diff --git a/Interface/grid_draw.py b/Interface/grid_draw.py deleted file mode 100644 index 250ac92..0000000 --- a/Interface/grid_draw.py +++ /dev/null @@ -1,61 +0,0 @@ -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)) diff --git a/Interface/movement.py b/Interface/movement.py deleted file mode 100644 index 63eaed4..0000000 --- a/Interface/movement.py +++ /dev/null @@ -1,25 +0,0 @@ -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) diff --git a/Interface/vacuum_render.py b/Interface/vacuum_render.py deleted file mode 100644 index 059adb4..0000000 --- a/Interface/vacuum_render.py +++ /dev/null @@ -1,266 +0,0 @@ -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})!")