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
|
|||||||
class Blocks:
|
class Blocks:
|
||||||
def __init__(self, parent_screen,cell_size):
|
def __init__(self, parent_screen,cell_size):
|
||||||
self.parent_screen = parent_screen
|
self.parent_screen = parent_screen
|
||||||
self.vege_image = pygame.image.load(r'resources/flower.png').convert_alpha()
|
self.flower_image = pygame.image.load(r'resources/flower.png').convert_alpha()
|
||||||
self.vege_image = pygame.transform.scale(self.vege_image, (cell_size, cell_size))
|
self.flower_image = pygame.transform.scale(self.flower_image, (cell_size, cell_size))
|
||||||
|
|
||||||
self.lief_image = pygame.image.load(r'resources/stone.png').convert_alpha()
|
self.stone_image = pygame.image.load(r'resources/stone.png').convert_alpha()
|
||||||
self.lief_image = pygame.transform.scale(self.lief_image, (cell_size, cell_size))
|
self.stone_image = pygame.transform.scale(self.stone_image, (cell_size, cell_size))
|
||||||
|
|
||||||
self.carrot_image = pygame.image.load(r'resources/dead.png').convert_alpha()
|
self.leaf_image = pygame.image.load(r'resources/dead.png').convert_alpha()
|
||||||
self.carrot_image = pygame.transform.scale(self.carrot_image, (cell_size, cell_size))
|
self.leaf_image = pygame.transform.scale(self.leaf_image, (cell_size, cell_size))
|
||||||
|
|
||||||
|
self.alive_leaf_image = pygame.image.load(r'resources/alive.png').convert_alpha()
|
||||||
|
self.alive_leaf_image = pygame.transform.scale(self.alive_leaf_image, (cell_size, cell_size))
|
||||||
|
|
||||||
|
|
||||||
def locate_blocks(self, blocks_number, cell_number, body):
|
def locate_blocks(self, blocks_number, cell_number, body):
|
||||||
for i in range(blocks_number):
|
for i in range(blocks_number):
|
||||||
self.x = random.randint(0, cell_number-1)
|
self.x = random.randint(0, cell_number-1)
|
||||||
self.y = random.randint(0, cell_number-1)
|
self.y = random.randint(0, cell_number-1)
|
||||||
self.pos = Vector2(self.x, self.y)
|
self.pos = [self.x,self.y]
|
||||||
body.append(self.pos)
|
body.append(self.pos)
|
||||||
#block_dict.update({self.x : 1}) # for now it may lay on each other,
|
#entire_block.update({self.x : 1}) # for now it may lay on each other,
|
||||||
print(body)
|
#print(entire_block)
|
||||||
|
|
||||||
|
|
||||||
def place_blocks(self, parent_screen, cell_size, body, color): #drawing blocks
|
def place_blocks(self, parent_screen, cell_size, body, color): #drawing blocks
|
||||||
for block in body:
|
for block in body:
|
||||||
x = int(block.x * cell_size)
|
x = int(block[0] * cell_size)
|
||||||
y = int(block.y * cell_size)
|
y = int(block[1] * cell_size)
|
||||||
if color == 'carrot':
|
|
||||||
self.parent_screen.blit(self.carrot_image, (x, y))
|
|
||||||
if color == 'leaf':
|
if color == 'leaf':
|
||||||
self.parent_screen.blit(self.lief_image, (x, y))
|
self.parent_screen.blit(self.leaf_image, (x, y))
|
||||||
if color == 'vege':
|
if color == 'alive':
|
||||||
self.parent_screen.blit(self.vege_image, (x, y))
|
self.parent_screen.blit(self.alive_leaf_image, (x, y))
|
||||||
|
if color == 'stone':
|
||||||
|
self.parent_screen.blit(self.stone_image, (x, y))
|
||||||
|
if color == 'flower':
|
||||||
|
self.parent_screen.blit(self.flower_image, (x, y))
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
def draw_lines(self, parent_screen, cell_size): # background lines
|
def draw_lines(self, parent_screen, cell_size): # background lines
|
||||||
for i in range(1, 10):
|
for i in range(1, 10):
|
||||||
pygame.draw.line(self.parent_screen, (228, 253, 227), (cell_size * i, 0), (cell_size * i, parent_screen), 1)
|
pygame.draw.line(self.parent_screen, (228, 253, 227), (cell_size * i, 0), (cell_size * i, parent_screen), 1)
|
||||||
|
18
field.py
@ -1,18 +0,0 @@
|
|||||||
import pygame
|
|
||||||
|
|
||||||
class Field:
|
|
||||||
def __init__(self, parent_screen):
|
|
||||||
self.parent_screen = parent_screen
|
|
||||||
self.block = pygame.image.load(r'resources/field.png').convert()
|
|
||||||
#def draw_blocks():
|
|
||||||
|
|
||||||
