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Bee.py
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Bee.py
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import pygame
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import Flower
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class Bee:
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# typeOfBee = None
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# genotype = None
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# favFloweColor = None
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# biome = None
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# product = None
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def __init__(self, typeOfBee, genotype, biome, product, favFlowerColor = Flower.Flower.color):
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# self.x = 64
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# self.y = 64
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# self.xChange = 0
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# self.yChange = 0
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# self.height = 64
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# self.width = 64
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# self.beeImg = pygame.image.load("spritesNtiles/bee64.png")
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self.typeOfBee = typeOfBee
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self.genotype = genotype
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self.favFlowerColor = favFlowerColor
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self.biome = biome
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self.product = product
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self.amountOfPollinatedFlowers = 0
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self.favFlowerColor = favFlowerColor
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self.amountOfPollinatedFlowers = 0
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Beehive.py
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Beehive.py
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import Frames
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import Bee
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class Beehive:
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bees = []
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coordinate = None
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frames = [] #Frames
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outputSlots = None #?
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def __init__(self, bees, coordinate, frames, outputSlots):
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self.bees = bees
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self.coordinate = coordinate
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self.frames = frames
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self.outputSlots = outputSlots
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Flower.py
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Flower.py
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import random
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class PossibleFlower:
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color = ['red', 'blue', 'yellow', 'white', 'pink']
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name = ['tulip', 'sunflower', 'rose', 'dandelion', 'daisy']
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class Flower:
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color = None
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name = None
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coordinates = []
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def __init__(self, coordinates, color = PossibleFlower.color[random.randint(0, 4)], name = PossibleFlower.name[random.randint(0, 4)]):
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self.color = color
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self.name = name
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self.coordinates = coordinates
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Frames.py
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Frames.py
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class Frames:
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# name = None
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# productivity = None
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def __init__(self, name, productivity):
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self.name = name
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self.productivity = productivity
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main.py
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main.py
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import pygame
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import Flower
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import Beehive
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import Frames
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white = (255, 255, 255)
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#setting caption and icon
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pygame.display.set_caption('Smart Bee')
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setIcon = pygame.image.load('spritesNtiles/bee64.png')
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pygame.display.set_icon(setIcon)
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#
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###
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########################################
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#SHORT = pygame.image.load('spritesNtiles/shortGrass64.png') #0
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#TALL = pygame.image.load('spritesNtiles/tallGrass64.png') #1
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#TREE = pygame.image.load('spritesNtiles/dirtTree64.png') #10
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### tilemap
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SHORT = 0
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TALL = 1
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TREE = 10
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BEE = pygame.image.load('spritesNtiles/bee64.png')
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tiles = {
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SHORT: pygame.image.load('spritesNtiles/shortGrass64.png'),
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TALL: pygame.image.load('spritesNtiles/tallGrass64.png'),
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TREE: pygame.image.load('spritesNtiles/dirtTree64.png')
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}
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tilemap = [
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[SHORT, SHORT, SHORT, TREE, SHORT, TALL, TALL, SHORT, SHORT, TREE, SHORT, SHORT, TALL, SHORT, SHORT],
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[SHORT, SHORT, SHORT, TALL, TALL, SHORT, SHORT, TREE, SHORT, SHORT, SHORT, SHORT, SHORT, SHORT, SHORT],
