diff --git a/main.py b/main.py index 6bbb34a2..0fc05623 100644 --- a/main.py +++ b/main.py @@ -1,17 +1,24 @@ import pygame -from pygame.locals import * import random +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), (50 * i, 0), (50 * i, 500), 1) - pygame.draw.line(self.parent_scr, (228, 253, 227), (0, 50 * i), (500, 50 * i), 1) + 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() @@ -25,25 +32,26 @@ class Tractor: self.direction = 'up' def draw(self): - self.parent_screen.fill((120, 120, 0)) # background color + #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.block, self.angle), (self.x, self.y)) # rotate tractor pygame.display.flip() # updating screen def move(self, direction): + conf = Configurations() if direction == 'up': - self.y -= 50 + self.y -= conf.cell_size self.angle = 0 if direction == 'down': - self.y += 50 + self.y += conf.cell_size self.angle = 180 if direction == 'left': - self.x -= 50 + self.x -= conf.cell_size self.angle = 90 if direction == 'right': - self.x += 50 + self.x += conf.cell_size self.angle = 270 - self.draw() + #self.draw() def walk(self): choice = ['up', 'down', 'left', 'right'] @@ -64,20 +72,20 @@ class Tractor: class Field: def __init__(self, parent_screen): self.parent_screen = parent_screen - self.block = pygame.image.load(r'resources\field.png').convert() + 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 * 50, m * 50)) + self.parent_screen.blit(self.block, (n * conf.cell_size, m * conf.cell_size)) pygame.display.flip() class Game: field_matrix = [[0 for m in range(10)] for n in range(10)] - for i in range(10): while True: field_posX = random.randint(0, 9) @@ -89,49 +97,59 @@ class Game: def __init__(self): pygame.init() - self.screenWidth = 500 - self.screenHeight = 500 - self.surface = pygame.display.set_mode((self.screenWidth, self.screenHeight)) # initialize a window + 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.lines = Lines(self.surface) + self.field = Field(self.surface) + self.field.place_field(self.field_matrix) + self.tractor = Tractor(self.surface) self.tractor.draw() - self.lines = Lines(self.surface) - - self.field = Field(self.surface) - self.field.place_field(self.field_matrix) - def run(self): running = True + clock = pygame.time.Clock() last_time = datetime.now() - self.lines.draw_lines() + #self.lines.draw_lines() while running: + clock.tick(60) # manual fps control not to overwork the computer time_now = datetime.now() + + for event in pygame.event.get(): if event.type == KEYDOWN: if pygame.key.get_pressed()[K_ESCAPE]: running = False # in case we want to use keyboard - # if pygame.key.get_pressed()[K_UP]: - # self.tractor.move('up') - # if pygame.key.get_pressed()[K_DOWN]: - # self.tractor.move('down') - # if pygame.key.get_pressed()[K_LEFT]: - # self.tractor.move('left') - # if pygame.key.get_pressed()[K_RIGHT]: - # self.tractor.move('right') + if pygame.key.get_pressed()[K_UP]: + self.tractor.move('up') + if pygame.key.get_pressed()[K_DOWN]: + self.tractor.move('down') + if pygame.key.get_pressed()[K_LEFT]: + self.tractor.move('left') + if pygame.key.get_pressed()[K_RIGHT]: + self.tractor.move('right') elif event.type == QUIT: running = False - if (time_now - last_time).total_seconds() > 1: # tractor moves every 1 sec - last_time = datetime.now() - self.tractor.walk() + self.surface.fill((120, 120, 0)) # background color self.field.place_field(self.field_matrix) self.lines.draw_lines() - print(f'x, y = ({int(self.tractor.x / 50)}, {int(self.tractor.y / 50)})') + self.tractor.draw() + + + 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)})') if __name__ == '__main__':