Merge pull request 'Changing the way that farm is generating first corps on all fields' (#8) from whole_field_seeding into main
Reviewed-on: s473634/TurboTraktor#8
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71
main.py
71
main.py
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import pygame
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import pygame
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import sys
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import sys
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import tractor
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import random
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import src.screen as screen
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from settings import screen_height, screen_width, SIZE, SPECIES, block_size, tile, road_coords
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import src.plant as plant
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from src.map import drawRoads, seedForFirstTime
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from src.Tractor import Tractor as ractor2
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from src.Tractor import Tractor
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#import src.tractor as tractor2
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from src.Plant import Plant
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# pygame initialization
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# pygame initialization
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pygame.init()
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pygame.init()
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clock = pygame.time.Clock()
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pygame.mouse.set_visible(False)
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pygame.mouse.set_visible(False)
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# #new tractor sprite - todo
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#GAME SCREEN
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# tr=tractor2('oil','manual',36,36)
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screen = pygame.display.set_mode(SIZE)
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# tr_group = pygame.sprite.Group()
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pygame.display.set_caption("Traktor_interaktor")
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# tr_group.add()
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background = pygame.image.load("assets/farmland.jpg")
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background = pygame.transform.scale(background,SIZE)
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screen.fill((90,50,20))
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background.fill((90,50,20))
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background = drawRoads(background)
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# creating agent
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for line in range(26):
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myTractor = tractor.Tractor
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pygame.draw.line(background, (0, 0, 0), (0, line * 36), (SIZE[0], line * 36))
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pygame.draw.line(background, (0, 0, 0), (line * 36, 0), (line * 36, SIZE[1]))
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#TRACTOR
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tractor = Tractor('oil','manual')
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tractor_group = pygame.sprite.Group()
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tractor_group.add(tractor)
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#PLANTS
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plant_group = pygame.sprite.Group()
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plant_group = seedForFirstTime()
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if __name__ == "__main__":
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running = True
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while running:
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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running = False
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pygame.quit()
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sys.exit()
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if event.type == pygame.MOUSEBUTTONDOWN:
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tractor.collect(plant_group)
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pygame.display.flip()
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screen.blit(background,(0,0))
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plant_group.draw(screen)
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tractor_group.draw(screen)
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tractor_group.update()
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clock.tick(60)
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#if __name__ == "__main__":
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running = True
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while running:
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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running = False
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pygame.quit()
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sys.exit()
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# defines agent movement
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tractor.movement(myTractor)
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# screen visualisation
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screen.set_screen(myTractor)
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#pygame.quit()
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57
main2.py
57
main2.py
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import pygame
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import sys
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import random
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from settings import screen_height, screen_width, SIZE, SPECIES, block_size, tile, road_coords_y, road_coords_x
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from src.map import drawRoads
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from src.Tractor import Tractor
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from src.Plant import Plant
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# pygame initialization
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pygame.init()
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clock = pygame.time.Clock()
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pygame.mouse.set_visible(False)
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#GAME SCREEN
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screen = pygame.display.set_mode(SIZE)
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pygame.display.set_caption("Traktor_interaktor")
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background = pygame.image.load("assets/farmland.jpg")
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background = pygame.transform.scale(background,SIZE)
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screen.fill((90,50,20))
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background.fill((90,50,20))
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background = drawRoads(background)
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for line in range(25):
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pygame.draw.line(background, (0, 0, 0), (0, line * 36), (SIZE[0], line * 36))
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pygame.draw.line(background, (0, 0, 0), (line * 36, 0), (line * 36, SIZE[1]))
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#TRACTOR
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tractor = Tractor('oil','manual')
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tractor_group = pygame.sprite.Group()
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tractor_group.add(tractor)
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#PLANTS
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plant_group = pygame.sprite.Group()
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for plant in range(30):
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new_plant = Plant(random.choice(SPECIES),0,random.randrange(0,25)*36+18,random.randrange(0,25)*36+18)
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plant_group.add(new_plant)
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if __name__ == "__main__":
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running = True
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while running:
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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running = False
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pygame.quit()
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sys.exit()
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if event.type == pygame.MOUSEBUTTONDOWN:
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tractor.collect(plant_group)
