diff --git a/main.py b/main.py index efb2bf92..7a5d8973 100644 --- a/main.py +++ b/main.py @@ -30,24 +30,19 @@ class Tractor: self.parent_screen.blit(pygame.transform.rotate(self.block, self.angle), (self.x, self.y)) # rotate tractor pygame.display.flip() # updating screen - def move_left(self): - self.x -= 50 - self.angle = 90 - self.draw() - - def move_right(self): - self.x += 50 - self.angle = 270 - self.draw() - - def move_up(self): - self.y -= 50 - self.angle = 0 - self.draw() - - def move_down(self): - self.y += 50 - self.angle = 180 + def move(self, direction): + if direction == 'up': + self.y -= 50 + self.angle = 0 + if direction == 'down': + self.y += 50 + self.angle = 180 + if direction == 'left': + self.x -= 50 + self.angle = 90 + if direction == 'right': + self.x += 50 + self.angle = 270 self.draw() def walk(self): @@ -63,14 +58,7 @@ class Tractor: choice.pop(1) self.direction = random.choice(choice) - if self.direction == 'up': - self.move_up() - if self.direction == 'down': - self.move_down() - if self.direction == 'left': - self.move_left() - if self.direction == 'right': - self.move_right() + self.move(self.direction) class Game: @@ -100,13 +88,13 @@ class Game: running = False # in case we want to use keyboard # if pygame.key.get_pressed()[K_UP]: - # self.tractor.move_up() + # self.tractor.move('up') # if pygame.key.get_pressed()[K_DOWN]: - # self.tractor.move_down() + # self.tractor.move('down') # if pygame.key.get_pressed()[K_LEFT]: - # self.tractor.move_left() + # self.tractor.move('left') # if pygame.key.get_pressed()[K_RIGHT]: - # self.tractor.move_right() + # self.tractor.move('right') elif event.type == QUIT: running = False