Uprzątnięcie i przeorganizowanie kodu na oddzielne pliki
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5
.vscode/settings.json
vendored
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5
.vscode/settings.json
vendored
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@ -0,0 +1,5 @@
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{
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"python.analysis.extraPaths": [
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"./Animals"
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]
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}
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@ -1,5 +1,5 @@
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import pygame
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from abc import ABC, abstractmethod
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from abc import abstractmethod
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class Animal:
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def __init__(self, x, y,name, image, food_image, food, environment, adult=False,):
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@ -37,3 +37,11 @@ def create_animals():
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parrot1, parrot2, parrot3, parrot4, parrot5]
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return Animals
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def draw_Animals(Animals, const):
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for Animal in Animals:
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Animal.draw(const.screen, const.GRID_SIZE)
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if Animal.feed() == 'True':
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Animal.draw_exclamation(const.screen, const.GRID_SIZE, Animal.x, Animal.y)
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else:
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Animal.draw_food(const.screen,const.GRID_SIZE,Animal.x,Animal.y)
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@ -2,8 +2,6 @@ from animal import Animal
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import pygame
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from datetime import datetime
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class Bear(Animal):
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def __init__(self, x, y, adult=False):
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Bear_image = pygame.image.load('images/bear.png')
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2
agent.py
2
agent.py
@ -31,8 +31,6 @@ class Agent:
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elif event.key == pygame.K_RIGHT:
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self.move('Turn Right', max_x, max_y, obstacles, animals)
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# feed_animal(self, animals)
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def move(self, action, max_x, max_y, obstacles, animals, goal):
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if action == 'Go Forward':
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new_x, new_y = self.x, self.y
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15
constants.py
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15
constants.py
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@ -0,0 +1,15 @@
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import pygame
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class Constants:
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def __init__(self):
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self.BLACK = (0, 0, 0)
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self.RED = (255, 0, 0)
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self.GRID_SIZE = 50
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self.GRID_WIDTH = 30
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self.GRID_HEIGHT = 15
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self.WINDOW_SIZE = (self.GRID_WIDTH * self.GRID_SIZE, self.GRID_HEIGHT * self.GRID_SIZE)
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self.background_image = pygame.transform.scale(pygame.image.load('images/tło.jpg'), self.WINDOW_SIZE)
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def init_pygame(const):
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pygame.init()
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const.screen = pygame.display.set_mode(const.WINDOW_SIZE)
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14
draw.py
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14
draw.py
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@ -0,0 +1,14 @@
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import pygame
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def draw_goal(const, goal):
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x, y = goal
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rect = (x * const.GRID_SIZE, y * const.GRID_SIZE, const.GRID_SIZE, const.GRID_SIZE)
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pygame.draw.rect(const.screen, const.RED, rect)
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pygame.display.flip()
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pygame.time.delay(2000)
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def draw_grid(const):
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for y in range(0, const.GRID_HEIGHT * const.GRID_SIZE, const.GRID_SIZE):
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for x in range(0, const.GRID_WIDTH * const.GRID_SIZE, const.GRID_SIZE):
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rect = pygame.Rect(x, y, const.GRID_SIZE, const.GRID_SIZE)
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pygame.draw.rect(const.screen, const.BLACK, rect, 1)
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@ -50,7 +50,6 @@ class Enclosure:
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if (self.x2, j) != (gate_x1, gate_y1) and (self.x2, j) != (gate_x2, gate_y2):
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screen.blit(self.imageV, (self.x2 * grid_size, j * grid_size))
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def create_enclosures():
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fenceH = pygame.image.load('images/fenceHor.png')
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fenceV = pygame.image.load('images/fenceVer.png')
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@ -65,3 +64,11 @@ def create_enclosures():
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Enclosures = [en1, en2, en3, en4, en5]
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return Enclosures
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def draw_enclosures(Enclosures, const):
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for enclosure in Enclosures:
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enclosure.draw(const.screen, const.GRID_SIZE)
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def draw_gates(Enclosures, const):
