Merge pull request 'Redesigned project architecture to be a little bit more modular' (#12) from sandbox into main

Reviewed-on: #12
This commit is contained in:
Mateusz Dokowicz 2023-03-30 18:29:26 +02:00
commit 2c9500c2bf
24 changed files with 363 additions and 354 deletions

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import random
import sys
import pygame
class Colors:
BLACK = 0, 0, 0
WHITE = 255, 255, 255
RED = 255, 0, 0
GREEN = 0, 255, 0
DEFAULT_COLOR = Colors.WHITE
def default_color(func):
def wrap(*args, **kwargs):
if "color" not in kwargs:
kwargs["color"] = DEFAULT_COLOR
result = func(*args, **kwargs)
return result
return wrap
class GridDraw:
def __init__(self, width=None, height=None, background=None):
self.width = width if width != None else 100
self.height = height if height != None else 100
self.background = background if background != None else Colors.BLACK
pygame.init()
self.screen = pygame.display.set_mode((self.width, self.height))
def start_draw(self):
self.screen.fill(Colors.BLACK)
def end_draw(self):
pygame.display.flip()
@default_color
def line(self, x_1, y_1, x_2, y_2, color=None):
pygame.draw.line(self.screen, color, (x_1, y_1), (x_2, y_2))
@default_color
def board(self, tiles_x, tiles_y, color=None):
tiles_width = self.width / tiles_x
tiles_height = self.height / tiles_y
for i in range(1, tiles_x):
self.line(tiles_width * i, 0, tiles_width * i, self.height, color=color)
for i in range(1, tiles_y):
self.line(0, tiles_height * i, self.width, tiles_height * i, color=color)
@default_color
def circle(self, x, y, radius, color=None):
pygame.draw.circle(self.screen, color, (x, y), radius)
def image(self, x, y, image):
self.screen.blit(image, (x, y))

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import pygame
import sys
def movement_key_press(board_size, x, y):
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
if event.type == pygame.KEYDOWN:
# go left
if event.key == pygame.K_LEFT and x > 0:
x -= 1
# go right
if event.key == pygame.K_RIGHT and x < board_size - 1:
x += 1
# go up
if event.key == pygame.K_UP and y > 0:
y -= 1
# go down
if event.key == pygame.K_DOWN and y < board_size - 1:
y += 1
return (x, y)

