new method: land, new action: dead grass: when you underwater the grass it changes the state. (losing points in the future score updates)
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land.py
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25
land.py
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import pygame
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import random
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class Land:
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def __init__(self, cell_size, cell_number, grass_body):
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self.grass_image = pygame.image.load(r'resources/grass.png').convert()
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self.grass_image = pygame.transform.scale(self.grass_image, (cell_size, cell_size))
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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, (cell_size, cell_size))
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for i in range(0, cell_number):
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for k in range(0, cell_number):
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grass_body.append([i,k])
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def place_grass(self, parent_screen, cell_number, cell_size, grass_body, name):
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for body in grass_body:
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x = int(body[0] * cell_size)
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y = int(body[1] * cell_size)
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if(name == 'good'):
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parent_screen.blit(self.grass_image, (x, y))
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if(name == 'bad'):
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parent_screen.blit(self.bad_grass_image, (x, y))
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19
main.py
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main.py
@ -1,5 +1,6 @@
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import pygame
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import random
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import land
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import tractor
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import blocks
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from pygame.locals import *
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@ -16,6 +17,8 @@ class Game:
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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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self.dead_grass_body = []
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self.grass_body = []
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self.entire_block = {}
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@ -23,11 +26,7 @@ class Game:
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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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self.grass_image = pygame.image.load(r'resources/grass.png').convert()
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self.grass_image = pygame.transform.scale(self.grass_image, (self.cell_size, self.cell_size))
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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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self.land = land.Land(self.cell_size, self.cell_number, self.grass_body)
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self.blocks = blocks.Blocks(self.surface,self.cell_size)
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@ -62,17 +61,15 @@ class Game:
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self.tractor.move('right',self.cell_size, self.cell_number)
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if pygame.key.get_pressed()[K_SPACE]:
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self.tractor.water(self.dead_leaf_body, self.green_leaf_body, self.cell_size)
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#self.tractor.water(self.grass_body, self.dead_grass_body, self.cell_size)
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elif event.type == QUIT:
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running = False
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self.surface.fill((140, 203, 97)) # background color
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for i in range(0, self.cell_number):
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for k in range(0, self.cell_number):
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x = int(i * self.cell_size)
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y = int(k * self.cell_size)
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self.surface.blit(self.grass_image, (x, y))
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self.land.place_grass(self.surface, self.cell_number, self.cell_size, self.grass_body, 'good')
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#self.land.place_grass(self.surface, self.cell_number, self.cell_size, self.dead_grass_body, 'bad')
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self.blocks.place_blocks(self.surface, self.cell_size, self.dead_leaf_body, 'leaf')
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self.blocks.place_blocks(self.surface, self.cell_size, self.green_leaf_body, 'alive')
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Before Width: | Height: | Size: 24 KiB After Width: | Height: | Size: 1.4 KiB |
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import pygame
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import random
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from pygame.math import Vector2
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class Tractor:
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def __init__(self, parent_screen, cell_size):
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