def place_field(self, field_matrix, parent_screen, cell_size): #drawing blocks
|
|
||||||
for m, posY in enumerate(field_matrix):
|
|
||||||
for n, posX in enumerate(posY):
|
|
||||||
if field_matrix[m][n] == 1:
|
|
||||||
self.parent_screen.blit(self.block, (n * cell_size, m * cell_size))
|
|
||||||
|
|
||||||
def draw_lines(self, parent_screen, cell_size): # background lines
|
|
||||||
for i in range(1, 10):
|
|
||||||
pygame.draw.line(self.parent_screen, (228, 253, 227), (cell_size * i, 0), (cell_size * i, parent_screen), 1)
|
|
||||||
pygame.draw.line(self.parent_screen, (228, 253, 227), (0, cell_size * i), (parent_screen, cell_size * i), 1)
|
|
58
main.py
@ -1,7 +1,6 @@
|
|||||||
import pygame
|
import pygame
|
||||||
import random
|
import random
|
||||||
import tractor
|
import tractor
|
||||||
import field
|
|
||||||
import blocks
|
import blocks
|
||||||
from pygame.locals import *
|
from pygame.locals import *
|
||||||
from datetime import datetime
|
from datetime import datetime
|
||||||
@ -9,41 +8,37 @@ from datetime import datetime
|
|||||||
|
|
||||||
class Game:
|
class Game:
|
||||||
cell_size = 50
|
cell_size = 50
|
||||||
cell_number = 15
|
cell_number = 15 #horizontally
|
||||||
blocks_number = 15
|
blocks_number = 15
|
||||||
block_dict = {}
|
|
||||||
|
|
||||||
def __init__(self):
|
|
||||||
self.leaf_body = []
|
|
||||||
self.vege_body = []
|
|
||||||
self.carrot_body = []
|
|
||||||
|
|
||||||
|
def __init__(self):
|
||||||
|
self.dead_leaf_body = []
|
||||||
|
self.green_leaf_body = []
|
||||||
|
self.stone_body = []
|
||||||
|
self.flower_body = []
|
||||||
|
|
||||||
|
|
||||||
|
self.entire_block = {}
|
||||||
|
|
||||||
pygame.init()
|
pygame.init()
|
||||||
self.surface = pygame.display.set_mode((self.cell_size*self.cell_number, self.cell_size*self.cell_number)) # initialize a window
|
self.surface = pygame.display.set_mode((self.cell_size*self.cell_number, self.cell_size*self.cell_number)) # initialize a window
|
||||||
|
|
||||||
self.grass_image = pygame.image.load(r'resources/grass3.png').convert()
|
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))
|
self.grass_image = pygame.transform.scale(self.grass_image, (self.cell_size, self.cell_size))
|
||||||
|
|
||||||
|
self.bad_grass_image = pygame.image.load(r'resources/bad_grass.png').convert()
|
||||||
|
self.bad_grass_image = pygame.transform.scale(self.bad_grass_image, (self.cell_size, self.cell_size))
|
||||||
|
|
||||||
self.blocks = blocks.Blocks(self.surface,self.cell_size)
|
self.blocks = blocks.Blocks(self.surface,self.cell_size)
|
||||||
self.blocks.locate_blocks(self.blocks_number, self.cell_number, self.leaf_body)
|
|
||||||
self.blocks.locate_blocks(self.blocks_number, self.cell_number, self.vege_body)
|
|
||||||
self.blocks.locate_blocks(self.blocks_number, self.cell_number, self.carrot_body)
|
|
||||||
|
|
||||||
|
self.blocks.locate_blocks(self.blocks_number, self.cell_number, self.dead_leaf_body)
|
||||||
self.blocks.place_blocks(self.surface, self.cell_size, self.leaf_body, 'leaf')
|
self.blocks.locate_blocks(self.blocks_number, self.cell_number, self.stone_body)
|
||||||
self.blocks.place_blocks(self.surface, self.cell_size, self.vege_body, 'vege')
|
self.blocks.locate_blocks(self.blocks_number, self.cell_number, self.flower_body)
|
||||||
self.blocks.place_blocks(self.surface, self.cell_size, self.carrot_body, 'carrot')
|
|
||||||
|
|
||||||
for i in range(0, self.cell_number*self.cell_number):
|
|
||||||
x = int(i * self.cell_size)
|
|
||||||
y = int(i * self.cell_size)
|
|
||||||
self.surface.blit(self.grass_image, (x, y))
|
|
||||||
|
|
||||||
self.tractor = tractor.Tractor(self.surface, self.cell_size)
|
self.tractor = tractor.Tractor(self.surface, self.cell_size)
|
||||||
self.tractor.draw()
|
self.tractor.draw()
|
||||||
|
|
||||||
def run(self):
|
def run(self):
|
||||||
|
|
||||||
running = True
|
running = True
|
||||||
clock = pygame.time.Clock()
|
clock = pygame.time.Clock()
|
||||||
last_time = datetime.now()
|
last_time = datetime.now()
|
||||||
@ -58,13 +53,15 @@ class Game:
|
|||||||
running = False
|
running = False
|
||||||