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from enum import Enum
import random
from typing import List
from Interface.grid_draw import GridDraw, Colors
import sys
import pygame
from Interface.movement import movement_key_press
# window_dimensions says how many pixels window have
# board_size says how many lines board have in one row
def initial_draw(window_dimensions, board_size):
# window name
pygame.display.set_caption("AI Vacuum Cleaner")
# define additional variables
tile_size = window_dimensions / board_size
# initialize board array
newGrid = Grid(board_size, window_dimensions=window_dimensions, board_size=board_size)
newGrid.add(objectOnTile(1, 1, acceptedType.PLAYER))
newGrid.add(objectOnTile(7, 8, acceptedType.ANIMAL))
newGrid.add(objectOnTile(2, 8, acceptedType.PLANT1))
newGrid.add(objectOnTile(4, 1, acceptedType.PLANT1))
newGrid.add(objectOnTile(3, 4, acceptedType.PLANT2))
newGrid.add(objectOnTile(8, 8, acceptedType.PLANT2))
newGrid.add(objectOnTile(9, 3, acceptedType.PLANT3))
player = newGrid.findFirst(acceptedType.PLAYER)
newGrid.move(1, 1, 1, 2)
newGrid.move(1, 2, 1, 1)
# set window dimension
window_width = window_dimensions
window_height = window_dimensions
# initialize drawer
drawer = GridDraw(window_width, window_height)
# rendering loop
while True:
drawer.start_draw()
drawer.board(board_size, board_size)
player = newGrid.findFirst(acceptedType.PLAYER)
(x, y) = movement_key_press(board_size, player.position_x, player.position_y)
newGrid.move(player.position_x, player.position_y, x, y)
newGrid.render(drawer, newGrid=newGrid)
drawer.end_draw()
pygame.time.delay(30)
# TODO wrap it all to another file that handles array rendering
class acceptedType(Enum):
EMPTY = "empty"
PLAYER = "player"
RUBBISH = "rubbish"
PLANT1 = "plant1"
PLANT2 = "plant2"
PLANT3 = "plant3"
ANIMAL = "animal"
class objectOnTile:
def __init__(
self, position_x: int, position_y: int, type: acceptedType = acceptedType.EMPTY
):
self.position_x = position_x
self.position_y = position_y
self.type = type
# calculate position from array position to window position eg.: array_position = 0 => window_position = 50 (px)
def _translate_array_to_window_position(array_position, tile_size_window) -> int:
return array_position * tile_size_window + tile_size_window / 2
class Grid:
def __init__(self, size_array, window_dimensions, board_size):
self.array = [
[objectOnTile(i, j) for j in range(size_array)] for i in range(size_array)
]
self.list: List[objectOnTile] = []
self.tile_size = window_dimensions / board_size
self.board_size = board_size
self.cat_last_tick = pygame.time.get_ticks()
self.cat_cooldown = 1000
self.cat_velocity = 1
self.cat_busy = False
#region images
self.cat_front_image = pygame.transform.scale(pygame.image.load("Interface/images/cat/standing_front.png"), (self.tile_size, self.tile_size))
self.cat_back_image = pygame.transform.scale(pygame.image.load("Interface/images/cat/standing_back.png"), (self.tile_size, self.tile_size))
self.cat_left_image = pygame.transform.scale(pygame.image.load("Interface/images/cat/standing_left.png"), (self.tile_size, self.tile_size))
self.cat_right_image = pygame.transform.scale(pygame.image.load("Interface/images/cat/standing_right.png"), (self.tile_size, self.tile_size))
self.cat_current_image = self.cat_front_image
self.plant1 = pygame.transform.scale(pygame.image.load("Interface/images/plants/plant1.png"), (self.tile_size + self.tile_size/4, self.tile_size + self.tile_size/4))
self.plant2 = pygame.transform.scale(pygame.image.load("Interface/images/plants/plant2.png"), (self.tile_size + self.tile_size/4, self.tile_size + self.tile_size/4))
self.plant3 = pygame.transform.scale(pygame.image.load("Interface/images/plants/plant3.png"), (self.tile_size + self.tile_size/4, self.tile_size + self.tile_size/4))
#endregion
# render the array
def render(self, drawer: GridDraw, newGrid):
#tile_size = window_dimensions / board_size
# render object with respect to type
for item in self.list:
if item.type == acceptedType.PLAYER:
# constants for player
PLAYER_RADIUS_RATIO = 3
PLAYER_COLOR = Colors.RED
# position on screen
render_x = _translate_array_to_window_position(
item.position_x, self.tile_size
)
render_y = _translate_array_to_window_position(
item.position_y, self.tile_size
)
# image rendering function
drawer.circle(
render_x,
render_y,
self.tile_size / PLAYER_RADIUS_RATIO,
color=PLAYER_COLOR,
)
if item.type == acceptedType.ANIMAL:
now = pygame.time.get_ticks()
#region cat random movement
if now - self.cat_last_tick >= self.cat_cooldown:
if self.cat_busy == False:
while True:
self.cat_direction = random.randint(0,3)
if not((self.cat_direction == 0 and item.position_y == 0) or (self.cat_direction == 1 and item.position_x == self.board_size - 1) or (self.cat_direction == 2 and item.position_y == self.board_size - 1) or (self.cat_direction == 3 and item.position_x == 0)):
break
if self.cat_direction == 0: #up
if self.cat_current_image == self.cat_back_image:
newGrid.move(item.position_x, item.position_y, item.position_x, item.position_y - 1)
self.cat_busy = False
else:
self.cat_busy = True
self.cat_current_image = self.cat_back_image
if self.cat_direction == 1: #right
if self.cat_current_image == self.cat_right_image:
newGrid.move(item.position_x, item.position_y, item.position_x + 1, item.position_y)
self.cat_busy = False
else:
self.cat_busy = True
self.cat_current_image = self.cat_right_image
if self.cat_direction == 2: #down
if self.cat_current_image == self.cat_front_image:
newGrid.move(item.position_x, item.position_y, item.position_x, item.position_y + 1)
self.cat_busy = False
else:
self.cat_busy = True
self.cat_current_image = self.cat_front_image
if self.cat_direction == 3: #left
if self.cat_current_image == self.cat_left_image:
newGrid.move(item.position_x, item.position_y, item.position_x - 1, item.position_y)
self.cat_busy = False
else:
self.cat_busy = True
self.cat_current_image = self.cat_left_image
self.cat_last_tick = pygame.time.get_ticks()
#endregion
render_x = item.position_x * self.tile_size
render_y = item.position_y * self.tile_size
drawer.image(render_x, render_y, self.cat_current_image)
if item.type == acceptedType.PLANT1:
drawer.image((item.position_x - 0.1) * self.tile_size, (item.position_y - 0.25) * self.tile_size, self.plant1)
if item.type == acceptedType.PLANT2:
drawer.image((item.position_x - 0.1) * self.tile_size, (item.position_y - 0.25) * self.tile_size, self.plant2)
if item.type == acceptedType.PLANT3:
drawer.image((item.position_x - 0.1) * self.tile_size, (item.position_y - 0.25) * self.tile_size, self.plant3)
# TODO act accordingly to other options(rubbish)
# add new object on grid
def add(self, newObject: objectOnTile):
if (
self.array[newObject.position_x][newObject.position_y].type
!= acceptedType.EMPTY
):
print(
f"Cannot add object at ({newObject.position_x}, {newObject.position_y}): position already occupied"
)
return
self.array[newObject.position_x][newObject.position_y] = newObject
self.list.append(newObject)
# deletes object from game
# untested, potentially not working
def delete(self, position_x: int, position_y: int):
# Find the object with the given position in the list
for obj in self.list:
if obj.position_x == position_x and obj.position_y == position_y:
break
else: # No object found with the given position
print(f"No object found at ({position_x}, {position_y})")
return
# Remove the object from both the array and the list
self.array[position_x][position_y] = objectOnTile(position_x, position_y)
self.list.remove(obj)
# move: update position from (start_x, start_y) to (end_x, end_y)
def move(self, start_x: int, start_y: int, end_x: int, end_y: int):
# no change
if start_x == end_x and start_y == end_y:
return
#check if object moves beyond border
if end_x > self.board_size - 1 or end_y > self.board_size - 1 or end_x < 0 or end_y < 0:
print(
f"Cannot move object beyond board"
)
return
# check if obj exist at starting position
if self.array[start_x][start_y].type == acceptedType.EMPTY:
print(
f"Cannot move object at ({start_x}, {start_y}): no object on position"
)
return
# check if destination is empty
if self.array[end_x][end_y].type != acceptedType.EMPTY:
print(
f"Cannot move object to ({end_x}, {end_y}): position already occupied"
)
return
# all OK
# change position attribute in array
self.array[start_x][start_y].position_x = end_x
self.array[start_x][start_y].position_y = end_y
# change position in array
self.array[end_x][end_y] = self.array[start_x][start_y]
self.array[start_x][start_y] = objectOnTile(start_x, start_y)
def findFirst(self, find_type: acceptedType) -> objectOnTile:
for item in self.list:
if item.type == find_type:
return item
else:
print(f"Cannot find object of type: ({find_type})!")

