py
@ -5,38 +5,43 @@ from pygame.math import Vector2
|
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class Blocks:
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def __init__(self, parent_screen,cell_size):
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self.parent_screen = parent_screen
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self.vege_image = pygame.image.load(r'resources/flower.png').convert_alpha()
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self.vege_image = pygame.transform.scale(self.vege_image, (cell_size, cell_size))
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self.flower_image = pygame.image.load(r'resources/flower.png').convert_alpha()
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self.flower_image = pygame.transform.scale(self.flower_image, (cell_size, cell_size))
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self.lief_image = pygame.image.load(r'resources/stone.png').convert_alpha()
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self.lief_image = pygame.transform.scale(self.lief_image, (cell_size, cell_size))
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self.stone_image = pygame.image.load(r'resources/stone.png').convert_alpha()
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self.stone_image = pygame.transform.scale(self.stone_image, (cell_size, cell_size))
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self.carrot_image = pygame.image.load(r'resources/dead.png').convert_alpha()
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self.carrot_image = pygame.transform.scale(self.carrot_image, (cell_size, cell_size))
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self.leaf_image = pygame.image.load(r'resources/dead.png').convert_alpha()
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self.leaf_image = pygame.transform.scale(self.leaf_image, (cell_size, cell_size))
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self.alive_leaf_image = pygame.image.load(r'resources/alive.png').convert_alpha()
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self.alive_leaf_image = pygame.transform.scale(self.alive_leaf_image, (cell_size, cell_size))
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def locate_blocks(self, blocks_number, cell_number, body):
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for i in range(blocks_number):
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self.x = random.randint(0, cell_number-1)
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self.y = random.randint(0, cell_number-1)
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self.pos = Vector2(self.x, self.y)
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self.pos = [self.x,self.y]
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body.append(self.pos)
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#block_dict.update({self.x : 1}) # for now it may lay on each other,
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print(body)
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#entire_block.update({self.x : 1}) # for now it may lay on each other,
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#print(entire_block)
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def place_blocks(self, parent_screen, cell_size, body, color): #drawing blocks
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for block in body:
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x = int(block.x * cell_size)
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y = int(block.y * cell_size)
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if color == 'carrot':
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self.parent_screen.blit(self.carrot_image, (x, y))
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x = int(block[0] * cell_size)
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y = int(block[1] * cell_size)
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if color == 'leaf':
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self.parent_screen.blit(self.lief_image, (x, y))
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if color == 'vege':
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self.parent_screen.blit(self.vege_image, (x, y))
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self.parent_screen.blit(self.leaf_image, (x, y))
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if color == 'alive':
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self.parent_screen.blit(self.alive_leaf_image, (x, y))
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if color == 'stone':
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self.parent_screen.blit(self.stone_image, (x, y))
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if color == 'flower':
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self.parent_screen.blit(self.flower_image, (x, y))
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def draw_lines(self, parent_screen, cell_size): # background lines
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for i in range(1, 10):
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pygame.draw.line(self.parent_screen, (228, 253, 227), (cell_size * i, 0), (cell_size * i, parent_screen), 1)
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18
field.py
@ -1,18 +0,0 @@
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import pygame
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class Field:
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def __init__(self, parent_screen):
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self.parent_screen = parent_screen
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self.block = pygame.image.load(r'resources/field.png').convert()
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#def draw_blocks():
