merge dev
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commit
624a50e5d8
103
main.py
103
main.py
@ -1,49 +1,60 @@
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import pygame
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import pygame
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from pygame.locals import *
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import random
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import random
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from pygame.locals import *
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from datetime import datetime
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from datetime import datetime
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#main variables
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class Configurations:
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cell_size = 50
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screen_size = 500
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# def _init_(self):
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class Lines:
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class Lines:
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def __init__(self, parent_scr):
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def __init__(self, parent_scr):
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self.parent_scr = parent_scr
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self.parent_scr = parent_scr
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def draw_lines(self): # background lines
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def draw_lines(self): # background lines
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conf = Configurations()
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for i in range(1, 10):
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for i in range(1, 10):
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pygame.draw.line(self.parent_scr, (228, 253, 227), (50 * i, 0), (50 * i, 500), 1)
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pygame.draw.line(self.parent_scr, (228, 253, 227), (conf.cell_size * i, 0), (conf.cell_size * i, conf.screen_size), 1)
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pygame.draw.line(self.parent_scr, (228, 253, 227), (0, 50 * i), (500, 50 * i), 1)
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pygame.draw.line(self.parent_scr, (228, 253, 227), (0, conf.cell_size * i), (conf.screen_size, conf.cell_size * i), 1)
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pygame.display.flip()
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#pygame.display.flip()
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class Tractor:
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class Tractor:
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def __init__(self, parent_screen):
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def __init__(self, parent_screen):
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conf = Configurations()
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self.parent_screen = parent_screen
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self.parent_screen = parent_screen
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self.block = pygame.image.load(r'resources/arrow.png').convert()
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self.image = pygame.image.load(r'resources/tractor.png').convert_alpha()
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self.x = 100
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self.image = pygame.transform.scale(self.image, (conf.cell_size, conf.cell_size+5))
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self.y = 100
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#self.block = pygame.Rect(int(conf.cell_size), int(conf.cell_size), conf.cell_size, conf.cell_size)
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self.x = conf.cell_size*2
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self.y = conf.cell_size*2
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self.angle = 0
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self.angle = 0
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self.direction = 'up'
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self.direction = 'up'
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def draw(self):
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def draw(self):
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self.parent_screen.fill((120, 120, 0)) # background color
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#self.parent_screen.fill((120, 120, 0)) # background color
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self.parent_screen.blit(self.block, (self.x, self.y))
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#self.parent_screen.blit(self.block, (self.x, self.y))
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self.parent_screen.blit(pygame.transform.rotate(self.block, self.angle), (self.x, self.y)) # rotate tractor
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self.parent_screen.blit(pygame.transform.rotate(self.image, self.angle), (self.x, self.y)) # rotate tractor
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pygame.display.flip() # updating screen
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#pygame.display.flip() # updating screen
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def move(self, direction):
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def move(self, direction):
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conf = Configurations()
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if direction == 'up':
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if direction == 'up':
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self.y -= 50
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self.y -= conf.cell_size
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self.angle = 0
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self.angle = 0
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if direction == 'down':
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if direction == 'down':
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self.y += 50
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self.y += conf.cell_size
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self.angle = 180
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self.angle = 180
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if direction == 'left':
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if direction == 'left':
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self.x -= 50
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self.x -= conf.cell_size
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self.angle = 90
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self.angle = 90
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if direction == 'right':
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if direction == 'right':
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self.x += 50
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self.x += conf.cell_size
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self.angle = 270
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self.angle = 270
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self.draw()
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#self.draw()
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def walk(self):
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def walk(self):
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choice = ['up', 'down', 'left', 'right']
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choice = ['up', 'down', 'left', 'right']
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@ -64,20 +75,20 @@ class Tractor:
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class Field:
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class Field:
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def __init__(self, parent_screen):
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def __init__(self, parent_screen):
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self.parent_screen = parent_screen
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self.parent_screen = parent_screen
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self.block = pygame.image.load(r'resources\field.png').convert()
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self.block = pygame.image.load(r'resources/field.png').convert()
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def place_field(self, field_matrix):
