add blocks method, new graphic, rebuild the field type to block type
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__pycache__/blocks.cpython-310.pyc
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__pycache__/field.cpython-310.pyc
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__pycache__/tractor.cpython-310.pyc
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blocks.py
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@ -0,0 +1,43 @@
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import pygame
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import random
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from pygame.math import Vector2
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class Blocks:
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def __init__(self, parent_screen,cell_size):
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self.parent_screen = parent_screen
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self.vege_image = pygame.image.load(r'resources/flower.png').convert_alpha()
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self.vege_image = pygame.transform.scale(self.vege_image, (cell_size, cell_size))
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self.lief_image = pygame.image.load(r'resources/stone.png').convert_alpha()
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self.lief_image = pygame.transform.scale(self.lief_image, (cell_size, cell_size))
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self.carrot_image = pygame.image.load(r'resources/dead.png').convert_alpha()
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self.carrot_image = pygame.transform.scale(self.carrot_image, (cell_size, cell_size))
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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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self.x = random.randint(0, cell_number-1)
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self.y = random.randint(0, cell_number-1)
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self.pos = Vector2(self.x, self.y)
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body.append(self.pos)
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#block_dict.update({self.x : 1}) # for now it may lay on each other,
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print(body)
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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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x = int(block.x * cell_size)
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y = int(block.y * cell_size)
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if color == 'carrot':
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self.parent_screen.blit(self.carrot_image, (x, y))
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if color == 'leaf':
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self.parent_screen.blit(self.lief_image, (x, y))
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if color == 'vege':
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self.parent_screen.blit(self.vege_image, (x, y))
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def draw_lines(self, parent_screen, cell_size): # background lines
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for i in range(1, 10):
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pygame.draw.line(self.parent_screen, (228, 253, 227), (cell_size * i, 0), (cell_size * i, parent_screen), 1)
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pygame.draw.line(self.parent_screen, (228, 253, 227), (0, cell_size * i), (parent_screen, cell_size * i), 1)
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3
field.py
@ -4,8 +4,9 @@ class Field:
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def __init__(self, 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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#def draw_blocks():
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def place_field(self, field_matrix, parent_screen, cell_size):
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def place_field(self, field_matrix, parent_screen, cell_size): #drawing blocks
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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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if field_matrix[m][n] == 1:
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56
main.py
@ -2,31 +2,42 @@ import pygame
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import random
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import tractor
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import field
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import blocks
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from pygame.locals import *
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from datetime import datetime
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class Game:
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cell_size = 50
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screen_size = 500
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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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while True:
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field_posX = random.randint(0, 9)
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field_posY = random.randint(0, 9)
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if field_matrix[field_posY][field_posX] == 0:
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field_matrix[field_posY][field_posX] = 1
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break
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cell_number = 15
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blocks_number = 15
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block_dict = {}
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def __init__(self):
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self.leaf_body = []
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self.vege_body = []
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self.carrot_body = []
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pygame.init()
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self.surface = pygame.display.set_mode((self.screen_size, self.screen_size)) # 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)) # initialize a window
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self.grass_image = pygame.image.load(r'resources/grass3.png').convert()
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self.grass_image = pygame.transform.scale(self.grass_image, (self.cell_size, 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.leaf_body)
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self.blocks.locate_blocks(self.blocks_number, self.cell_number, self.vege_body)
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self.blocks.locate_blocks(self.blocks_number, self.cell_number, self.carrot_body)
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self.field = field.Field(self.surface)
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self.field.place_field(self.field_matrix, self.surface, self.cell_size)
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self.blocks.place_blocks(self.surface, self.cell_size, self.leaf_body, 'leaf')
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self.blocks.place_blocks(self.surface, self.cell_size, self.vege_body, 'vege')
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self.blocks.place_blocks(self.surface, self.cell_size, self.carrot_body, 'carrot')
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for i in range(0, self.cell_number*self.cell_number):
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x = int(i * self.cell_size)
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y = int(i * self.cell_size)
