Merge branch 'master' of https://git.wmi.amu.edu.pl/s473558/si23traktor
3
.gitignore
vendored
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@ -0,0 +1,3 @@
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|||||||
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.DS_Store
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||||||
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.idea
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||||||
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__pycache__
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79
blocks.py
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@ -0,0 +1,79 @@
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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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import soil
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||||||
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||||||
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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.flower_image = pygame.image.load(r'resources/flower.png').convert_alpha()
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self.flower_image = pygame.transform.scale(self.flower_image, (cell_size, cell_size))
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||||||
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self.stone_image = pygame.image.load(r'resources/stone.png').convert_alpha()
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self.stone_image = pygame.transform.scale(self.stone_image, (cell_size, cell_size))
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self.leaf_image = pygame.image.load(r'resources/dead.png').convert_alpha()
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self.leaf_image = pygame.transform.scale(self.leaf_image, (cell_size, cell_size))
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self.alive_leaf_image = pygame.image.load(r'resources/alive.png').convert_alpha()
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self.alive_leaf_image = pygame.transform.scale(self.alive_leaf_image, (cell_size, cell_size))
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self.fawn_seed_image = pygame.image.load(r'resources/fawn_seed.png').convert_alpha()
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self.fawn_seed_image = pygame.transform.scale(self.fawn_seed_image, (cell_size, cell_size))
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self.fawn_wheat_image = pygame.image.load(r'resources/fawn_wheat.png').convert_alpha()
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self.fawn_wheat_image = pygame.transform.scale(self.fawn_wheat_image, (cell_size, cell_size))
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self.soil = soil.Soil()
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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 = [self.x,self.y]
|
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body.append(self.pos)
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#entire_block.update({self.x : 1}) # for now it may lay on each other,
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#print(entire_block)
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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[0] * cell_size)
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y = int(block[1] * cell_size)
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||||||
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if color == 'leaf':
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self.parent_screen.blit(self.leaf_image, (x, y))
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if color == 'alive':
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self.parent_screen.blit(self.alive_leaf_image, (x, y))
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||||||
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if color == 'stone':
|
||||||
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self.parent_screen.blit(self.stone_image, (x, y))
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||||||
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if color == 'flower':
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||||||
