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4 Commits
d61d507bf4
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2a1c9bedf2
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5c9c40e8ea |
29
main.py
29
main.py
@ -19,23 +19,26 @@ class Lines:
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for i in range(1, 10):
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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), (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.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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#pygame.display.flip()
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class Tractor:
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class Tractor:
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def __init__(self, parent_screen):
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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.parent_screen = parent_screen
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self.block = pygame.image.load(r'resources/arrow.png').convert()
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self.image = pygame.image.load(r'resources/tractor.png').convert_alpha()
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self.x = 100
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self.image = pygame.transform.scale(self.image, (conf.cell_size, conf.cell_size+5))
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self.y = 100
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#self.block = pygame.Rect(int(conf.cell_size), int(conf.cell_size), conf.cell_size, conf.cell_size)
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self.x = conf.cell_size*2
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self.y = conf.cell_size*2
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self.angle = 0
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self.angle = 0
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self.direction = 'up'
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self.direction = 'up'
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def draw(self):
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def draw(self):
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#self.parent_screen.fill((120, 120, 0)) # background color
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#self.parent_screen.fill((120, 120, 0)) # background color
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self.parent_screen.blit(self.block, (self.x, self.y))
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#self.parent_screen.blit(self.block, (self.x, self.y))
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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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self.parent_screen.blit(pygame.transform.rotate(self.image, self.angle), (self.x, self.y)) # rotate tractor
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pygame.display.flip() # updating screen
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#pygame.display.flip() # updating screen
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def move(self, direction):
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def move(self, direction):
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conf = Configurations()
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conf = Configurations()
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@ -81,7 +84,7 @@ class Field:
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if field_matrix[m][n] == 1:
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if field_matrix[m][n] == 1:
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self.parent_screen.blit(self.block, (n * conf.cell_size, m * conf.cell_size))
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self.parent_screen.blit(self.block, (n * conf.cell_size, m * conf.cell_size))
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pygame.display.flip()
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#pygame.display.flip()
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class Game:
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class Game:
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@ -122,8 +125,7 @@ class Game:
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clock.tick(60) # manual fps control not to overwork the computer
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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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time_now = datetime.now()
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for event in pygame.event.get():
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for event in pygame.event.get():
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if event.type == KEYDOWN:
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if event.type == KEYDOWN:
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if pygame.key.get_pressed()[K_ESCAPE]:
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if pygame.key.get_pressed()[K_ESCAPE]:
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@ -140,14 +142,15 @@ class Game:
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elif event.type == QUIT:
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elif event.type == QUIT:
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running = False
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running = False
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self.surface.fill((120, 120, 0)) # background color
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self.surface.fill((140, 203, 97)) # background color
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self.field.place_field(self.field_matrix)
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self.field.place_field(self.field_matrix)
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self.lines.draw_lines()
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self.lines.draw_lines()
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self.tractor.draw()
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self.tractor.draw()
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pygame.display.update()
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if (time_now - last_time).total_seconds() > 1: # tractor moves every 1 sec
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# if (time_now - last_time).total_seconds() > 1: # tractor moves every 1 sec
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last_time = datetime.now()
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# last_time = datetime.now()
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#self.tractor.walk()
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#self.tractor.walk()
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#print(f'x, y = ({int(self.tractor.x / 50)}, {int(self.tractor.y / 50)})')
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#print(f'x, y = ({int(self.tractor.x / 50)}, {int(self.tractor.y / 50)})')
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BIN
resources/.DS_Store
vendored
Normal file
BIN
resources/.DS_Store
vendored
Normal file
Binary file not shown.
BIN
resources/robot.png
Normal file
BIN
resources/robot.png
Normal file
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After Width: | Height: | Size: 139 KiB |
BIN
resources/tractor.png
Normal file
BIN
resources/tractor.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 47 KiB |
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