Traktor/board.py
2024-06-10 15:47:10 +02:00

119 lines
4.0 KiB
Python

import pygame
from constant import size, rows, cols
import random
from tractor import Tractor
class Board:
def __init__(self):
self.board = []
self.load_images()
self.generate_board()
self.load_costs()
def load_images(self):
self.grass = pygame.image.load("board/grass.png")
self.dirt = pygame.image.load("board/dirt.png")
self.rock= pygame.image.load("board/rock.png")
self.weeds = pygame.image.load("board/weeds.png")
self.soil = pygame.image.load("board/zyzna.png")
self.carrot = pygame.image.load("board/carrot.png")
def generate_board(self):
# Najpierw wypełniamy całą planszę trawą (kod 2)
self.board = [[2 for _ in range(rows)] for _ in range(cols)]
# Losowo wybieramy 5 unikalnych pozycji dla chwastów
weed_positions = random.sample([(row, col) for row in range(rows) for col in range(cols)], 5)
# Umieszczamy chwasty na wylosowanych pozycjach
for row, col in weed_positions:
self.board[row][col] = 1 # 1 oznacza chwast
# Teraz losowo umieszczamy inne elementy, omijając pozycje chwastów
for row in range(rows):
for col in range(cols):
if (row, col) not in weed_positions:
# Losujemy typ terenu, ale pomijamy kod 1 (chwast)
self.board[row][col] = random.choice([0, 2, 3, 4, 5, 6, 7, 8, 9])
def draw_cubes(self, win):
for row in range(rows):
for col in range(cols):
cube_rect = pygame.Rect(row * size, col * size, size, size)
cube = self.board[row][col]
if row == 4 and col == 4:
win.blit(self.grass, cube_rect)
elif cube == 0:
rock_scale = pygame.transform.scale(self.rock, (size, size))
win.blit(self.dirt, cube_rect)
#win.blit(rock_scale, cube_rect)
elif cube == 1:
weed_scale = pygame.transform.scale(self.weeds, (size, size))
win.blit(self.grass, cube_rect)
win.blit(weed_scale, cube_rect)
elif cube in (2, 3, 4, 5):
win.blit(self.grass, cube_rect)
elif cube == 10:
win.blit(self.soil, cube_rect)
elif cube == 11:
carrot_scale = pygame.transform.scale(self.carrot, (size, size))
win.blit(self.carrot, cube_rect)
win.blit(carrot_scale, cube_rect)
else:
win.blit(self.dirt, cube_rect)
def load_costs(self):
self.costs = {
0: 100, #kamien
1:2, #chwast
2: 1, #po trawie
3: 1, #po trawie
4: 1, #po trawie
5: 1, #po trawie
6: 3, #ziemia
7: 3, #ziemia
8: 3, #ziemia
9: 3, #ziemia
10: 4, #zyzna
11: 10 #marchewka
}
def get_cost(self, row, col):
tile_type = self.board[row][col]
return self.costs.get(tile_type, 1)
def is_rock(self, row, col):
tractor = Tractor(row, col)
return self.board[row][col] == 0 and not (row == tractor.row and col == tractor.col)
def is_weed(self,row,col):
return self.board[row][col] == 1
def set_grass(self,row,col):
self.board[row][col]=2
def is_dirt(self,row,col):
return self.board[row][col] in (6,7,8,9)
def is_soil(self, row, col):
return self.board[row][col] == 10
def set_soil(self, row, col):
self.board[row][col] = 10
def set_carrot(self, row, col):
self.board[row][col] = 11
def get_weed_positions(self):
weed_positions = []
for row in range(rows):
for col in range(cols):
if self.is_weed(row, col):
weed_positions.append([row, col])
return weed_positions