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for enclosure in Enclosures:
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enclosure.gatebuild(const.screen, const.GRID_SIZE)
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261
main.py
261
main.py
@ -1,97 +1,40 @@
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from enum import Enum
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import random
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import pygame
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import sys
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from animals import create_animals
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import sys
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sys.path.append('./Animals')
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from animals import create_animals, draw_Animals
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from agent import Agent
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from enclosure import Enclosure, create_enclosures
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from enclosure import create_enclosures, draw_enclosures, draw_gates
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from spawner import Spawner
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from state_space_search import graphsearch
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from terrain_obstacle import Terrain_Obstacle
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from state_space_search import graphsearch, generate_cost_map
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from terrain_obstacle import create_obstacles, draw_Terrain_Obstacles
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from constants import Constants, init_pygame
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from draw import draw_goal, draw_grid
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BLACK = (0, 0, 0)
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RED = (255, 0, 0)
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GRID_SIZE = 50
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GRID_WIDTH = 30
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GRID_HEIGHT = 15
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pygame.init()
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WINDOW_SIZE = (GRID_WIDTH * GRID_SIZE, GRID_HEIGHT * GRID_SIZE)
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screen = pygame.display.set_mode(WINDOW_SIZE)
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const = Constants()
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init_pygame(const)
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pygame.display.set_caption("Mini Zoo")
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background_image = pygame.image.load('images/tło.jpg')
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background_image = pygame.transform.scale(background_image, WINDOW_SIZE)
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fenceH = pygame.image.load('images/fenceHor.png')
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fenceV = pygame.image.load('images/fenceVer.png')
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gate = pygame.image.load('images/gate.png')
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puddle_image = pygame.image.load('images/puddle.png')
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bush_image = pygame.image.load('images/bush.png')
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obstacles = set()
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animals_position = set()
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terrain_obstacles_position = set()
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Animals = create_animals()
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Enclosures = create_enclosures()
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puddle1 = Terrain_Obstacle(0,0,'puddle', puddle_image)
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puddle2 = Terrain_Obstacle(0,0,'puddle', puddle_image)
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puddle3 = Terrain_Obstacle(0,0,'puddle', puddle_image)
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puddle4 = Terrain_Obstacle(0,0,'puddle', puddle_image)
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puddle5 = Terrain_Obstacle(0,0,'puddle', puddle_image)
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puddle6 = Terrain_Obstacle(0,0,'puddle', puddle_image)
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puddle7 = Terrain_Obstacle(0,0,'puddle', puddle_image)
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bush1 = Terrain_Obstacle(0,0,'bush', bush_image)
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bush2 = Terrain_Obstacle(0,0,'bush', bush_image)
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bush3 = Terrain_Obstacle(0,0,'bush', bush_image)
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bush4 = Terrain_Obstacle(0,0,'bush', bush_image)
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bush5 = Terrain_Obstacle(0,0,'bush', bush_image)
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Terrain_Obstacles = [puddle1, puddle2, puddle3, puddle4, puddle5, puddle6, puddle7, bush1, bush2, bush3, bush4, bush5]
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def draw_grid():
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for y in range(0, GRID_HEIGHT * GRID_SIZE, GRID_SIZE):
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for x in range(0, GRID_WIDTH * GRID_SIZE, GRID_SIZE):
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rect = pygame.Rect(x, y, GRID_SIZE, GRID_SIZE)
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pygame.draw.rect(screen, BLACK, rect, 1)
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def draw_enclosures():
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for enclosure in Enclosures:
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enclosure.draw(screen, GRID_SIZE)
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def draw_gates():
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for enclosure in Enclosures:
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enclosure.gatebuild(screen, GRID_SIZE)
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def draw_Animals():
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for Animal in Animals:
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Animal.draw(screen, GRID_SIZE)
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if Animal.feed() == 'True':
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Animal.draw_exclamation(screen, GRID_SIZE, Animal.x, Animal.y)
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else:
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Animal.draw_food(screen,GRID_SIZE,Animal.x,Animal.y)
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Terrain_Obstacles = create_obstacles()
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def spawn_all_animals():
