import pygame import random class Chicken: def __init__(self, surface, cell_size, cell_number): self.surface = surface self.lastVisitedBlocks = [] # Chicken stores last 3 visited blocks self.up = pygame.image.load(r'resources/chicken/up.png').convert_alpha() self.down = pygame.image.load(r'resources/chicken/down.png').convert_alpha() self.left = pygame.image.load(r'resources/chicken/left.png').convert_alpha() self.right = pygame.image.load(r'resources/chicken/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 = 1 # to-check: start pos may be written explicit self.y = 1 self.angle = 180 self.direction = 'up' self.image = self.down self.step = 0 self.cell_size = cell_size self.cell_number = cell_number def move(self, direction): print('MOVE') if direction == 'move': if self.angle == 0 and self.y != 0: self.y -= 1 if self.angle == 90 and self.x != (self.cell_number-1): self.x += 1 if self.angle == 180 and self.y != (self.cell_number-1): self.y += 1 if self.angle == 270 and self.x != 0: self.x -= 1 if direction == 'right': self.angle += 90 if self.angle == 360: self.angle = 0 if direction == 'left': self.angle -= 90 if self.angle == -90: self.angle = 270 if self.angle == 0: self.image = self.up if self.angle == 90: self.image = self.right if self.angle == 180: self.image = self.down if self.angle == 270: self.image = self.left self.step = self.step + 1 print(self.x, self.y) print('step: ', self.step) def water(self, xy , plant_list): for obj in plant_list: if obj.xy == xy: obj.state = 1 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) def draw(self): self.surface.blit(self.image, (self.x * self.cell_size, self.y * self.cell_size)) # rotate tractor