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self.parent_screen.blit(self.flower_image, (x, y))
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||||||
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if color == 'fawn_seed':
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||||||
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self.parent_screen.blit(self.fawn_seed_image, (x, y))
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||||||
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if color == 'fawn_wheat':
|
||||||
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self.parent_screen.blit(self.fawn_wheat_image, (x, y))
|
||||||
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|
||||||
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|
||||||
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|
||||||
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# if color == 'potato':
|
||||||
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# pass
|
||||||
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|
||||||
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def locate_soil(self, name, acidity, irrigation, blocks_number):
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# for block in blocks_number:
|
||||||
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self.soil.set_name(name)
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||||||
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self.soil.set_irrigation(irrigation)
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||||||
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self.soil.set_acidity(acidity)
|
||||||
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|
||||||
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def get_soil_info(self):
|
||||||
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return self.soil
|
||||||
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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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||||||
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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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||||||
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|
||||||
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|
||||||
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||||||
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69
land.py
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@ -0,0 +1,69 @@
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import pygame
|
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import random
|
||||||
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|
||||||
|
class Land:
|
||||||
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def __init__(self, parent_screen, cell_size, cell_number, all_soil_body, irrigation):
|
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|
self.parent_screen = parent_screen
|
||||||
|
self.cell_number = cell_number
|
||||||
|
self.cell_size = cell_size
|
||||||
|
self._irrigation = irrigation
|
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self.all_soil_body = all_soil_body
|
||||||
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|
||||||
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self.grass_image = pygame.image.load(r'resources/grass.png').convert_alpha()
|
||||||
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self.grass_image = pygame.transform.scale(self.grass_image, (cell_size, cell_size))
|
||||||
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|
||||||
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# self.bad_grass_image = pygame.image.load(r'resources/bad_grass.png').convert()
|
||||||
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# self.bad_grass_image = pygame.transform.scale(self.bad_grass_image, (cell_size, cell_size))
|
||||||
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|
||||||
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self.black_earth_image = pygame.image.load(r'resources/grass.png').convert()
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self.black_earth_image = pygame.transform.scale(self.black_earth_image, (cell_size, cell_size))
|
||||||
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|