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pygame.display.flip()
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screen.blit(background,(0,0))
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plant_group.draw(screen)
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tractor_group.draw(screen)
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tractor_group.update()
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clock.tick(60)
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15
settings.py
15
settings.py
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screen_width=900
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from cmath import sqrt
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screen_height=900
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screen_width=936
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screen_height=936
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SIZE = (screen_width, screen_height)
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SIZE = (screen_width, screen_height)
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SPECIES=["carrot","potato","beetroot","wheat"]
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SPECIES=["carrot","potato","beetroot","wheat"]
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# size in pixels of one tile = 36px/36px
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# size in pixels of one tile = 36px/36px
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tile = (36, 36)
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tile = (36, 36)
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block_size = 36
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block_size = 36
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road_coords_x = [0, 5, 10, 15, 20]
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road_coords = [0, 5, 10, 15, 20, 25]
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road_coords_y = [4, 9, 14, 19, 24]
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field_width = 4
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field_height = 4
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field_size = field_width*field_height
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fields_amount = 25
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28
src/map.py
28
src/map.py
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from cmath import sqrt
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import pygame
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import pygame
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from settings import screen_height, screen_width, SIZE, SPECIES, block_size, tile, road_coords_x, road_coords_y
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from settings import screen_height, screen_width, SIZE, SPECIES, block_size, tile, road_coords, fields_amount, field_size, field_height, field_width
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from src.Plant import Plant
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import random
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def drawRoads(screen):
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def drawRoads(screen):
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#drawing roads:
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#drawing roads:
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road = pygame.image.load("assets/road.jpeg")
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road = pygame.image.load("assets/road.jpeg")
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road = pygame.transform.scale(road, tile)
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road = pygame.transform.scale(road, tile)
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for x in road_coords_x:
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for x in road_coords:
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for block in range(25):
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for block in range(26):
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screen.blit(road, (x*block_size, block * 36))
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screen.blit(road, (x*block_size, block * 36))
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for y in road_coords_y:
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for y in road_coords:
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for block in range(25):
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for block in range(26):
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screen.blit(road, (block * 36, y*block_size))
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screen.blit(road, (block * 36, y*block_size))
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barn_img = pygame.image.load('assets/barn.png')
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barn_img = pygame.image.load('assets/barn.png')
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barn = pygame.transform.scale(barn_img, tile)
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barn = pygame.transform.scale(barn_img, tile)
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screen.blit(barn, (0, 864))
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screen.blit(barn, (0, 900))
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return screen
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return screen
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def seedForFirstTime():
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plant_group = pygame.sprite.Group()
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for field in range(fields_amount):
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plant = random.choice(SPECIES)
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blocks_seeded_in_field = 0
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while (blocks_seeded_in_field < field_size):
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x = (((field%5)*((block_size*(field_width+1)))) + ((blocks_seeded_in_field % field_width)*block_size) + ((3/2)*block_size))
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y = ((int(field/5)*((block_size*(field_width+1)))) + ((int(blocks_seeded_in_field/field_height))*block_size) + ((3/2)*block_size))
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new_plant = Plant(plant,0, x, y)
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blocks_seeded_in_field = blocks_seeded_in_field + 1
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plant_group.add(new_plant)
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return plant_group
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# to-be-done with minecraft farmland graphic xD
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# to-be-done with minecraft farmland graphic xD
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# maybe this function should be in drawRoads (ofc with changed name), not separated
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# maybe this function should be in drawRoads (ofc with changed name), not separated
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33
src/plant.py
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src/plant.py
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from pygame.sprite import Sprite
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class Plant(Sprite):
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def __init__(self,species,location,is_ill,pic_path):
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super.__init__()
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self.species=species
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self.location=location
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self.is_ill=is_ill
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if species=="carrot":
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self.growth_time=100
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self.weight=50
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self.fertilizer="carrot_fertilizer"
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self.pic_path="assets/Carrot.png"
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elif species=="beetroot":
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self.growth_time=200
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self.weight=200
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self.fertilizer="beetroot_fertilizer"
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self.pic_path="assets/Beetroot.png"
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elif species=="potato":
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self.growth_time=100
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self.weight=100
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self.fertilizer="potatoe_fertilizer"
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self.pic_path="assets/Potato.png"
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elif species=="wheat":
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self.growth_time=250
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self.weight=75
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self.fertilizer="wheat_fertilizer"
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self.pic_path="assets/Wheat.png"
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