minor changes: add move() - merges move methods
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parent
2902b7b143
commit
9a58e4047d
48
main.py
48
main.py
@ -30,24 +30,19 @@ class Tractor:
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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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pygame.display.flip() # updating screen
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def move_left(self):
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self.x -= 50
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self.angle = 90
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self.draw()
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def move_right(self):
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self.x += 50
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self.angle = 270
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self.draw()
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def move_up(self):
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self.y -= 50
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self.angle = 0
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self.draw()
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def move_down(self):
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self.y += 50
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self.angle = 180
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def move(self, direction):
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if direction == 'up':
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self.y -= 50
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self.angle = 0
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if direction == 'down':
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self.y += 50
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self.angle = 180
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if direction == 'left':
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self.x -= 50
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self.angle = 90
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if direction == 'right':
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self.x += 50
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self.angle = 270
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self.draw()
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def walk(self):
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@ -63,14 +58,7 @@ class Tractor:
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choice.pop(1)
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self.direction = random.choice(choice)
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if self.direction == 'up':
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self.move_up()
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if self.direction == 'down':
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self.move_down()
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if self.direction == 'left':
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self.move_left()
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if self.direction == 'right':
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self.move_right()
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self.move(self.direction)
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class Game:
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@ -100,13 +88,13 @@ class Game:
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running = False
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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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# 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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# 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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# 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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# self.tractor.move_right()
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# self.tractor.move('right')
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elif event.type == QUIT:
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running = False
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