||||||
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self.green_earth_image = pygame.image.load(r'resources/grass.png').convert()
|
||||||
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self.green_earth_image = pygame.transform.scale(self.green_earth_image, (cell_size, cell_size))
|
||||||
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|
||||||
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self.fawn_soil_image = pygame.image.load(r'resources/fawn_soil.png').convert()
|
||||||
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self.fawn_soil_image = pygame.transform.scale(self.fawn_soil_image, (cell_size, cell_size))
|
||||||
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|
||||||
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self.fen_soil_image = pygame.image.load(r'resources/grass.png').convert()
|
||||||
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self.fen_soil_image = pygame.transform.scale(self.fen_soil_image, (cell_size, cell_size))
|
||||||
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|
||||||
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|
||||||
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def locate_soil(self, soil_body): # finds free places(coordinates) for soil and adds them to soil_body[]
|
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number_of_blocs_for_each_soil = 50
|
||||||
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|
||||||
|
if number_of_blocs_for_each_soil > (self.cell_number * self.cell_number) // 4:
|
||||||
|
number_of_blocs_for_each_soil = (self.cell_number * self.cell_number) // 4
|
||||||
|
print('Number of soil blocks exceeds the number of fields!')
|
||||||
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|
||||||
|
for i in range(number_of_blocs_for_each_soil): # can't be more than: (cell_number * cell_number) // soil_types
|
||||||
|
while True:
|
||||||
|
rand_x = random.randint(0, self.cell_number - 1) # to-check
|
||||||
|
rand_y = random.randint(0, self.cell_number - 1)
|
||||||
|
if [rand_x, rand_y] not in self.all_soil_body:
|
||||||
|
self.all_soil_body.append([rand_x, rand_y])
|
||||||
|
soil_body.append([rand_x, rand_y])
|
||||||
|
break
|
||||||
|
|
||||||
|
def place_soil(self, soil_body, soil_name):
|
||||||
|
for body in soil_body:
|
||||||
|
x = int(body[0] * self.cell_size)
|
||||||
|
y = int(body[1] * self.cell_size)
|
||||||
|
if soil_name == 'black_earth':
|
||||||
|
self.parent_screen.blit(self.black_earth_image, (x, y))
|
||||||
|
if soil_name == 'green_earth':
|
||||||
|
self.parent_screen.blit(self.green_earth_image, (x, y))
|
||||||
|
if soil_name == 'fawn_soil':
|
||||||
|
self.parent_screen.blit(self.fawn_soil_image, (x, y))
|
||||||
|
if soil_name == 'fen_soil':
|
||||||
|
self.parent_screen.blit(self.fen_soil_image, (x, y))
|
||||||
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|
||||||
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def set_and_place_block_of_grass(self, name):
|
||||||
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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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if [k, i] not in self.all_soil_body:
|
||||||
|
x = int(k * self.cell_size)
|
||||||
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y = int(i * self.cell_size)
|
||||||
|
if name == 'good':
|
||||||
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self.parent_screen.blit(self.grass_image, (x, y))
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||||||
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if name == 'bad':
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||||||
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self.parent_screen.blit(self.bad_grass_image, (x, y))
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205
main.py
@ -1,158 +1,123 @@
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import os
|
||||||
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|
||||||
import pygame
|
import pygame
|
||||||
import random
|
import random
|
||||||
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import land
|
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import tractor
|
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import blocks
|