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def place_field(self, field_matrix):
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conf = Configurations()
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for m, posY in enumerate(field_matrix):
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for m, posY in enumerate(field_matrix):
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for n, posX in enumerate(posY):
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for n, posX in enumerate(posY):
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if field_matrix[m][n] == 1:
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if field_matrix[m][n] == 1:
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self.parent_screen.blit(self.block, (n * 50, m * 50))
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self.parent_screen.blit(self.block, (n * conf.cell_size, m * conf.cell_size))
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pygame.display.flip()
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#pygame.display.flip()
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class Game:
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class Game:
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field_matrix = [[0 for m in range(10)] for n in range(10)]
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field_matrix = [[0 for m in range(10)] for n in range(10)]
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for i in range(10):
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for i in range(10):
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while True:
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while True:
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field_posX = random.randint(0, 9)
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field_posX = random.randint(0, 9)
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@ -89,49 +100,59 @@ class Game:
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def __init__(self):
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def __init__(self):
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pygame.init()
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pygame.init()
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self.screenWidth = 500
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self.conf = Configurations()
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self.screenHeight = 500
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# self.screenWidth = 500
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self.surface = pygame.display.set_mode((self.screenWidth, self.screenHeight)) # initialize a window
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# self.screenHeight = 500
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self.surface = pygame.display.set_mode((self.conf.screen_size, self.conf.screen_size)) # initialize a window
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# self.surface.fill((255, 255, 255)) # background color (overwritten by tractor)
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# self.surface.fill((255, 255, 255)) # background color (overwritten by tractor)
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self.lines = Lines(self.surface)
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self.field = Field(self.surface)
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self.field.place_field(self.field_matrix)
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self.tractor = Tractor(self.surface)
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self.tractor = Tractor(self.surface)
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self.tractor.draw()
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self.tractor.draw()
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self.lines = Lines(self.surface)
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self.field = Field(self.surface)
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self.field.place_field(self.field_matrix)
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def run(self):
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def run(self):
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running = True
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running = True
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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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self.lines.draw_lines()
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#self.lines.draw_lines()
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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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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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if pygame.key.get_pressed()[K_ESCAPE]:
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if pygame.key.get_pressed()[K_ESCAPE]:
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running = False
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running = False
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# in case we want to use keyboard
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# in case we want to use keyboard
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# if pygame.key.get_pressed()[K_UP]:
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if pygame.key.get_pressed()[K_UP]:
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# self.tractor.move('up')
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self.tractor.move('up')
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# if pygame.key.get_pressed()[K_DOWN]:
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if pygame.key.get_pressed()[K_DOWN]:
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# self.tractor.move('down')
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self.tractor.move('down')
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# if pygame.key.get_pressed()[K_LEFT]:
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if pygame.key.get_pressed()[K_LEFT]:
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# self.tractor.move('left')
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self.tractor.move('left')
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# if pygame.key.get_pressed()[K_RIGHT]:
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if pygame.key.get_pressed()[K_RIGHT]:
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# self.tractor.move('right')
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self.tractor.move('right')
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elif event.type == QUIT:
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elif event.type == QUIT:
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running = False
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running = False
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if (time_now - last_time).total_seconds() > 1: # tractor moves every 1 sec
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self.surface.fill((140, 203, 97)) # background color
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last_time = datetime.now()
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self.tractor.walk()
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self.field.place_field(self.field_matrix)
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self.field.place_field(self.field_matrix)
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self.lines.draw_lines()
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self.lines.draw_lines()
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print(f'x, y = ({int(self.tractor.x / 50)}, {int(self.tractor.y / 50)})')
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self.tractor.draw()
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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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if __name__ == '__main__':
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if __name__ == '__main__':
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BIN
resources/.DS_Store
vendored
Normal file
BIN
resources/.DS_Store
vendored
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BIN
resources/robot.png
Normal file
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resources/robot.png
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After Width: | Height: | Size: 139 KiB |
BIN
resources/tractor.png
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BIN
resources/tractor.png
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Binary file not shown.
After Width: | Height: | Size: 47 KiB |
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