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for Animal in Animals:
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spawner1 = Spawner(Animal)
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spawner1.spawn_animal(obstacles, animals_position, Enclosures)
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def draw_Terrain_Obstacles():
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for terrain_obstacle in Terrain_Obstacles:
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terrain_obstacle.draw(screen, GRID_SIZE)
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def spawn_obstacles():
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for terrain_obstacle in Terrain_Obstacles:
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spawner2 = Spawner(terrain_obstacle)
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spawner2.spawn_terrain_obstacles(obstacles,animals_position, terrain_obstacles_position, GRID_WIDTH, GRID_HEIGHT)
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spawner2.spawn_terrain_obstacles(obstacles, animals_position, terrain_obstacles_position, const.GRID_WIDTH, const.GRID_HEIGHT)
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obstacles = set()
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def generate_obstacles():
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for en in Enclosures:
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# Pobierz współrzędne bramy
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gate_x, gate_y = en.gate1
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@ -124,196 +67,50 @@ def generate_obstacles():
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return obstacles
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cost_map = {}
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def generate_cost_map():
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adult_animal_cost = 10
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baby_animal_cost = 5
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puddle_cost = 50
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bush_cost = 20
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wall_cost = 1000
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for animal in Animals:
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if animal.adult:
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cost_map[(animal.x + 1, animal.y + 1)] = baby_animal_cost
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cost_map[(animal.x + 1, animal.y)] = baby_animal_cost
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cost_map[(animal.x, animal.y + 1)] = baby_animal_cost
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cost_map[(animal.x, animal.y)] = adult_animal_cost
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else:
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cost_map[(animal.x, animal.y)] = baby_animal_cost
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for terrain_obstacle in Terrain_Obstacles:
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if terrain_obstacle.type == 'puddle':
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cost_map[(terrain_obstacle.x , terrain_obstacle.y )] = puddle_cost
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else:
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cost_map[(terrain_obstacle.x , terrain_obstacle.y )] = bush_cost
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for wall in Walls:
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cost_map[wall[0], wall[1]] = wall_cost
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# Inne pola z różnym kosztem
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# cost_map[(x, y)] = cost_value
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# region Fields Tests
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available_fields_small = set()
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available_fields_large = set()
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WHITE = (255,255,255)
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GREEN = (0, 255, 0)
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YELLOW = (255, 255, 0)
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BLACK = (0, 0, 0)
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def generate_available_fields():
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for enclosure in Enclosures:
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for x in range(enclosure.x1 + 1, enclosure.x2):
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for y in range(enclosure.y1 + 1, enclosure.y2):
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field = (x, y)
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if field not in obstacles:
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available_fields_small.add(field)
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if x < enclosure.x2 - 1 and y < enclosure.y2 - 1:
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available_fields_large.add(field)
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def draw_fields(fields, color):
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for field in fields:
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x, y = field
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pygame.draw.rect(screen, color, (x * GRID_SIZE, y * GRID_SIZE, GRID_SIZE, GRID_SIZE))
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def available_fields_tests():
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obstacles = generate_obstacles()
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while True:
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screen.fill(WHITE)
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draw_grid()
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draw_fields(obstacles, BLACK)
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generate_available_fields()
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draw_fields(available_fields_small, GREEN)
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draw_fields(available_fields_large, YELLOW)
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# Odświeżenie ekranu
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pygame.display.flip()
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# endregion
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# region Main Code
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def main():
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initial_state = (0, 0, 'S')
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agent = Agent(initial_state, 'images/agent1.png', GRID_SIZE)
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agent = Agent(initial_state, 'images/agent1.png', const.GRID_SIZE)
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obstacles = generate_obstacles()
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actions = []
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clock = pygame.time.Clock()
