Add land methods and soil pictures
@ -21,7 +21,6 @@ class Blocks:
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self.soil = soil.Soil()
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self.soil = soil.Soil()
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def locate_blocks(self, blocks_number, cell_number, body):
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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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for i in range(blocks_number):
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self.x = random.randint(0, cell_number-1)
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self.x = random.randint(0, cell_number-1)
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@ -31,7 +30,6 @@ class Blocks:
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#entire_block.update({self.x : 1}) # for now it may lay on each other,
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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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#print(entire_block)
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def place_blocks(self, parent_screen, cell_size, body, color): #drawing blocks
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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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for block in body:
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x = int(block[0] * cell_size)
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x = int(block[0] * cell_size)
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71
land.py
@ -2,24 +2,71 @@ import pygame
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import random
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import random
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class Land:
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class Land:
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def __init__(self, cell_size, cell_number, grass_body):
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def __init__(self, parent_screen, cell_size, cell_number, all_soil_body, irrigation):
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self.parent_screen = parent_screen
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self.cell_number = cell_number
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self.cell_size = cell_size
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self._irrigation = irrigation
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self.all_soil_body = all_soil_body
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self.grass_image = pygame.image.load(r'resources/grass.png').convert()
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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.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.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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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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self.black_earth_image = pygame.image.load(r'resources/black_earth.png').convert()
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for k in range(0, cell_number):
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self.black_earth_image = pygame.transform.scale(self.black_earth_image, (cell_size, cell_size))
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grass_body.append([i,k])
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self.brown_earth_image = pygame.image.load(r'resources/brown_earth.png').convert()
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self.brown_earth_image = pygame.transform.scale(self.brown_earth_image, (cell_size, cell_size))
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def place_grass(self, parent_screen, cell_number, cell_size, grass_body, name):
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self.fawn_soil_image = pygame.image.load(r'resources/fawn_soil.png').convert()
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for body in grass_body:
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self.fawn_soil_image = pygame.transform.scale(self.fawn_soil_image, (cell_size, cell_size))
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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)) # to-check: () redundant parentheses
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if(name == 'bad'):
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parent_screen.blit(self.bad_grass_image, (x, y))
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self.fen_soil_image = pygame.image.load(r'resources/fen_soil.png').convert()
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self.fen_soil_image = pygame.transform.scale(self.fen_soil_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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# all_soil_body.append([i, k])
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def locate_soil(self, soil_body): # finds free places(coordinates) for soil and adds them to soil_body[]
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number_of_blocs_for_each_soil = 50
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if number_of_blocs_for_each_soil > (self.cell_number * self.cell_number) // 4:
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number_of_blocs_for_each_soil = (self.cell_number * self.cell_number) // 4
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print('Number of soil blocks exceeds the number of fields!')
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for i in range(number_of_blocs_for_each_soil): # can't be more than: (cell_number * cell_number) // soil_types
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while True:
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rand_x = random.randint(0, self.cell_number - 1) # to-check
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rand_y = random.randint(0, self.cell_number - 1)
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if [rand_x, rand_y] not in self.all_soil_body:
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self.all_soil_body.append([rand_x, rand_y])
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soil_body.append([rand_x, rand_y])
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break
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def place_soil(self, soil_body, soil_name):
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for body in soil_body:
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x = int(body[0] * self.cell_size)
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y = int(body[1] * self.cell_size)
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if soil_name == 'black_earth':
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self.parent_screen.blit(self.black_earth_image, (x, y))
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if soil_name == 'brown_earth':
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self.parent_screen.blit(self.brown_earth_image, (x, y))
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if soil_name == 'fawn_soil':
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self.parent_screen.blit(self.fawn_soil_image, (x, y))
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if soil_name == 'fen_soil':
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self.parent_screen.blit(self.fen_soil_image, (x, y))
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def set_and_place_block_of_grass(self, name):
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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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if [k, i] not in self.all_soil_body:
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x = int(k * self.cell_size)
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y = int(i * self.cell_size)
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if name == 'good':
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self.parent_screen.blit(self.grass_image, (x, y))
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if name == 'bad':
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self.parent_screen.blit(self.bad_grass_image, (x, y))
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48
main.py
@ -12,7 +12,7 @@ from datetime import datetime
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class Game:
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class Game:
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cell_size = 50
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cell_size = 50
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cell_number = 15 # horizontally
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cell_number = 15 # horizontally
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blocks_number = 15 # to-check sth is wrong: duplicate(?) and overlap
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blocks_number = 15
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def __init__(self):
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def __init__(self):
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self.dead_leaf_body = []
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self.dead_leaf_body = []
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@ -22,18 +22,30 @@ class Game:
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self.dead_grass_body = []
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self.dead_grass_body = []
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self.grass_body = []
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self.grass_body = []
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self.potato_field = []
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self.black_earth_body = []
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self.brown_earth_body = []
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self.fawn_soil_body = []
