fixed tractor's trail and improved some visuals
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@ -148,29 +148,53 @@ class Tractor:
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def draw_tractor(self, win):
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def draw_tractor(self, win):
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imageTractor = pygame.transform.scale(self.image, (TILE_SIZE, TILE_SIZE))
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imageTractor = pygame.transform.scale(self.image, (TILE_SIZE, TILE_SIZE))
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win.blit(imageTractor, (self.rect.x, self.rect.y))
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win.blit(imageTractor, (self.rect.x, self.rect.y))
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pygame.display.flip()
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pygame.display.flip()
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def store_tile_image(self, tile):
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return pygame.image.load(tile.image).convert_alpha()
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def restore_tile_image(self, screen, tile):
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image = pygame.image.load(tile.image).convert_alpha()
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image = pygame.transform.scale(image, (TILE_SIZE, TILE_SIZE))
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screen.blit(image, (tile.x, tile.y))
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pygame.display.update()
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#translates move_list generated by bfs into the actual movement:
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#translates move_list generated by bfs into the actual movement:
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def do_actions(tractor, WIN, move_list):
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def do_actions(tractor, WIN, move_list):
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trail = pygame.image.load("resources/images/background.jpg").convert_alpha()
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# trail = pygame.image.load("resources/images/background.jpg").convert_alpha()
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trail = pygame.transform.scale(trail, (TILE_SIZE, TILE_SIZE))
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# trail = pygame.transform.scale(trail, (TILE_SIZE, TILE_SIZE))
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tile_images = {}
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for tile in tiles:
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tile_images[(tile.x, tile.y)] = tractor.store_tile_image(tile)
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pygame.display.update()
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pygame.display.update()
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for move in move_list:
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for move in move_list:
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WIN.blit(trail, (tractor.rect.x, tractor.rect.y, TILE_SIZE, TILE_SIZE))
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# WIN.blit(trail, (tractor.rect.x, tractor.rect.y, TILE_SIZE, TILE_SIZE))
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current_tile = None
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for tile in tiles:
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if tile.x == tractor.rect.x and tile.y == tractor.rect.y:
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current_tile = tile
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break
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if current_tile:
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tractor.restore_tile_image(WIN, current_tile)
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if move == "move":
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if move == "move":
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tractor.move()
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tractor.move()
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elif move == "rotate_right":
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elif move == "rotate_right":
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tractor.rotate_to_right()
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tractor.rotate_to_right()
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elif move == "rotate_left":
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elif move == "rotate_left":
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tractor.rotate_to_left()
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tractor.rotate_to_left()
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tractor.draw_tractor(WIN)
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tractor.draw_tractor(WIN)
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pygame.display.update()
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pygame.display.update()
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time.sleep(0.5)
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time.sleep(0.5)
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#displays results of the "work_on_field" function next to the field:
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#displays results of the "work_on_field" function next to the field:
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def display_work_results(screen, text, position):
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def display_work_results(screen, text, position):
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font = pygame.font.Font(None, 30)
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font = pygame.font.Font(None, 30)
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@ -26,13 +26,10 @@ pygame.display.set_caption('Intelligent tractor')
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def main():
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def main():
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run = True
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run = True
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window = drawWindow(WIN)
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window = drawWindow(WIN)
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pygame.display.update()
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pygame.display.update()
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#Tractor initialization:
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#Tractor initialization:
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tractor = Tractor(0*TILE_SIZE, 0*TILE_SIZE, 2, None, None)
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tractor = Tractor(0*TILE_SIZE, 0*TILE_SIZE, 2, None, None)
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tractor.rect.x += fieldX
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tractor.rect.x += fieldX
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@ -75,9 +72,7 @@ def main():
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print(moves)
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print(moves)
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# movement based on route-planning:
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# movement based on route-planning:
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tractor.draw_tractor(WIN)
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tractor.draw_tractor(WIN)
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time.sleep(1)
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time.sleep(1)
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if moves != False:
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if moves != False:
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@ -216,6 +211,15 @@ def main():
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#update the initial state for the next target:
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#update the initial state for the next target:
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istate = Istate(tile_x, tile_y, tractor.direction)
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istate = Istate(tile_x, tile_y, tractor.direction)
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#old goalTile is displayed with a black border - to show that it was an old target:
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tiles[tile_index].image = "resources/images/sampling_old_goal.png"
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image = pygame.image.load(tiles[tile_index].image).convert()
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image = pygame.transform.scale(image, (TILE_SIZE, TILE_SIZE))
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WIN.blit(image, (tiles[tile_index].x, tiles[tile_index].y))
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pygame.display.flip()
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tractor.draw_tractor(WIN)
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time.sleep(2)
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time.sleep(2)
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print("\n")
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print("\n")
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BIN
source/resources/images/sampling_old_goal.png
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BIN
source/resources/images/sampling_old_goal.png
Normal file
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After Width: | Height: | Size: 77 KiB |
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