collision with rock
30
board.py
@ -1,25 +1,45 @@
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import pygame
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import pygame
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from constant import size, rows, cols
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from constant import size, rows, cols
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import random
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class Board:
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class Board:
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def __init__(self):
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def __init__(self):
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self.board = []
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self.board = []
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self.load_images()
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self.generate_board()
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def load_images(self):
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def load_images(self):
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self.grass = pygame.image.load("grass.png")
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self.grass = pygame.image.load("board/grass.png")
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self.dirt = pygame.image.load("dirt.png")
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self.dirt = pygame.image.load("board/dirt.png")
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self.rock= pygame.image.load("board/rock.png")
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self.weeds = pygame.image.load("board/weeds.png")
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def generate_board(self):
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self.board = [[random.choice([0,1,2,3,4,5,6,7,8,9]) for _ in range(rows)] for _ in range(cols)]
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def draw_cubes(self, win):
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def draw_cubes(self, win):
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for row in range(rows):
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for row in range(rows):
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for col in range(cols):
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for col in range(cols):
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cube_rect = pygame.Rect(row * size, col * size, size, size)
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cube_rect = pygame.Rect(row * size, col * size, size, size)
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cube=self.board[row][col]
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if (row) % 2 == 0:
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if row==4 and col==4:
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win.blit(self.grass, cube_rect)
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win.blit(self.grass, cube_rect)
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else:
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elif cube == 0:
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rock_scale = pygame.transform.scale(self.rock, (size, size))
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win.blit(self.dirt, cube_rect)
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win.blit(self.dirt, cube_rect)
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win.blit(rock_scale, cube_rect)
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elif cube == 1:
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weed_scale = pygame.transform.scale(self.weeds, (size,size))
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win.blit(self.grass, cube_rect)
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win.blit(weed_scale, cube_rect)
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elif cube in(2,3,4,5):
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win.blit(self.grass, cube_rect)
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else:
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win.blit(self.dirt, cube_rect)
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def is_rock(self, col, row):
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return self.board[row][col] == 0
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Before Width: | Height: | Size: 699 KiB After Width: | Height: | Size: 699 KiB |
Before Width: | Height: | Size: 62 KiB After Width: | Height: | Size: 62 KiB |
BIN
board/rock.png
Normal file
After Width: | Height: | Size: 66 KiB |
BIN
board/weeds.png
Normal file
After Width: | Height: | Size: 93 KiB |
8
main.py
@ -25,16 +25,16 @@ def main():
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run = False
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run = False
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keys = pygame.key.get_pressed()
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keys = pygame.key.get_pressed()
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if keys[pygame.K_UP] and tractor.row > 0:
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if keys[pygame.K_UP] and tractor.row > 0 and not board.is_rock(tractor.row-1, tractor.col):
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tractor.row -= 1
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tractor.row -= 1
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tractor.direction = "up"
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tractor.direction = "up"
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if keys[pygame.K_DOWN] and tractor.row < rows-1:
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if keys[pygame.K_DOWN] and tractor.row < rows-1 and not board.is_rock(tractor.row+1,tractor.col):
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tractor.row += 1
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tractor.row += 1
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tractor.direction = "down"
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tractor.direction = "down"
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if keys[pygame.K_LEFT] and tractor.col > 0:
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if keys[pygame.K_LEFT] and tractor.col > 0 and not board.is_rock(tractor.row,tractor.col-1):
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tractor.col -= 1
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tractor.col -= 1
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tractor.direction = "left"
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tractor.direction = "left"
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if keys[pygame.K_RIGHT] and tractor.col < cols -1:
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if keys[pygame.K_RIGHT] and tractor.col < cols -1 and not board.is_rock(tractor.row,tractor.col+1):
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tractor.col += 1
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tractor.col += 1
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tractor.direction = "right"
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tractor.direction = "right"
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@ -5,12 +5,13 @@ class Tractor:
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self.row = row
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self.row = row
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self.col = col
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self.col = col
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self.images = {
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self.images = {
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"up": pygame.image.load("up.png"),
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"up": pygame.image.load("tractor/up.png"),
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"down": pygame.image.load("down.png"),
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"down": pygame.image.load("tractor/down.png"),
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"left":pygame.image.load("left.png"),
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"left": pygame.image.load("tractor/left.png"),
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"right":pygame.image.load("right.png")
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"right":pygame.image.load("tractor/right.png")
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}
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}
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self.direction = "down"
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self.direction = "down"
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def draw(self, win):
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def draw(self, win):
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tractor_image = self.images[self.direction]
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tractor_image = self.images[self.direction]
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win.blit(tractor_image, (self.col*size, self.row*size))
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win.blit(tractor_image, (self.col*size, self.row*size))
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Before Width: | Height: | Size: 3.8 KiB After Width: | Height: | Size: 3.8 KiB |
Before Width: | Height: | Size: 5.0 KiB After Width: | Height: | Size: 5.0 KiB |
Before Width: | Height: | Size: 4.8 KiB After Width: | Height: | Size: 4.8 KiB |
Before Width: | Height: | Size: 3.9 KiB After Width: | Height: | Size: 3.9 KiB |