import pygame import random from pygame.locals import * from datetime import datetime #main variables class Configurations: cell_size = 50 screen_size = 500 # def _init_(self): class Lines: def __init__(self, parent_scr): self.parent_scr = parent_scr def draw_lines(self): # background lines conf = Configurations() for i in range(1, 10): pygame.draw.line(self.parent_scr, (228, 253, 227), (conf.cell_size * i, 0), (conf.cell_size * i, conf.screen_size), 1) pygame.draw.line(self.parent_scr, (228, 253, 227), (0, conf.cell_size * i), (conf.screen_size, conf.cell_size * i), 1) pygame.display.flip() class Tractor: def __init__(self, parent_screen): self.parent_screen = parent_screen self.block = pygame.image.load(r'resources/arrow.png').convert() self.x = 100 self.y = 100 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.block, 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: 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.conf = Configurations() # 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) self.lines = Lines(self.surface) self.field = Field(self.surface) self.field.place_field(self.field_matrix) self.tractor = Tractor(self.surface) self.tractor.draw() def run(self): running = True clock = pygame.time.Clock() last_time = datetime.now() #self.lines.draw_lines() 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') if pygame.key.get_pressed()[K_DOWN]: self.tractor.move('down') if pygame.key.get_pressed()[K_LEFT]: self.tractor.move('left') if pygame.key.get_pressed()[K_RIGHT]: self.tractor.move('right') elif event.type == QUIT: running = False self.surface.fill((120, 120, 0)) # background color self.field.place_field(self.field_matrix) self.lines.draw_lines() self.tractor.draw() 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()