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class Command:
def run(self):
raise NotImplementedError()

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from random import randint
from typing import Tuple
import pygame
from domain.commands.command import Command
from domain.entities.cat import Cat
from domain.world import World
class RandomCatMoveCommand(Command):
def __init__(self, world: World, cat: Cat) -> None:
super().__init__()
self.world = world
self.cat = cat
def run(self):
move_vector = (0, 0)
now = pygame.time.get_ticks()
# region cat random movement
cat = self.world.cat
if now - cat.last_tick >= cat.cooldown:
if not cat.busy:
while True:
cat.direction = randint(0, 3)
if not (
(cat.direction == 0 and cat.y == 0)
or (cat.direction == 1 and cat.x == self.world.width - 1)
or (cat.direction == 2 and cat.y == self.world.height - 1)
or (cat.direction == 3 and cat.x == 0)
):
break
if cat.direction == 0: # up
if cat.busy:
move_vector = (0, -1)
cat.busy = not cat.busy
if cat.direction == 1: # right
if cat.busy:
move_vector = (1, 0)
cat.busy = not cat.busy
if cat.direction == 2: # down
if cat.busy:
move_vector = (0, 1)
cat.busy = not cat.busy
if cat.direction == 3: # left
if cat.busy:
move_vector = (-1, 0)
cat.busy = not cat.busy
cat.last_tick = pygame.time.get_ticks()
if move_vector == (0, 0):
return
end_x = cat.x + move_vector[0]
end_y = cat.y + move_vector[1]
if (
end_x > self.world.width - 1
or end_y > self.world.height - 1
or end_x < 0
or end_y < 0
):
return
self.world.obstacles[cat.x][cat.y].remove(cat)
cat.x = end_x
cat.y = end_y
self.world.obstacles[end_x][end_y].append(cat)
# endregion cat random movement

