diff --git a/field.py b/field.py new file mode 100644 index 00000000..245dedc7 --- /dev/null +++ b/field.py @@ -0,0 +1,17 @@ +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 place_field(self, field_matrix, parent_screen, cell_size): + 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) diff --git a/main.py b/main.py index a49c5c05..50a6fdbd 100644 --- a/main.py +++ b/main.py @@ -1,93 +1,15 @@ import pygame import random +import tractor +import field from pygame.locals import * from datetime import datetime -#main variables -class Configurations: - cell_size = 50 - screen_size = 500 - # def _init_(self): - -class Lines: - def __init__(self, parent_scr): - self.parent_scr = parent_scr - - - def draw_lines(self): # background lines - conf = Configurations() - for i in range(1, 10): - pygame.draw.line(self.parent_scr, (228, 253, 227), (conf.cell_size * i, 0), (conf.cell_size * i, conf.screen_size), 1) - pygame.draw.line(self.parent_scr, (228, 253, 227), (0, conf.cell_size * i), (conf.screen_size, conf.cell_size * i), 1) - #pygame.display.flip() - - -class Tractor: - def __init__(self, parent_screen): - conf = Configurations() - self.parent_screen = parent_screen - self.image = pygame.image.load(r'resources/tractor.png').convert_alpha() - self.image = pygame.transform.scale(self.image, (conf.cell_size, conf.cell_size+5)) - #self.block = pygame.Rect(int(conf.cell_size), int(conf.cell_size), conf.cell_size, conf.cell_size) - self.x = conf.cell_size*2 - self.y = conf.cell_size*2 - self.angle = 0 - self.direction = 'up' - - def draw(self): - #self.parent_screen.fill((120, 120, 0)) # background color - #self.parent_screen.blit(self.block, (self.x, self.y)) - self.parent_screen.blit(pygame.transform.rotate(self.image, self.angle), (self.x, self.y)) # rotate tractor - #pygame.display.flip() # updating screen - - def move(self, direction): - conf = Configurations() - if direction == 'up': - self.y -= conf.cell_size - self.angle = 0 - if direction == 'down': - self.y += conf.cell_size - self.angle = 180 - if direction == 'left': - self.x -= conf.cell_size - self.angle = 90 - if direction == 'right': - self.x += conf.cell_size - self.angle = 270 - #self.draw() - - def walk(self): - choice = ['up', 'down', 'left', 'right'] - - if self.x == 450: - choice.pop(3) - if self.x == 0: - choice.pop(2) - if self.y == 0: - choice.pop(0) - if self.y == 450: - choice.pop(1) - - self.direction = random.choice(choice) - self.move(self.direction) - - -class Field: - def __init__(self, parent_screen): - self.parent_screen = parent_screen - self.block = pygame.image.load(r'resources/field.png').convert() - - def place_field(self, field_matrix): - conf = Configurations() - 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 * conf.cell_size, m * conf.cell_size)) - - #pygame.display.flip() - class Game: + cell_size = 50 + screen_size = 500 + field_matrix = [[0 for m in range(10)] for n in range(10)] for i in range(10): while True: @@ -100,26 +22,20 @@ class Game: def __init__(self): pygame.init() - self.conf = Configurations() - # self.screenWidth = 500 - # self.screenHeight = 500 - self.surface = pygame.display.set_mode((self.conf.screen_size, self.conf.screen_size)) # initialize a window - # self.surface.fill((255, 255, 255)) # background color (overwritten by tractor) + self.surface = pygame.display.set_mode((self.screen_size, self.screen_size)) # initialize a window - - self.lines = Lines(self.surface) - self.field = Field(self.surface) - self.field.place_field(self.field_matrix) + self.field = field.Field(self.surface) + self.field.place_field(self.field_matrix, self.surface, self.cell_size) - self.tractor = Tractor(self.surface) + self.tractor = tractor.Tractor(self.surface, self.cell_size) self.tractor.draw() def run(self): + running = True clock = pygame.time.Clock() last_time = datetime.now() - #self.lines.draw_lines() while running: clock.tick(60) # manual fps control not to overwork the computer @@ -132,25 +48,26 @@ class Game: running = False # in case we want to use keyboard if pygame.key.get_pressed()[K_UP]: - self.tractor.move('up') + self.tractor.move('up',self.cell_size) if pygame.key.get_pressed()[K_DOWN]: - self.tractor.move('down') + self.tractor.move('down',self.cell_size) if pygame.key.get_pressed()[K_LEFT]: - self.tractor.move('left') + self.tractor.move('left',self.cell_size) if pygame.key.get_pressed()[K_RIGHT]: - self.tractor.move('right') + self.tractor.move('right',self.cell_size) elif event.type == QUIT: running = False self.surface.fill((140, 203, 97)) # background color - self.field.place_field(self.field_matrix) - self.lines.draw_lines() + self.field.place_field(self.field_matrix, self.surface, self.cell_size) + + self.field.draw_lines(self.screen_size, self.cell_size) self.tractor.draw() pygame.display.update() - # if (time_now - last_time).total_seconds() > 1: # tractor moves every 1 sec - # last_time = datetime.now() + # if (time_now - last_time).total_seconds() > 1: # tractor moves every 1 sec + #last_time = datetime.now() #self.tractor.walk() #print(f'x, y = ({int(self.tractor.x / 50)}, {int(self.tractor.y / 50)})') diff --git a/tractor.py b/tractor.py new file mode 100644 index 00000000..645b759d --- /dev/null +++ b/tractor.py @@ -0,0 +1,44 @@ +import pygame +import random + +class Tractor: + def __init__(self, parent_screen, cell_size): + self.parent_screen = parent_screen + self.image = pygame.image.load(r'resources/tractor.png').convert_alpha() + self.image = pygame.transform.scale(self.image, (cell_size, cell_size+5)) + self.x = cell_size*2 + self.y = cell_size*2 + self.angle = 0 + self.direction = 'up' + + def draw(self): + self.parent_screen.blit(pygame.transform.rotate(self.image, self.angle), (self.x, self.y)) # rotate tractor + + def move(self, direction, cell_size): + if direction == 'up': + self.y -= cell_size + self.angle = 0 + if direction == 'down': + self.y += cell_size + self.angle = 180 + if direction == 'left': + self.x -= cell_size + self.angle = 90 + if direction == 'right': + self.x += cell_size + self.angle = 270 + + def walk(self): + choice = ['up', 'down', 'left', 'right'] + + if self.x == 450: + choice.pop(3) + if self.x == 0: + choice.pop(2) + if self.y == 0: + choice.pop(0) + if self.y == 450: + choice.pop(1) + + self.direction = random.choice(choice) + self.move(self.direction) \ No newline at end of file