||||||
from pygame.locals import *
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from pygame.locals import *
|
||||||
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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|
||||||
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|
||||||
class Lines:
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|
||||||
def __init__(self, parent_scr):
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|
||||||
self.parent_scr = parent_scr
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||||||
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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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|
||||||
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, conf.cell_size * i), (conf.screen_size, conf.cell_size * i), 1)
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|
||||||
#pygame.display.flip()
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|
||||||
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|
||||||
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|
||||||
class Tractor:
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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.image = pygame.image.load(r'resources/tractor.png').convert_alpha()
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|
||||||
self.image = pygame.transform.scale(self.image, (conf.cell_size, conf.cell_size+5))
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|
||||||
#self.block = pygame.Rect(int(conf.cell_size), int(conf.cell_size), conf.cell_size, conf.cell_size)
|
|
||||||
self.x = conf.cell_size*2
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|
||||||
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.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 -= conf.cell_size
|
|
||||||
self.angle = 0
|
|
||||||
if direction == 'down':
|
|
||||||
self.y += conf.cell_size
|
|
||||||
self.angle = 180
|
|
||||||
if direction == 'left':
|
|
||||||
self.x -= conf.cell_size
|
|
||||||
self.angle = 90
|
|
||||||
if direction == 'right':
|
|
||||||
self.x += conf.cell_size
|
|
||||||
self.angle = 270
|
|
||||||
#self.draw()
|
|
||||||
|
|
||||||
def walk(self):
|
|
||||||
choice = ['up', 'down', 'left', 'right']
|
|
||||||
|
|
||||||
if self.x == 450:
|
|
||||||
choice.pop(3)
|
|
||||||
if self.x == 0:
|
|
||||||
choice.pop(2)
|
|
||||||
if self.y == 0:
|
|
||||||
choice.pop(0)
|
|
||||||
if self.y == 450:
|
|
||||||
choice.pop(1)
|
|
||||||
|
|
||||||
self.direction = random.choice(choice)
|
|
||||||
self.move(self.direction)
|
|
||||||
|
|
||||||
|
|
||||||
class Field:
|
|
||||||
def __init__(self, parent_screen):
|
|
||||||
self.parent_screen = parent_screen
|
|
||||||
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 * conf.cell_size, m * conf.cell_size))
|
|
||||||
|
|
||||||
#pygame.display.flip()
|
|
||||||
|
|
||||||
|
|
||||||
class Game:
|
class Game:
|
||||||
field_matrix = [[0 for m in range(10)] for n in range(10)]
|
cell_size = 50
|
||||||
for i in range(10):
|
cell_number = 15 # horizontally
|
||||||
while True:
|
blocks_number = 15
|
||||||
field_posX = random.randint(0, 9)
|
|
||||||
field_posY = random.randint(0, 9)
|
|
||||||
|
|
||||||
if field_matrix[field_posY][field_posX] == 0:
|
|
||||||
field_matrix[field_posY][field_posX] = 1
|
|
||||||
break
|
|
||||||
|
|
||||||
def __init__(self):
|
def __init__(self):
|
||||||
|
|
||||||
|
self.dead_leaf_body = []
|
||||||
|
self.green_leaf_body = []
|
||||||
|
self.stone_body = []
|
||||||
|
self.flower_body = []
|
||||||
|
self.dead_grass_body = []
|
||||||
|
self.grass_body = []
|
||||||
|
|
||||||
|
self.fawn_seed_body = []
|
||||||
|
self.fawn_wheat_body = []
|
||||||
|
|
||||||
|
self.black_earth_body = []
|
||||||
|
self.green_earth_body = []
|
||||||
|
self.fawn_soil_body = []
|
||||||
|
self.fen_soil_body = []
|
||||||
|
self.allBodyPos = []
|
||||||
|
|
||||||
|
self.entire_block = {}
|
||||||
|
|
||||||
|
# initialize a window
|
||||||
pygame.init()
|
pygame.init()
|
||||||
self.conf = Configurations()
|
self.surface = pygame.display.set_mode((self.cell_size*self.cell_number, self.cell_size*self.cell_number))
|
||||||
# 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)
|
|
||||||
|
|
||||||
|