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spawned = False
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while True:
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# Manualne poruszanie agentem
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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pygame.quit()
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sys.exit()
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agent.handle_event(event, GRID_WIDTH, GRID_HEIGHT, Animals, obstacles)
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agent.handle_event(event, const.GRID_WIDTH, const.GRID_HEIGHT, Animals, obstacles)
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const.screen.blit(const.background_image, (0, 0))
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draw_grid(const)
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draw_enclosures(Enclosures, const)
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draw_gates(Enclosures, const)
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screen.blit(background_image,(0,0))
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draw_grid()
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draw_enclosures()
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draw_gates()
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if not spawned:
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spawn_all_animals()
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spawn_obstacles()
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generate_cost_map()
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cost_map = generate_cost_map(Animals, Terrain_Obstacles)
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for animal in Animals:
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animal._feed = 2 # Ustawienie aby zwierzę było głodne
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animal._feed = 2 # Ustawienie, aby zwierzę było głodne
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spawned = True
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draw_Animals()
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draw_Terrain_Obstacles()
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agent.draw(screen, GRID_SIZE)
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draw_Animals(Animals, const)
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draw_Terrain_Obstacles(Terrain_Obstacles, const)
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agent.draw(const.screen, const.GRID_SIZE)
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pygame.display.flip()
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clock.tick(10)
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if actions:
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action = actions.pop(0)
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agent.move(action, GRID_WIDTH, GRID_HEIGHT, obstacles, Animals, goal)
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agent.move(action, const.GRID_WIDTH, const.GRID_HEIGHT, obstacles, Animals, goal)
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pygame.time.wait(200)
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else:
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animal = random.choice(Animals)
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goal = (animal.x, animal.y)
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# --- Zaznaczenie celu ---
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pygame.draw.rect(screen, RED, (animal.x * GRID_SIZE, animal.y * GRID_SIZE, GRID_SIZE, GRID_SIZE))
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pygame.display.flip()
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pygame.time.delay(2000)
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# ------------------------
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actions = graphsearch(agent.istate, goal, GRID_WIDTH, GRID_HEIGHT, obstacles, cost_map)
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# endregion
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Walls = []
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# region A* Test
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from elephant import Elephant
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puddle1 = Terrain_Obstacle(15,8,'puddle', puddle_image)
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bush1 = Terrain_Obstacle(15,6,'bush', bush_image)
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animal = Elephant(15, 10)
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animal1 = Elephant(14, 10)
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animal2 = Elephant(13, 10)
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animal3 = Elephant(12, 10)
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animal4 = Elephant(11, 10)
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#Animals = [animal, animal1, animal2, animal3, animal4] *Uncomment to test A*
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#Terrain_Obstacles = [puddle1, bush1] *Uncomment to test A*
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empty_rows = [5, 7, 9]
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def generate_test_walls():
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for x in range(4,26):
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for y in range(0, 15):
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if y not in empty_rows:
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Walls.append((x, y))
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return Walls
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def draw_test_walls():
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for wall in generate_test_walls():
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pygame.draw.rect(screen, BLACK, (wall[0] * GRID_SIZE, wall[1] * GRID_SIZE, GRID_SIZE, GRID_SIZE))
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def a_star_testing():
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initial_state = (0, 7, 'E')
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agent = Agent(initial_state, 'images/agent1.png', GRID_SIZE)
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goal = (29, 7)
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actions = []
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clock = pygame.time.Clock()
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generated = False
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while True:
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screen.fill(WHITE)
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draw_grid()
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draw_test_walls()
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draw_Terrain_Obstacles()
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draw_Animals()
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if not generated:
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generate_cost_map()
