import pygame import random import tractor import field from pygame.locals import * from datetime import datetime class Game: cell_size = 50 screen_size = 500 field_matrix = [[0 for m in range(10)] for n in range(10)] for i in range(10): while True: 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): pygame.init() self.surface = pygame.display.set_mode((self.screen_size, self.screen_size)) # initialize a window self.field = field.Field(self.surface) self.field.place_field(self.field_matrix, self.surface, self.cell_size) self.tractor = tractor.Tractor(self.surface, self.cell_size) self.tractor.draw() def run(self): running = True clock = pygame.time.Clock() last_time = datetime.now() while running: clock.tick(60) # manual fps control not to overwork the computer time_now = datetime.now() for event in pygame.event.get(): if event.type == KEYDOWN: if pygame.key.get_pressed()[K_ESCAPE]: running = False # in case we want to use keyboard if pygame.key.get_pressed()[K_UP]: self.tractor.move('up',self.cell_size) if pygame.key.get_pressed()[K_DOWN]: self.tractor.move('down',self.cell_size) if pygame.key.get_pressed()[K_LEFT]: self.tractor.move('left',self.cell_size) if pygame.key.get_pressed()[K_RIGHT]: self.tractor.move('right',self.cell_size) elif event.type == QUIT: running = False self.surface.fill((140, 203, 97)) # background color self.field.place_field(self.field_matrix, self.surface, self.cell_size) self.field.draw_lines(self.screen_size, self.cell_size) self.tractor.draw() 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__': game = Game() game.run()