# finds places for every type soil and grass
|
||||||
|
self.black_earth = land.Land(self.surface, self.cell_size, self.cell_number, self.allBodyPos, 100)
|
||||||
|
self.black_earth.locate_soil(self.black_earth_body)
|
||||||
|
self.green_earth = land.Land(self.surface, self.cell_size, self.cell_number, self.allBodyPos, 100)
|
||||||
|
self.green_earth.locate_soil(self.green_earth_body)
|
||||||
|
self.fawn_soil = land.Land(self.surface, self.cell_size, self.cell_number, self.allBodyPos, 100)
|
||||||
|
self.fawn_soil.locate_soil(self.fawn_soil_body)
|
||||||
|
self.fen_soil = land.Land(self.surface, self.cell_size, self.cell_number, self.allBodyPos, 100)
|
||||||
|
self.fen_soil.locate_soil(self.fen_soil_body)
|
||||||
|
self.grass = land.Land(self.surface, self.cell_size, self.cell_number, self.allBodyPos, 100)
|
||||||
|
|
||||||
self.lines = Lines(self.surface)
|
self.blocks = blocks.Blocks(self.surface, self.cell_size)
|
||||||
self.field = Field(self.surface)
|
self.blocks.locate_blocks(self.blocks_number, self.cell_number, self.dead_leaf_body)
|
||||||
self.field.place_field(self.field_matrix)
|
self.blocks.locate_blocks(self.blocks_number, self.cell_number, self.stone_body)
|
||||||
|
self.blocks.locate_blocks(self.blocks_number, self.cell_number, self.flower_body)
|
||||||
|
|
||||||
self.tractor = Tractor(self.surface)
|
# self.potato = blocks.Blocks(self.surface, self.cell_size)
|
||||||
|
# self.potato.locate_soil('black earth', 6, 1, [])
|
||||||
|
|
||||||
|
self.tractor = tractor.Tractor(self.surface, self.cell_size)
|
||||||
self.tractor.draw()
|
self.tractor.draw()
|
||||||
|
|
||||||
def run(self):
|
def run(self):
|
||||||
|
# print(self.potato.get_soil_info().get_name())
|
||||||
|
# print(self.potato.get_soil_info().get_acidity())
|
||||||
|
# print(self.potato.get_soil_info().get_irrigation())
|
||||||
running = True
|
running = True
|
||||||
clock = pygame.time.Clock()
|
clock = pygame.time.Clock()
|
||||||
last_time = datetime.now()
|
# last_time = datetime.now()
|
||||||
#self.lines.draw_lines()
|
|
||||||
|
|
||||||
while running:
|
while running:
|
||||||
clock.tick(60) # manual fps control not to overwork the computer
|
clock.tick(60) # manual fps control not to overwork the computer
|
||||||
time_now = datetime.now()
|
# time_now = datetime.now()
|
||||||
|
|
||||||
|
|
||||||
for event in pygame.event.get():
|
for event in pygame.event.get():
|
||||||
if event.type == KEYDOWN:
|
if event.type == KEYDOWN:
|
||||||
if pygame.key.get_pressed()[K_ESCAPE]:
|
if pygame.key.get_pressed()[K_ESCAPE]:
|
||||||
running = False
|
running = False
|
||||||
# in case we want to use keyboard
|
# in case we want to use keyboard
|
||||||
if pygame.key.get_pressed()[K_UP]:
|
if pygame.key.get_pressed()[K_UP]:
|
||||||
self.tractor.move('up')
|
self.tractor.move('up', self.cell_size, self.cell_number)
|
||||||
if pygame.key.get_pressed()[K_DOWN]:
|
if pygame.key.get_pressed()[K_DOWN]:
|
||||||
self.tractor.move('down')
|
self.tractor.move('down', self.cell_size, self.cell_number)
|
||||||
if pygame.key.get_pressed()[K_LEFT]:
|
if pygame.key.get_pressed()[K_LEFT]:
|
||||||
self.tractor.move('left')
|
self.tractor.move('left', self.cell_size, self.cell_number)
|
||||||
if pygame.key.get_pressed()[K_RIGHT]:
|
if pygame.key.get_pressed()[K_RIGHT]:
|
||||||
self.tractor.move('right')
|
self.tractor.move('right', self.cell_size, self.cell_number)
|
||||||
|
if pygame.key.get_pressed()[K_SPACE]:
|
||||||
|
self.tractor.water(self.dead_leaf_body, self.green_leaf_body, self.cell_size)
|
||||||
|
# self.tractor.water(self.grass_body, self.dead_grass_body, self.cell_size)
|
||||||
|
if pygame.key.get_pressed()[K_q]:
|
||||||
|
self.tractor.harvest(self.fawn_seed_body, self.fawn_wheat_body, self.cell_size)
|
||||||
|
self.tractor.put_seed(self.fawn_soil_body, self.fawn_seed_body, self.cell_size)
|
||||||
|
|
||||||
|
|
||||||
elif event.type == QUIT:
|
elif event.type == QUIT:
|
||||||
running = False
|
running = False
|
||||||
|
|
||||||
self.surface.fill((140, 203, 97)) # background color
|
self.surface.fill((123, 56, 51)) # background color
|
||||||
self.field.place_field(self.field_matrix)
|
|
||||||
self.lines.draw_lines()
|
self.grass.set_and_place_block_of_grass('good')
|
||||||
|
self.black_earth.place_soil(self.black_earth_body, 'black_earth')