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agent.draw(screen, GRID_SIZE)
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pygame.draw.rect(screen, RED, (goal[0] * GRID_SIZE, goal[1] * GRID_SIZE, GRID_SIZE, GRID_SIZE))
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pygame.display.flip()
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clock.tick(10)
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if actions:
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action = actions.pop(0)
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agent.move(action, GRID_WIDTH, GRID_HEIGHT, obstacles, Animals, goal)
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pygame.time.wait(100)
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else:
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actions = graphsearch(agent.istate, goal, GRID_WIDTH, GRID_HEIGHT, obstacles, cost_map)
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# endregion
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class DebugMode(Enum):
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MAIN = 1
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AVAILABLE_FIELDS = 2
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A_STAR_TESTING = 3
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draw_goal(const, goal)
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actions = graphsearch(agent.istate, goal, const.GRID_WIDTH, const.GRID_HEIGHT, obstacles, cost_map)
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if __name__ == "__main__":
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debug_mode = DebugMode.MAIN
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if debug_mode == DebugMode.MAIN:
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main()
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elif debug_mode == DebugMode.AVAILABLE_FIELDS:
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available_fields_tests()
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elif debug_mode == DebugMode.A_STAR_TESTING:
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a_star_testing()
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@ -4,8 +4,6 @@ class Spawner:
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def __init__(self, entity):
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self.entity = entity
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def spawn_animal(self, blocked, taken, enclosures):
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self.enclosures = [enclosure for enclosure in enclosures if enclosure.type == self.entity.environment]
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# Wyrażenie listowe filtrujące tylko te wybiegi, które pasują do środowiska zwierzęcia
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@ -19,9 +17,11 @@ class Spawner:
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self.entity.x = random.randint(enclosure.x1+1, enclosure.x2)
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self.entity.y = random.randint(enclosure.y1+1, enclosure.y2)
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|
||||
if self.check(blocked, taken):
|
||||
if self.check(blocked | {(8,5),(3,10),(15,2),(26,2),(11,4),(15,7),(22,4),(24,10),(11,12),(19,12)}, taken):
|
||||
break
|
||||
|
||||
def spawn_terrain_obstacles(self, blocked1, blocked2, taken, grid_width, grid_height):
|
||||
blocked1 = blocked1 | {(8,5),(3,10),(15,2),(26,2),(11,4),(15,7),(22,4),(24,10),(11,12),(19,12)}
|
||||
while True:
|
||||
self.entity.x = random.randint(0, grid_width - 1)
|
||||
self.entity.y = random.randint(0, grid_height - 1)
|
||||
@ -51,4 +51,3 @@ class Spawner:
|
||||
taken.add((x,y))
|
||||
|
||||
return True
|
||||
|
||||
|
@ -89,11 +89,12 @@ def current_cost(node, cost_map):
|
||||
_, parent, action = node
|
||||
# Dodaj koszt pola z mapy kosztów tylko jeśli akcja to "Forward"
|
||||
if action == 'Go Forward':
|
||||
#if True:
|
||||
state, _, _ = node
|
||||
cost += cost_map.get(state[:2], DEFAULT_COST_VALUE) # Pobiera koszt przejścia przez dane pole, a jeśli koszt nie jest zdefiniowany to bierze wartość domyślną
|
||||
|
||||
if action == 'Turn Right' or action == 'Turn Left':
|
||||
cost += 1
|
||||
cost += DEFAULT_COST_VALUE
|
||||
|
||||
node = parent # Przejdź do rodzica
|
||||
return cost
|
||||
|
||||
@ -101,3 +102,26 @@ def heuristic(state, goal):
|
||||
x, y, _ = state
|
||||
goal_x, goal_y = goal
|
||||
return abs(x - goal_x) + abs(y - goal_y) # Odległość Manhattana do celu
|
||||
|
||||
def generate_cost_map(Animals, Terrain_Obstacles, cost_map={}):
|
||||
adult_animal_cost = 15 # Default : 15
|
||||
baby_animal_cost = 10 # Default : 10
|
||||
puddle_cost = 50 # Default : 50
|
||||
bush_cost = 20 # Default : 20
|
||||
|
||||
for animal in Animals:
|
||||
if animal.adult:
|
||||
cost_map[(animal.x + 1, animal.y + 1)] = adult_animal_cost
|
||||
cost_map[(animal.x + 1, animal.y)] = adult_animal_cost
|
||||
cost_map[(animal.x, animal.y + 1)] = adult_animal_cost
|
||||
cost_map[(animal.x, animal.y)] = adult_animal_cost
|
||||
else:
|
||||
cost_map[(animal.x, animal.y)] = baby_animal_cost
|
||||
|
||||
for terrain_obstacle in Terrain_Obstacles:
|
||||
if terrain_obstacle.type == 'puddle':
|
||||
cost_map[(terrain_obstacle.x , terrain_obstacle.y )] = puddle_cost
|
||||
else:
|
||||
cost_map[(terrain_obstacle.x , terrain_obstacle.y )] = bush_cost
|
||||
|
||||
return cost_map
|
@ -1,5 +1,4 @@
|
||||
import pygame
|
||||
from abc import ABC, abstractmethod
|
||||
|
||||
class Terrain_Obstacle:
|
||||
def __init__(self, x, y, type , image):
|
||||
@ -11,3 +10,28 @@ class Terrain_Obstacle:
|
||||
def draw(self, screen, grid_size):
|
||||
scaled_image = pygame.transform.scale(self.image, (grid_size, grid_size))
|
||||
screen.blit(scaled_image, (self.x * grid_size, self.y * grid_size))
|
||||
|
||||
def create_obstacles():
|
||||
puddle_image = pygame.image.load('images/puddle.png')
|
||||
bush_image = pygame.image.load('images/bush.png')
|
||||
|
||||
puddle1 = Terrain_Obstacle(0,0,'puddle', puddle_image)
|
||||
puddle2 = Terrain_Obstacle(0,0,'puddle', puddle_image)
|
||||
puddle3 = Terrain_Obstacle(0,0,'puddle', puddle_image)
|
||||
puddle4 = Terrain_Obstacle(0,0,'puddle', puddle_image)
|
||||
puddle5 = Terrain_Obstacle(0,0,'puddle', puddle_image)
|
||||
puddle6 = Terrain_Obstacle(0,0,'puddle', puddle_image)
|
||||
puddle7 = Terrain_Obstacle(0,0,'puddle', puddle_image)
|
||||
bush1 = Terrain_Obstacle(0,0,'bush', bush_image)
|
||||
bush2 = Terrain_Obstacle(0,0,'bush', bush_image)
|
||||
bush3 = Terrain_Obstacle(0,0,'bush', bush_image)
|
||||
bush4 = Terrain_Obstacle(0,0,'bush', bush_image)
|
||||
bush5 = Terrain_Obstacle(0,0,'bush', bush_image)
|
||||
|
||||
Terrain_Obstacles = [puddle1, puddle2, puddle3, puddle4, puddle5, puddle6, puddle7, bush1, bush2, bush3, bush4, bush5]
|
||||
|
||||
return Terrain_Obstacles
|
||||
|
||||
def draw_Terrain_Obstacles(Terrain_Obstacles, const):
|
||||
for terrain_obstacle in Terrain_Obstacles:
|
||||
terrain_obstacle.draw(const.screen, const.GRID_SIZE)
|
Loading…
Reference in New Issue
Block a user