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self.fen_soil_body = []
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self.allBodyPos = []
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self.entire_block = {}
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self.entire_block = {}
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# initialize a window
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pygame.init()
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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.surface = pygame.display.set_mode((self.cell_size*self.cell_number, self.cell_size*self.cell_number))
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self.land = land.Land(self.cell_size, self.cell_number, self.grass_body)
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# finds places for every type soil and grass
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self.black_earth = land.Land(self.surface, self.cell_size, self.cell_number, self.allBodyPos, 100)
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self.black_earth.locate_soil(self.black_earth_body)
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self.brown_earth = land.Land(self.surface, self.cell_size, self.cell_number, self.allBodyPos, 100)
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self.brown_earth.locate_soil(self.brown_earth_body)
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self.fawn_soil = land.Land(self.surface, self.cell_size, self.cell_number, self.allBodyPos, 100)
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self.fawn_soil.locate_soil(self.fawn_soil_body)
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self.fen_soil = land.Land(self.surface, self.cell_size, self.cell_number, self.allBodyPos, 100)
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self.fen_soil.locate_soil(self.fen_soil_body)
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self.grass = land.Land(self.surface, self.cell_size, self.cell_number, self.allBodyPos, 100)
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self.blocks = blocks.Blocks(self.surface, self.cell_size)
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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.dead_leaf_body)
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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.stone_body)
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self.blocks.locate_blocks(self.blocks_number, self.cell_number, self.flower_body)
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self.blocks.locate_blocks(self.blocks_number, self.cell_number, self.flower_body)
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@ -45,16 +57,16 @@ class Game:
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self.tractor.draw()
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self.tractor.draw()
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def run(self):
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def run(self):
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print(self.potato.get_soil_info().get_name())
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# print(self.potato.get_soil_info().get_name())
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print(self.potato.get_soil_info().get_acidity())
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# print(self.potato.get_soil_info().get_acidity())
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print(self.potato.get_soil_info().get_irrigation())
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# print(self.potato.get_soil_info().get_irrigation())
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running = True
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running = True
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clock = pygame.time.Clock()
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clock = pygame.time.Clock()
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last_time = datetime.now()
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# last_time = datetime.now()
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while running:
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while running:
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clock.tick(60) # manual fps control not to overwork the computer
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clock.tick(60) # manual fps control not to overwork the computer
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time_now = datetime.now()
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# time_now = datetime.now()
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for event in pygame.event.get():
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for event in pygame.event.get():
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if event.type == KEYDOWN:
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if event.type == KEYDOWN:
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@ -78,25 +90,21 @@ class Game:
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self.surface.fill((140, 203, 97)) # background color
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self.surface.fill((140, 203, 97)) # background color
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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.grass.set_and_place_block_of_grass('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.black_earth.place_soil(self.black_earth_body, 'black_earth')
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self.brown_earth.place_soil(self.brown_earth_body, 'brown_earth')
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self.fawn_soil.place_soil(self.fawn_soil_body, 'fawn_soil')
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self.fen_soil.place_soil(self.fen_soil_body, 'fen_soil')
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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.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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self.blocks.place_blocks(self.surface, self.cell_size, self.green_leaf_body, 'alive')
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self.blocks.place_blocks(self.surface, self.cell_size, self.stone_body, 'stone')
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self.blocks.place_blocks(self.surface, self.cell_size, self.stone_body, 'stone')
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self.blocks.place_blocks(self.surface, self.cell_size, self.flower_body, 'flower')
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self.blocks.place_blocks(self.surface, self.cell_size, self.flower_body, 'flower')
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self.tractor.draw()
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self.tractor.draw()
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pygame.display.update()
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pygame.display.update()
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# if (time_now - last_time).total_seconds() > 1: # tractor moves every 1 sec
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||||||
#last_time = datetime.now()
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||||||
#self.tractor.walk()
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#print(f'x, y = ({int(self.tractor.x / 50)}, {int(self.tractor.y / 50)})')
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|
||||||
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|
||||||
if __name__ == '__main__':
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if __name__ == '__main__':
|
||||||
game = Game()
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game = Game()
|
||||||
game.run()
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game.run()
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BIN
resources/black_earth.png
Normal file
After Width: | Height: | Size: 2.6 KiB |
BIN
resources/earth.png
Normal file
After Width: | Height: | Size: 15 KiB |
BIN
resources/fawn_soil.png
Normal file
After Width: | Height: | Size: 22 KiB |
BIN
resources/fen_soil.png
Normal file
After Width: | Height: | Size: 22 KiB |
BIN
resources/grass copy.png
Normal file
After Width: | Height: | Size: 2.8 KiB |
BIN
resources/grassTwo.png
Normal file
After Width: | Height: | Size: 22 KiB |
BIN
resources/seed.png
Normal file
After Width: | Height: | Size: 53 KiB |
BIN
resources/wheat.png
Normal file
After Width: | Height: | Size: 14 KiB |
BIN
resources/wheatFour.png
Normal file
After Width: | Height: | Size: 14 KiB |
BIN
resources/wheatOne.png
Normal file
After Width: | Height: | Size: 16 KiB |
BIN
resources/wheatThree.png
Normal file
After Width: | Height: | Size: 14 KiB |
BIN
resources/wheatTwo.png
Normal file
After Width: | Height: | Size: 14 KiB |
@ -4,6 +4,7 @@ import random
|
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class Tractor:
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class Tractor:
|
||||||
def __init__(self, parent_screen, cell_size):
|
def __init__(self, parent_screen, cell_size):
|
||||||
self.parent_screen = parent_screen
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self.parent_screen = parent_screen
|
||||||
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self.lastVisitedBlocks = [] # tractor stores last 3 visited blocks
|
||||||
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|
||||||
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()
|
||||||
@ -22,6 +23,8 @@ class Tractor:
|
|||||||
self.direction = 'up'
|
self.direction = 'up'
|
||||||
self.image = self.down
|
self.image = self.down
|
||||||
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|
||||||
|
self.lastVisitedBlocks = [] # as tractor moves it stores last 3 coordinates
|
||||||
|
|
||||||
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|
||||||
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
|
||||||
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