merge dev

This commit is contained in:
Aliaksei Brown 2023-03-13 15:39:07 +01:00
commit 624a50e5d8
5 changed files with 63 additions and 42 deletions

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main.py
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@ -1,49 +1,60 @@
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.display.flip()
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.block = pygame.image.load(r'resources/arrow.png').convert()
self.x = 100
self.y = 100
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.block, self.angle), (self.x, self.y)) # rotate tractor
pygame.display.flip() # updating screen
#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 -= 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 +75,20 @@ 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()
#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 +100,59 @@ 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((140, 203, 97)) # 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()
pygame.display.update()
# 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__':

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