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def place_field(self, field_matrix, parent_screen, cell_size): #drawing blocks
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for m, posY in enumerate(field_matrix):
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for n, posX in enumerate(posY):
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if field_matrix[m][n] == 1:
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self.parent_screen.blit(self.block, (n * cell_size, m * cell_size))
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def draw_lines(self, parent_screen, cell_size): # background lines
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for i in range(1, 10):
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pygame.draw.line(self.parent_screen, (228, 253, 227), (cell_size * i, 0), (cell_size * i, parent_screen), 1)
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pygame.draw.line(self.parent_screen, (228, 253, 227), (0, cell_size * i), (parent_screen, cell_size * i), 1)
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58
main.py
@ -1,7 +1,6 @@
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import pygame
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import random
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import tractor
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import field
|
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import blocks
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from pygame.locals import *
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from datetime import datetime
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@ -9,41 +8,37 @@ from datetime import datetime
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||||
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class Game:
|
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cell_size = 50
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cell_number = 15
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cell_number = 15 #horizontally
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blocks_number = 15
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block_dict = {}
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def __init__(self):
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self.leaf_body = []
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||||
self.vege_body = []
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self.carrot_body = []
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def __init__(self):
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self.dead_leaf_body = []
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||||
self.green_leaf_body = []
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self.stone_body = []
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self.flower_body = []
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||||
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||||
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||||
self.entire_block = {}
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||||
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||||
pygame.init()
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self.surface = pygame.display.set_mode((self.cell_size*self.cell_number, self.cell_size*self.cell_number)) # initialize a window
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||||
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||||
self.grass_image = pygame.image.load(r'resources/grass3.png').convert()
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self.grass_image = pygame.image.load(r'resources/grass.png').convert()
|
||||
self.grass_image = pygame.transform.scale(self.grass_image, (self.cell_size, self.cell_size))
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||||
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||||
self.bad_grass_image = pygame.image.load(r'resources/bad_grass.png').convert()
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||||
self.bad_grass_image = pygame.transform.scale(self.bad_grass_image, (self.cell_size, self.cell_size))
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||||
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||||
self.blocks = blocks.Blocks(self.surface,self.cell_size)
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||||
self.blocks.locate_blocks(self.blocks_number, self.cell_number, self.leaf_body)
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||||
self.blocks.locate_blocks(self.blocks_number, self.cell_number, self.vege_body)
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||||
self.blocks.locate_blocks(self.blocks_number, self.cell_number, self.carrot_body)
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||||
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||||
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||||
self.blocks.place_blocks(self.surface, self.cell_size, self.leaf_body, 'leaf')
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||||
self.blocks.place_blocks(self.surface, self.cell_size, self.vege_body, 'vege')
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||||
self.blocks.place_blocks(self.surface, self.cell_size, self.carrot_body, 'carrot')
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||||
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for i in range(0, self.cell_number*self.cell_number):
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||||
x = int(i * self.cell_size)
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||||
y = int(i * self.cell_size)
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||||
self.surface.blit(self.grass_image, (x, y))
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||||
self.blocks.locate_blocks(self.blocks_number, self.cell_number, self.dead_leaf_body)
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self.blocks.locate_blocks(self.blocks_number, self.cell_number, self.stone_body)