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[SHORT, SHORT, SHORT, SHORT, TALL, SHORT, SHORT, SHORT, SHORT, SHORT, SHORT, SHORT, TALL, SHORT, SHORT],
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[TALL, TREE, SHORT, SHORT, SHORT, TREE, SHORT, SHORT, SHORT, SHORT, SHORT, TALL, SHORT, SHORT, TREE],
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[SHORT, SHORT, SHORT, SHORT, SHORT, SHORT, SHORT, TREE, SHORT, TREE, SHORT, SHORT, SHORT, SHORT, SHORT],
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[SHORT, SHORT, SHORT, SHORT, TALL, SHORT, SHORT, SHORT, SHORT, TALL, SHORT, SHORT, SHORT, SHORT, TALL],
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[SHORT, SHORT, TALL, SHORT, SHORT, SHORT, SHORT, SHORT, TREE, SHORT, SHORT, TREE, SHORT, SHORT, SHORT],
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[SHORT, TREE, SHORT, TREE, SHORT, SHORT, SHORT, SHORT, TALL, TALL, SHORT, SHORT, SHORT, TALL, SHORT],
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[SHORT, SHORT, SHORT, SHORT, TALL, SHORT, SHORT, SHORT, SHORT, TREE, SHORT, SHORT, SHORT, SHORT, SHORT],
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[TALL, SHORT, SHORT, SHORT, SHORT, SHORT, TREE, SHORT, SHORT, SHORT, SHORT, SHORT, SHORT, SHORT, TALL],
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[SHORT, SHORT, SHORT, SHORT, SHORT, TREE, SHORT, SHORT, SHORT, TALL, SHORT, SHORT, SHORT, SHORT, SHORT],
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[SHORT, SHORT, SHORT, SHORT, TALL, SHORT, SHORT, SHORT, SHORT, SHORT, SHORT, SHORT, TALL, SHORT, SHORT],
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]
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tilemapSizeY = 12
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tilemapSizeX = 15
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tileSize = 64
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###
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#calculate the window size
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disX = tilemapSizeX * tileSize
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disY = tilemapSizeY * tileSize
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# tilemap = [
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# [0, 0, 0, 10, 0, 1, 1, 0, 0, 10],
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# [0, 0, 0, 1, 1, 0, 0, 10, 0, 0],
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# [0, 0, 0, 0, 1, 0, 0, 0, 0, 0],
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# [1, 10, 0, 0, 0, 10, 0, 0, 0, 0],
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# [0, 0, 0, 0, 0, 0, 0, 10, 0, 10],
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# [0, 0, 0, 0, 1, 0, 0, 0, 0, 1],
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# [0, 0, 1, 0, 0, 0, 0, 0, 10, 0],
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# [0, 10, 0, 10, 0, 0, 0, 0, 1, 1],
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# [0, 0, 0, 0, 1, 0, 0, 0, 0, 10],
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# [1, 0, 0, 0, 0, 0, 10, 0, 0, 0]
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# ]
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pygame.init()
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dis = pygame.display.set_mode((disX, disY))
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clock = pygame.time.Clock()
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#position of the bee and pos changings
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XChanges = 0
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XPosBee = 64
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YChanges = 0
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YPosBee = 64
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while True:
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for event in pygame.event.get():
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#check to quit
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if (event.type == pygame.QUIT) or (event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE):
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# game_over = True
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pygame.quit()
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quit()
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#printing map
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for i in range(len(tilemap)):
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for j in range(len(tilemap[i])):
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dis.blit(tiles[tilemap[i][j]], (j * tileSize, i * tileSize))
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#movement speed
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if event.type == pygame.KEYDOWN:
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if event.key == pygame.K_UP:
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XChanges = 0
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YChanges = -16
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if event.key == pygame.K_DOWN:
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XChanges = 0
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YChanges = 16
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if event.key == pygame.K_LEFT:
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XChanges = -16
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YChanges = 0
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if event.key == pygame.K_RIGHT:
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XChanges = 16
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YChanges = 0
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#stopmovement when a key is up
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if event.type == pygame.KEYUP:
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XChanges = 0
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YChanges = 0
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#calculating position of the bee
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if disX >= XPosBee >= 0:
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XPosBee = XPosBee + XChanges
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if disY >= YPosBee >= 0:
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YPosBee = YPosBee + YChanges
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#left and up restriction
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if XPosBee <= 0:
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XPosBee = 0
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elif XPosBee >= disX:
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XPosBee = disX
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elif YPosBee <= 0:
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YPosBee = 0
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elif YPosBee >= disY:
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YPosBee = disY
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#beatiful bee
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dis.blit(BEE, (XPosBee, YPosBee))
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#updating
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# pygame.display.flip()
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pygame.display.update()
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clock.tick(10000)
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