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from typing import Tuple
from domain.commands.command import Command
from domain.entities.vacuum import Vacuum
from domain.world import World
class VacuumMoveCommand(Command):
def __init__(
self, world: World, vacuum: Vacuum, move_vector: Tuple[int, int]
) -> None:
super().__init__()
self.world = world
self.vacuum = vacuum
self.dx = move_vector[0]
self.dy = move_vector[1]
def run(self):
end_x = self.vacuum.x + self.dx
end_y = self.vacuum.y + self.dy
if (
end_x > self.world.width - 1
or end_y > self.world.height - 1
or end_x < 0
or end_y < 0
):
return
if self.world.is_obstacle_at(end_x, end_y):
return
self.vacuum.x = end_x
self.vacuum.y = end_y

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domain/entities/cat.py Normal file
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import pygame
from domain.entities.entity import Entity
from domain.world import World
class Cat(Entity):
def __init__(self, x: int, y: int):
super().__init__(x, y, "CAT")
self.last_tick = pygame.time.get_ticks()
self.cooldown = 1000
self.velocity = 1
self.busy = False
self.direction = 0

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class Entity:
def __init__(self, x: int, y: int, type: str):
self.x = x
self.y = y
self.type = type

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from domain.entities.entity import Entity
from domain.world import World
class Vacuum(Entity):
def __init__(self, x: int, y: int):
super().__init__(x, y, "VACUUM")
self.battery = 100
# TODO add more properties

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domain/world.py Normal file
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from domain.entities.entity import Entity
class World:
def __init__(self, width: int, height: int):
self.width = width
self.height = height
self.dust = [[[] for j in range(height)] for i in range(width)]
self.obstacles = [[[] for j in range(height)] for i in range(width)]
self.vacuum = None
self.cat = None
def add_entity(self, entity: Entity):
if entity.type == "PEEL":
self.dust[entity.x][entity.y].append(entity)
elif entity.type == "VACUUM":
self.vacuum = entity
elif entity.type == "CAT":
self.cat = entity
self.obstacles[entity.x][entity.y].append(entity)
else:
self.obstacles[entity.x][entity.y].append(entity)
def is_obstacle_at(self, x: int, y: int) -> bool:
return bool(self.obstacles[x][y])

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main.py
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from Interface.vacuum_render import initial_draw from random import randint
initial_draw(500, 10) import pygame
from domain.commands.random_cat_move_command import RandomCatMoveCommand
from domain.commands.vacuum_move_command import VacuumMoveCommand
from domain.entities.cat import Cat
from domain.entities.entity import Entity
from domain.entities.vacuum import Vacuum
from domain.world import World
from view.renderer import Renderer
# initial_draw(500, 10)
class Main:
def __init__(self):
tiles_x = 10
tiles_y = 10
self.renderer = Renderer(800, 800, tiles_x, tiles_y)
self.world = generate_world(tiles_x, tiles_y)
self.commands = []
self.clock = pygame.time.Clock()
self.running = True
self.fps = 60
def run(self):
while self.running:
self.process_input()
self.update()
self.renderer.render(self.world)
self.clock.tick(self.fps)
pygame.quit()
def process_input(self):
for event in pygame.event.get():
if event.type == pygame.QUIT:
self.running = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
self.commands.append(
VacuumMoveCommand(self.world, self.world.vacuum, (-1, 0))
)
if event.key == pygame.K_RIGHT:
self.commands.append(
VacuumMoveCommand(self.world, self.world.vacuum, (1, 0))
)
if event.key == pygame.K_UP:
self.commands.append(
VacuumMoveCommand(self.world, self.world.vacuum, (0, -1))
)
if event.key == pygame.K_DOWN:
self.commands.append(
VacuumMoveCommand(self.world, self.world.vacuum, (0, 1))
)
def update(self):
self.commands.append(RandomCatMoveCommand(self.world, self.world.cat))
for command in self.commands:
command.run()
self.commands.clear()
def generate_world(tiles_x: int, tiles_y: int) -> World:
world = World(tiles_x, tiles_y)
for _ in range(10):
temp_x = randint(0, tiles_x - 1)
temp_y = randint(0, tiles_y - 1)
world.add_entity(Entity(temp_x, temp_y, "PEEL"))
world.vacuum = Vacuum(1, 1)
world.cat = Cat(7, 8)
world.add_entity(world.cat)
world.add_entity(Entity(2, 8, "PLANT1"))
world.add_entity(Entity(4, 1, "PLANT1"))
world.add_entity(Entity(3, 4, "PLANT2"))
world.add_entity(Entity(8, 8, "PLANT2"))
world.add_entity(Entity(9, 3, "PLANT3"))
return world
if __name__ == "__main__":
app = Main()
app.run()