# in case we want to use keyboard
|
# in case we want to use keyboard
|
||||||
if pygame.key.get_pressed()[K_UP]:
|
if pygame.key.get_pressed()[K_UP]:
|
||||||
self.tractor.move('up',self.cell_size)
|
self.tractor.move('up',self.cell_size, self.cell_number)
|
||||||
if pygame.key.get_pressed()[K_DOWN]:
|
if pygame.key.get_pressed()[K_DOWN]:
|
||||||
self.tractor.move('down',self.cell_size)
|
self.tractor.move('down',self.cell_size, self.cell_number)
|
||||||
if pygame.key.get_pressed()[K_LEFT]:
|
if pygame.key.get_pressed()[K_LEFT]:
|
||||||
self.tractor.move('left',self.cell_size)
|
self.tractor.move('left',self.cell_size, self.cell_number)
|
||||||
if pygame.key.get_pressed()[K_RIGHT]:
|
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:
|
elif event.type == QUIT:
|
||||||
running = False
|
running = False
|
||||||
|
|
||||||
@ -77,11 +74,10 @@ class Game:
|
|||||||
self.surface.blit(self.grass_image, (x, y))
|
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.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.leaf_body, 'leaf')
|
self.blocks.place_blocks(self.surface, self.cell_size, self.stone_body, 'stone')
|
||||||
self.blocks.place_blocks(self.surface, self.cell_size, self.vege_body, 'vege')
|
self.blocks.place_blocks(self.surface, self.cell_size, self.flower_body, 'flower')
|
||||||
self.blocks.place_blocks(self.surface, self.cell_size, self.carrot_body, 'carrot')
|
|
||||||
|
|
||||||
|
|
||||||
self.tractor.draw()
|
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:
|
class Tractor:
|
||||||
def __init__(self, parent_screen, cell_size):
|
def __init__(self, parent_screen, cell_size):
|
||||||
|
self.parent_screen = parent_screen
|
||||||
|
|
||||||
self.up = pygame.image.load(r'resources/up.png').convert_alpha()
|
self.up = pygame.image.load(r'resources/up.png').convert_alpha()
|
||||||
self.down = pygame.image.load(r'resources/down.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.left = pygame.image.load(r'resources/left.png').convert_alpha()
|
||||||
self.right = pygame.image.load(r'resources/right.png').convert_alpha()
|
self.right = pygame.image.load(r'resources/right.png').convert_alpha()
|
||||||
|
|
||||||
self.parent_screen = parent_screen
|
self.up = pygame.transform.scale(self.up, (cell_size+2, cell_size))
|
||||||
#self.image = pygame.image.load(r'resources/robot3.png').convert_alpha()
|
|
||||||
|
|
||||||
self.up = pygame.transform.scale(self.up, (cell_size, cell_size))
|
|
||||||
self.down = pygame.transform.scale(self.down, (cell_size, cell_size+2))
|
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.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.x = cell_size*2
|
||||||
self.y = 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.angle = 0
|
||||||
self.direction = 'up'
|
self.direction = 'up'
|
||||||
self.image = self.down
|
self.image = self.down
|
||||||
@ -30,23 +27,33 @@ class Tractor:
|
|||||||
def draw(self):
|
def draw(self):
|
||||||
self.parent_screen.blit(self.image, (self.x, self.y)) # rotate tractor
|
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':
|
if direction == 'up':
|
||||||
self.y -= cell_size
|
if self.y != 0:
|
||||||
|
self.y -= cell_size
|
||||||
self.image = self.up
|
self.image = self.up
|
||||||
#self.angle = 0
|
|
||||||
if direction == 'down':
|
if direction == 'down':
|
||||||
self.y += cell_size
|
if self.y != (cell_number-1)*cell_size:
|
||||||
|
self.y += cell_size
|
||||||
self.image = self.down
|
self.image = self.down
|
||||||
#self.angle = 180
|
|
||||||
if direction == 'left':
|
if direction == 'left':
|
||||||
self.x -= cell_size
|
if self.x != 0:
|
||||||
|
self.x -= cell_size
|
||||||
self.image = self.left
|
self.image = self.left
|
||||||
#self.angle = 90
|
|
||||||
if direction == 'right':
|
if direction == 'right':
|
||||||
self.x += cell_size
|
if self.x != (cell_number-1)*cell_size:
|
||||||
|
self.x += cell_size
|
||||||
self.image = self.right
|
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):
|
def walk(self):
|
||||||
choice = ['up', 'down', 'left', 'right']
|
choice = ['up', 'down', 'left', 'right']
|
||||||
|