|
||||||
|
self.green_earth.place_soil(self.green_earth_body, 'green_earth')
|
||||||
|
self.fawn_soil.place_soil(self.fawn_soil_body, 'fawn_soil')
|
||||||
|
self.fen_soil.place_soil(self.fen_soil_body, 'fen_soil')
|
||||||
|
|
||||||
|
#plants examples
|
||||||
|
self.blocks.place_blocks(self.surface, self.cell_size, self.dead_leaf_body, 'leaf')
|
||||||
|
self.blocks.place_blocks(self.surface, self.cell_size, self.green_leaf_body, 'alive')
|
||||||
|
self.blocks.place_blocks(self.surface, self.cell_size, self.stone_body, 'stone')
|
||||||
|
self.blocks.place_blocks(self.surface, self.cell_size, self.flower_body, 'flower')
|
||||||
|
|
||||||
|
#seeds
|
||||||
|
self.blocks.place_blocks(self.surface, self.cell_size, self.fawn_seed_body, 'fawn_seed')
|
||||||
|
|
||||||
|
#wheat
|
||||||
|
self.blocks.place_blocks(self.surface, self.cell_size, self.fawn_wheat_body, 'fawn_wheat')
|
||||||
|
|
||||||
self.tractor.draw()
|
self.tractor.draw()
|
||||||
pygame.display.update()
|
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__':
|
if __name__ == '__main__':
|
||||||
|
BIN
resources/.DS_Store
vendored
BIN
resources/1black_earth.png
Normal file
After Width: | Height: | Size: 2.6 KiB |
BIN
resources/alive.png
Normal file
After Width: | Height: | Size: 16 KiB |
Before Width: | Height: | Size: 313 B |
BIN
resources/bad_grass.png
Normal file
After Width: | Height: | Size: 1.4 KiB |
BIN
resources/black_seed.png
Normal file
After Width: | Height: | Size: 15 KiB |
BIN
resources/blossom.png
Normal file
After Width: | Height: | Size: 492 B |
BIN
resources/bush.png
Normal file
After Width: | Height: | Size: 424 B |
BIN
resources/dead.png
Normal file
After Width: | Height: | Size: 455 B |
BIN
resources/down.png
Normal file
After Width: | Height: | Size: 9.4 KiB |
BIN
resources/earth.png
Normal file
After Width: | Height: | Size: 24 KiB |
BIN
resources/earth2.png
Normal file
After Width: | Height: | Size: 23 KiB |
BIN
resources/fawn_seed.png
Normal file
After Width: | Height: | Size: 18 KiB |
BIN
resources/fawn_soil.png
Normal file
After Width: | Height: | Size: 22 KiB |
BIN
resources/fawn_wheat.png
Normal file
After Width: | Height: | Size: 14 KiB |
BIN
resources/fen_soil.png
Normal file
After Width: | Height: | Size: 22 KiB |
BIN
resources/fen_soil2.png
Normal file
After Width: | Height: | Size: 2.8 KiB |
BIN
resources/fen_wheat.png
Normal file
After Width: | Height: | Size: 16 KiB |
Before Width: | Height: | Size: 577 B |
BIN
resources/flower.png
Normal file
After Width: | Height: | Size: 448 B |
BIN
resources/garden.png
Normal file
After Width: | Height: | Size: 449 B |
BIN
resources/grass.png
Normal file
After Width: | Height: | Size: 403 B |
BIN
resources/grass4.png
Normal file
After Width: | Height: | Size: 482 B |
BIN
resources/grass5.png
Normal file
After Width: | Height: | Size: 446 B |
BIN
resources/grassTwo.png
Normal file
After Width: | Height: | Size: 22 KiB |
BIN
resources/ivy.png
Normal file
After Width: | Height: | Size: 421 B |
BIN
resources/left.png
Normal file
After Width: | Height: | Size: 9.6 KiB |
BIN
resources/mashroom.png
Normal file
After Width: | Height: | Size: 385 B |
BIN
resources/plant.png
Normal file
After Width: | Height: | Size: 409 B |
BIN
resources/red.png
Normal file
After Width: | Height: | Size: 457 B |
BIN
resources/right.png
Normal file
After Width: | Height: | Size: 9.8 KiB |
BIN
resources/rip.png
Normal file
After Width: | Height: | Size: 393 B |
Before Width: | Height: | Size: 139 KiB |
BIN
resources/robot2.png
Normal file
After Width: | Height: | Size: 8.2 KiB |
BIN
resources/seed1.png
Normal file
After Width: | Height: | Size: 53 KiB |
BIN
resources/statue.png
Normal file
After Width: | Height: | Size: 433 B |
BIN
resources/stone.png
Normal file
After Width: | Height: | Size: 412 B |
BIN
resources/stone2.png
Normal file
After Width: | Height: | Size: 411 B |
BIN
resources/tree.png
Normal file
After Width: | Height: | Size: 427 B |
BIN
resources/up.png
Normal file
After Width: | Height: | Size: 9.3 KiB |
BIN
resources/wheat.png
Normal file
After Width: | Height: | Size: 14 KiB |
BIN
resources/wheatFour.png
Normal file
After Width: | Height: | Size: 14 KiB |
BIN
resources/wheatTwo.png
Normal file
After Width: | Height: | Size: 14 KiB |
23
soil.py