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self.blocks.locate_blocks(self.blocks_number, self.cell_number, self.flower_body)
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||||
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||||
self.tractor = tractor.Tractor(self.surface, self.cell_size)
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||||
self.tractor.draw()
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||||
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||||
def run(self):
|
||||
|
||||
running = True
|
||||
clock = pygame.time.Clock()
|
||||
last_time = datetime.now()
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||||
@ -58,13 +53,15 @@ class Game:
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||||
running = False
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||||
# in case we want to use keyboard
|
||||
if pygame.key.get_pressed()[K_UP]:
|
||||
self.tractor.move('up',self.cell_size)
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||||
self.tractor.move('up',self.cell_size, self.cell_number)
|
||||
if pygame.key.get_pressed()[K_DOWN]:
|
||||
self.tractor.move('down',self.cell_size)
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||||
self.tractor.move('down',self.cell_size, self.cell_number)
|
||||
if pygame.key.get_pressed()[K_LEFT]:
|
||||
self.tractor.move('left',self.cell_size)
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||||
self.tractor.move('left',self.cell_size, self.cell_number)
|
||||
if pygame.key.get_pressed()[K_RIGHT]:
|
||||
self.tractor.move('right',self.cell_size)
|
||||
self.tractor.move('right',self.cell_size, self.cell_number)
|
||||
if pygame.key.get_pressed()[K_SPACE]:
|
||||
self.tractor.water(self.dead_leaf_body, self.green_leaf_body, self.cell_size)
|
||||
elif event.type == QUIT:
|
||||
running = False
|
||||
|
||||
@ -77,11 +74,10 @@ class Game:
|
||||
self.surface.blit(self.grass_image, (x, y))
|
||||
|
||||
|
||||
#self.blocks.draw_lines(self.cell_number*self.cell_size, self.cell_size)
|
||||
|
||||
self.blocks.place_blocks(self.surface, self.cell_size, self.leaf_body, 'leaf')
|
||||
self.blocks.place_blocks(self.surface, self.cell_size, self.vege_body, 'vege')
|
||||
self.blocks.place_blocks(self.surface, self.cell_size, self.carrot_body, 'carrot')
|
||||
self.blocks.place_blocks(self.surface, self.cell_size, self.dead_leaf_body, 'leaf')
|
||||
self.blocks.place_blocks(self.surface, self.cell_size, self.green_leaf_body, 'alive')
|
||||
self.blocks.place_blocks(self.surface, self.cell_size, self.stone_body, 'stone')
|
||||
self.blocks.place_blocks(self.surface, self.cell_size, self.flower_body, 'flower')
|
||||
|
||||
|
||||
self.tractor.draw()
|
||||
|
BIN
resources/alive.png
Normal file
After Width: | Height: | Size: 16 KiB |
BIN
resources/bad_grass.png
Normal file
After Width: | Height: | Size: 24 KiB |
Before Width: | Height: | Size: 82 KiB |
Before Width: | Height: | Size: 121 KiB After Width: | Height: | Size: 403 B |
Before Width: | Height: | Size: 140 KiB |
Before Width: | Height: | Size: 403 B |
Before Width: | Height: | Size: 140 KiB |
Before Width: | Height: | Size: 196 KiB |
39
tractor.py
@ -4,24 +4,21 @@ from pygame.math import Vector2
|
||||
|
||||
class Tractor:
|
||||
def __init__(self, parent_screen, cell_size):
|
||||
self.parent_screen = parent_screen
|
||||
|
||||
self.up = pygame.image.load(r'resources/up.png').convert_alpha()
|
||||
self.down = pygame.image.load(r'resources/down.png').convert_alpha()
|
||||
self.left = pygame.image.load(r'resources/left.png').convert_alpha()
|
||||
self.right = pygame.image.load(r'resources/right.png').convert_alpha()
|
||||
|
||||
self.parent_screen = parent_screen
|
||||
#self.image = pygame.image.load(r'resources/robot3.png').convert_alpha()
|
||||
|
||||
self.up = pygame.transform.scale(self.up, (cell_size, cell_size))
|
||||
self.up = pygame.transform.scale(self.up, (cell_size+2, cell_size))
|
||||
self.down = pygame.transform.scale(self.down, (cell_size, cell_size+2))
|
||||
self.left = pygame.transform.scale(self.left, (cell_size+2, cell_size+2))
|
||||
self.right = pygame.transform.scale(self.right, (cell_size+3, cell_size+1))
|
||||
|
||||
self.right = pygame.transform.scale(self.right, (cell_size+4, cell_size+1))
|
||||
|
||||
self.x = cell_size*2
|
||||
self.y = cell_size*2
|
||||
self.pos = Vector2(self.x, self.y)
|
||||
#self.pos = Vector2(self.x, self.y)
|
||||
self.angle = 0
|
||||
self.direction = 'up'
|
||||
self.image = self.down
|
||||
@ -30,23 +27,33 @@ class Tractor:
|
||||
def draw(self):
|
||||
self.parent_screen.blit(self.image, (self.x, self.y)) # rotate tractor
|
||||
|
||||
def move(self, direction, cell_size):
|
||||
|
||||
def move(self, direction, cell_size, cell_number):
|
||||
if direction == 'up':
|
||||
self.y -= cell_size
|
||||
if self.y != 0:
|
||||
self.y -= cell_size
|
||||
self.image = self.up
|
||||
#self.angle = 0
|
||||
if direction == 'down':
|
||||
self.y += cell_size
|
||||
if self.y != (cell_number-1)*cell_size:
|
||||
self.y += cell_size
|
||||
self.image = self.down
|
||||
#self.angle = 180
|
||||
if direction == 'left':
|
||||
self.x -= cell_size
|
||||
if self.x != 0:
|
||||
self.x -= cell_size
|
||||
self.image = self.left
|
||||
#self.angle = 90
|
||||
if direction == 'right':
|
||||
self.x += cell_size
|
||||
if self.x != (cell_number-1)*cell_size:
|
||||
self.x += cell_size
|
||||
self.image = self.right
|
||||
#self.angle = 270
|
||||
print(self.x, self.y)
|
||||
|
||||
def water(self, body_before, body_after, cell_size):
|
||||
self.pos = [self.x/cell_size, self.y/cell_size]
|
||||
if self.pos in body_before:
|
||||
body_before.remove(self.pos)
|
||||
body_after.append(self.pos)
|
||||
print('HERE!')
|
||||
#print(body)
|
||||
|
||||
def walk(self):
|
||||
choice = ['up', 'down', 'left', 'right']
|
||||
|