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view/renderer.py Normal file
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import random
from random import randint
import pygame
from pygame import Color
from domain.entities.cat import Cat
from domain.entities.entity import Entity
from domain.world import World
class Renderer:
def __init__(
self,
width=800,
height=800,
tiles_x=10,
tiles_y=10,
):
self.width = width
self.height = height
self.tiles_x = tiles_x
self.tiles_y = tiles_y
self.tile_width = self.width / self.tiles_x
self.tile_height = self.height / self.tiles_y
pygame.init()
pygame.display.set_caption("AI Vacuum Cleaner")
self.screen = pygame.display.set_mode((self.width, self.height))
self.sprites = {
"VACUUM": pygame.transform.scale(pygame.image.load("media/sprites/vacuum.png"),
(self.tile_width, self.tile_height)),
"WALL": pygame.transform.scale(pygame.image.load("media/sprites/wall.png"),
(self.tile_width, self.tile_height)),
"TILE": pygame.transform.scale(pygame.image.load("media/sprites/tile_cropped.jpeg"),
(self.tile_width, self.tile_height)),
"PEEL": pygame.transform.scale(pygame.image.load("media/sprites/peel.webp"),
(self.tile_width, self.tile_height)),
"CAT_FRONT": pygame.transform.scale(pygame.image.load("media/sprites/cat/standing_front.png"),
(self.tile_width, self.tile_height)),
"CAT_BACK": pygame.transform.scale(pygame.image.load("media/sprites/cat/standing_back.png"),
(self.tile_width, self.tile_height)),
"CAT_LEFT": pygame.transform.scale(pygame.image.load("media/sprites/cat/standing_left.png"),
(self.tile_width, self.tile_height)),
"CAT_RIGHT": pygame.transform.scale(pygame.image.load("media/sprites/cat/standing_right.png"),
(self.tile_width, self.tile_height)),
"PLANT1": pygame.transform.scale(pygame.image.load("media/sprites/plants/plant1.png"),
(self.tile_width + self.tile_width / 4, self.tile_height + self.tile_height / 4)),
"PLANT2": pygame.transform.scale(pygame.image.load("media/sprites/plants/plant2.png"),
(self.tile_width + self.tile_width / 4, self.tile_height + self.tile_height / 4)),
"PLANT3": pygame.transform.scale(pygame.image.load("media/sprites/plants/plant3.png"),
(self.tile_width + self.tile_width / 4, self.tile_height + self.tile_height / 4)),
}
self.cat_direction_sprite = {
0: self.sprites["CAT_BACK"],
1: self.sprites["CAT_RIGHT"],
2: self.sprites["CAT_FRONT"],
3: self.sprites["CAT_LEFT"],
}
def render(self, world: World):
self.render_floor()
self.render_board()
for x in range(world.width):
for y in range(world.height):
for entity in world.dust[x][y]:
self.draw_entity(entity)
for x in range(world.width):
for y in range(world.height):
for entity in world.obstacles[x][y]:
self.draw_entity(entity)
self.draw_entity(world.vacuum)
self.draw_entity(world.cat)
pygame.display.update()
def line(self, x_1, y_1, x_2, y_2, color=None):
pygame.draw.line(self.screen, color, (x_1, y_1), (x_2, y_2))
def render_board(self, color=Color("black")):
for i in range(1, self.tiles_x):
self.line(self.tile_width * i, 0, self.tile_width * i, self.height, color=color)
for i in range(1, self.tiles_y):
self.line(0, self.tile_height * i, self.width, self.tile_height * i, color=color)
def draw_entity(self, entity: Entity):
sprite = self.sprites.get(entity.type, None)
draw_pos = (entity.x * self.tile_width, entity.y * self.tile_height)
if "PLANT" in entity.type:
draw_pos = ((entity.x - 0.1) * self.tile_width, (entity.y - 0.25) * self.tile_height)
if "CAT" in entity.type and isinstance(entity, Cat):
sprite = self.cat_direction_sprite[entity.direction]
self.screen.blit(sprite, draw_pos)
def draw_sprite(self, x: int, y: int, sprite_name: str):
self.screen.blit(
self.sprites[sprite_name],
(x * self.tile_width, y * self.tile_height)
)
def fill_grid_with_sprite(self, sprite):
for tile_x in range(self.tiles_x):
for tile_y in range(self.tiles_y):
self.draw_sprite(tile_x, tile_y, sprite)
def render_floor(self):
self.fill_grid_with_sprite("TILE")