Normal file
@ -0,0 +1,23 @@
|
|||||||
|
class Soil:
|
||||||
|
def __init__(self, name='', irrigation=-1, acidity=-1):
|
||||||
|
self._name = name
|
||||||
|
self._irrigation = irrigation
|
||||||
|
self._acidity = acidity
|
||||||
|
|
||||||
|
def get_name(self):
|
||||||
|
return self._name
|
||||||
|
|
||||||
|
def set_name(self, name):
|
||||||
|
self._name = name
|
||||||
|
|
||||||
|
def get_acidity(self):
|
||||||
|
return self._acidity
|
||||||
|
|
||||||
|
def set_acidity(self, acidity):
|
||||||
|
self._acidity = acidity
|
||||||
|
|
||||||
|
def get_irrigation(self):
|
||||||
|
return self._irrigation
|
||||||
|
|
||||||
|
def set_irrigation(self, irrigation):
|
||||||
|
self._irrigation = irrigation
|
93
tractor.py
Normal file
@ -0,0 +1,93 @@
|
|||||||
|
import pygame
|
||||||
|
import random
|
||||||
|
|
||||||
|
class Tractor:
|
||||||
|
def __init__(self, parent_screen, cell_size):
|
||||||
|
self.parent_screen = parent_screen
|
||||||
|
self.lastVisitedBlocks = [] # tractor stores last 3 visited blocks
|
||||||
|
|
||||||
|
self.up = pygame.image.load(r'resources/up.png').convert_alpha()
|
||||||
|
self.down = pygame.image.load(r'resources/down.png').convert_alpha()
|
||||||
|
self.left = pygame.image.load(r'resources/left.png').convert_alpha()
|
||||||
|
self.right = pygame.image.load(r'resources/right.png').convert_alpha()
|
||||||
|
|
||||||
|
self.up = pygame.transform.scale(self.up, (cell_size+2, cell_size))
|
||||||
|
self.down = pygame.transform.scale(self.down, (cell_size, cell_size+2))
|
||||||
|
self.left = pygame.transform.scale(self.left, (cell_size+2, cell_size+2))
|
||||||
|
self.right = pygame.transform.scale(self.right, (cell_size+4, cell_size+1))
|
||||||
|
|
||||||
|
self.x = cell_size*2 # to-check: start pos may be written explicit
|
||||||
|
self.y = cell_size*2
|
||||||
|
#self.pos = Vector2(self.x, self.y)
|
||||||
|
self.angle = 0
|
||||||
|
self.direction = 'up'
|
||||||
|
self.image = self.down
|
||||||
|
self.step = 0
|
||||||
|
self.lastVisitedBlocks = [] # as tractor moves it stores last 3 coordinates
|
||||||
|
|
||||||
|
|
||||||
|
def draw(self):
|
||||||
|
self.parent_screen.blit(self.image, (self.x, self.y)) # rotate tractor
|
||||||
|
|
||||||
|
|
||||||
|
def move(self, direction, cell_size, cell_number):
|
||||||
|
if direction == 'up':
|
||||||
|
if self.y != 0:
|
||||||
|
self.y -= cell_size
|
||||||
|
self.image = self.up
|
||||||
|
if direction == 'down':
|
||||||
|
if self.y != (cell_number-1)*cell_size:
|
||||||
|
self.y += cell_size
|
||||||
|
self.image = self.down
|
||||||
|
if direction == 'left':
|
||||||
|
if self.x != 0:
|
||||||
|
self.x -= cell_size
|
||||||
|
self.image = self.left
|
||||||
|
if direction == 'right':
|
||||||
|
if self.x != (cell_number-1)*cell_size:
|
||||||
|
self.x += cell_size
|
||||||
|
self.image = self.right
|
||||||
|
self.step = self.step + 1
|
||||||
|
print(self.x, self.y)
|
||||||
|
print(self.step)
|
||||||
|
|
||||||
|
|
||||||
|
def water(self, body_before, body_after, cell_size):
|
||||||
|
self.pos = [self.x/cell_size, self.y/cell_size]
|
||||||
|
if self.pos in body_before:
|
||||||
|
body_before.remove(self.pos)
|
||||||
|
body_after.append(self.pos)
|
||||||
|
print('HERE!')
|
||||||
|
#print(body)
|
||||||
|
|
||||||
|
def put_seed(self, body, seed_body, cell_size):
|
||||||
|
#self.step = 0
|
||||||
|
self.pos = [self.x/cell_size, self.y/cell_size]
|
||||||
|
if self.pos in body:
|
||||||
|
#body.remove(self.pos)
|
||||||
|
seed_body.append(self.pos)
|
||||||
|
print('HERE IS THE SEED!')
|
||||||
|
|
||||||
|
def harvest(self, seed_body, wheat_body, cell_size):
|
||||||
|
self.pos = [self.x/cell_size, self.y/cell_size]
|
||||||
|
if self.pos in seed_body:
|
||||||
|
seed_body.remove(self.pos)
|
||||||
|
wheat_body.append(self.pos)
|
||||||
|
print('HERE IS THE WHEAT!')
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
def walk(self):
|
||||||
|
choice = ['up', 'down', 'left', 'right']
|
||||||
|
|
||||||
|
if self.x == 450:
|
||||||
|
choice.pop(3)
|
||||||
|
if self.x == 0:
|
||||||
|
choice.pop(2)
|
||||||
|
if self.y == 0:
|
||||||
|
choice.pop(0)
|
||||||
|
if self.y == 450:
|
||||||
|
choice.pop(1)
|
||||||
|
|
||||||
|
self.direction = random.choice(choice)
|
||||||
|
self.move(self.direction)
|