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self.surface.blit(self.grass_image, (x, y))
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self.tractor = tractor.Tractor(self.surface, self.cell_size)
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self.tractor.draw()
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@ -41,7 +52,6 @@ class Game:
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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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for event in pygame.event.get():
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if event.type == KEYDOWN:
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if pygame.key.get_pressed()[K_ESCAPE]:
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@ -59,9 +69,21 @@ class Game:
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running = False
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self.surface.fill((140, 203, 97)) # background color
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self.field.place_field(self.field_matrix, self.surface, self.cell_size)
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self.field.draw_lines(self.screen_size, self.cell_size)
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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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x = int(i * self.cell_size)
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y = int(k * self.cell_size)
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self.surface.blit(self.grass_image, (x, y))
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#self.blocks.draw_lines(self.cell_number*self.cell_size, self.cell_size)
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self.blocks.place_blocks(self.surface, self.cell_size, self.leaf_body, 'leaf')
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self.blocks.place_blocks(self.surface, self.cell_size, self.vege_body, 'vege')
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self.blocks.place_blocks(self.surface, self.cell_size, self.carrot_body, 'carrot')
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self.tractor.draw()
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pygame.display.update()
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resources/2ZAYDK.png
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resources/3ZcPVQ.png
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resources/4-gFH9.png
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resources/DJb-j3.png
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resources/NfASJh.png
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resources/b8H0jv.png
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After Width: | Height: | Size: 393 B |
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resources/carrot.png
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After Width: | Height: | Size: 82 KiB |
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resources/cldvYP.png
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resources/cs5N6Z.png
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resources/dXE2CG.png
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After Width: | Height: | Size: 449 B |
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resources/dead.png
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After Width: | Height: | Size: 455 B |
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resources/flower.png
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After Width: | Height: | Size: 448 B |
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resources/grass.png
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After Width: | Height: | Size: 121 KiB |
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resources/grass1.png
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After Width: | Height: | Size: 5.7 KiB |
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resources/grass2.png
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After Width: | Height: | Size: 140 KiB |
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resources/grass3.png
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After Width: | Height: | Size: 403 B |
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resources/grass4.png
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After Width: | Height: | Size: 482 B |
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resources/jRdXIV.png
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After Width: | Height: | Size: 457 B |
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resources/leaf.png
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After Width: | Height: | Size: 140 KiB |
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resources/red.png
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After Width: | Height: | Size: 1.4 KiB |
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resources/robot2.png
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After Width: | Height: | Size: 8.2 KiB |
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resources/sKlv-b.png
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After Width: | Height: | Size: 446 B |
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resources/stone.png
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After Width: | Height: | Size: 412 B |
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resources/tmxa28.png
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After Width: | Height: | Size: 385 B |
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resources/vege.png
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After Width: | Height: | Size: 196 KiB |
12
tractor.py
@ -1,13 +1,15 @@
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import pygame
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import random
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from pygame.math import Vector2
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class Tractor:
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def __init__(self, parent_screen, cell_size):
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self.parent_screen = parent_screen
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self.image = pygame.image.load(r'resources/tractor.png').convert_alpha()
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self.image = pygame.image.load(r'resources/robot2.png').convert_alpha()
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self.image = pygame.transform.scale(self.image, (cell_size, cell_size+5))
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self.x = cell_size*2
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self.y = cell_size*2
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self.pos = Vector2(self.x, self.y)
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self.angle = 0
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self.direction = 'up'
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@ -17,16 +19,16 @@ class Tractor:
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def move(self, direction, cell_size):
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if direction == 'up':
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self.y -= 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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self.y += 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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self.x -= 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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self.x += cell_size
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self.angle = 270
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#self.angle = 270
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def walk(self):
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choice = ['up', 'down', 'left', 'right']
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