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586a94e0c0
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586a94e0c0 | ||
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be307ebab5 |
@ -2,24 +2,24 @@ import pygame
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import sys
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def robot_movement(grid_width, grid_height, tile_width, tile_height, x, y):
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def movement_key_press(board_size, x, y):
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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sys.exit()
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if event.type == pygame.KEYDOWN:
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# go left
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if event.key == pygame.K_LEFT and x > (tile_width / 2):
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x -= tile_width
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if event.key == pygame.K_LEFT and x > 0:
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x -= 1
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# go right
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if event.key == pygame.K_RIGHT and x < (grid_width - (tile_width / 2)):
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x += tile_width
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# go right
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if event.key == pygame.K_RIGHT and x < board_size - 1:
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x += 1
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# go up
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if event.key == pygame.K_UP and y > (tile_height / 2):
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y -= tile_height
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# go up
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if event.key == pygame.K_UP and y > 0:
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y -= 1
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# go down
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if event.key == pygame.K_DOWN and y < (grid_height - (tile_height / 2)):
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y += tile_height
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# go down
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if event.key == pygame.K_DOWN and y < board_size - 1:
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y += 1
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return (x, y)
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@ -3,7 +3,7 @@ from typing import List
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from Interface.grid_draw import GridDraw, Colors
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import sys
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import pygame
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from Interface.movement import robot_movement
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from Interface.movement import movement_key_press
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# window_dimensions says how many pixels window have
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@ -13,34 +13,36 @@ def initial_draw(window_dimensions, board_size):
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pygame.display.set_caption("AI Vacuum Cleaner")
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# define additional variables
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tile_size = window_width / board_size
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tile_size = window_dimensions / board_size
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# initialize board array
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newGrid = Grid(board_size, tile_size)
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newGrid = Grid(board_size)
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newGrid.add(objectOnTile(1, 1, acceptedType.PLAYER))
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player = newGrid.findFirst(acceptedType.PLAYER)
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newGrid.move(1, 1, 1, 2)
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newGrid.move(1, 2, 1, 1)
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# set window dimension
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window_width = window_dimensions
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window_height = window_dimensions
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# FIXME @countingthedots: please tell me what is going on there and why???
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#
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renderer = GridDraw(window_width, window_height)
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tile_width = window_width / board_size
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tile_height = window_height / board_size
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radius = tile_width / 3
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x = tile_width / 2
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y = tile_height / 2
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# initialize drawer
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drawer = GridDraw(window_width, window_height)
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# rendering loop
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while True:
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renderer.start_draw()
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renderer.board(board_size, board_size)
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(x, y) = robot_movement(
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window_width, window_height, tile_width, tile_height, x, y
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)
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renderer.circle(x, y, radius, color=Colors.RED)
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renderer.end_draw()
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pygame.time.delay(10)
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drawer.start_draw()
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drawer.board(board_size, board_size)
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player = newGrid.findFirst(acceptedType.PLAYER)
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(x, y) = movement_key_press(board_size, player.position_x, player.position_y)
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newGrid.move(player.position_x, player.position_y, x, y)
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newGrid.render(drawer, window_dimensions, board_size)
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drawer.end_draw()
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pygame.time.delay(30)
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# TODO wrap it all to another file that handles array rendering
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@ -61,22 +63,21 @@ class objectOnTile:
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# calculate position from array position to window position eg.: array_position = 0 => window_position = 50 (px)
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def _translate_array_to_window_position(
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array_position, window_dimensions, board_size
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) -> int:
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tile_size_window = window_dimensions / board_size
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def _translate_array_to_window_position(array_position, tile_size_window) -> int:
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return array_position * tile_size_window + tile_size_window / 2
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class Grid:
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def __init__(self, size_array, tile_size):
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def __init__(self, size_array):
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self.array = [
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[objectOnTile(i, j) for j in range(size_array)] for i in range(size_array)
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]
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self.list: List[objectOnTile] = []
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# render the array
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def render(self, renderer: GridDraw, window_dimensions, board_size, tile_width):
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def render(self, drawer: GridDraw, window_dimensions, board_size):
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tile_size = window_dimensions / board_size
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# render object with respect to type
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for item in self.list:
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if item.type == acceptedType.PLAYER:
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@ -86,17 +87,17 @@ class Grid:
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# position on screen
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render_x = _translate_array_to_window_position(
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item.position_x, window_dimensions, board_size
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item.position_x, tile_size
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)
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render_y = _translate_array_to_window_position(
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item.position_y, window_dimensions, board_size
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item.position_y, tile_size
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)
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# image rendering function
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renderer.circle(
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drawer.circle(
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render_x,
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render_y,
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tile_width / PLAYER_RADIUS_RATIO,
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tile_size / PLAYER_RADIUS_RATIO,
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color=PLAYER_COLOR,
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)
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# TODO act accordingly to other options
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@ -115,7 +116,9 @@ class Grid:
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self.array[newObject.position_x][newObject.position_y] = newObject
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self.list.append(newObject)
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def delete(self, position_x, position_y):
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# deletes object from game
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# untested, potentially not working
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def delete(self, position_x: int, position_y: int):
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# Find the object with the given position in the list
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for obj in self.list:
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if obj.position_x == position_x and obj.position_y == position_y:
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@ -129,22 +132,38 @@ class Grid:
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self.array[position_x][position_y] = objectOnTile(position_x, position_y)
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self.list.remove(obj)
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# TODO update: update position from (start_x, start_y) to (end_x, end_y)
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def update(self, start_x, start_y, end_x, end_y):
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# move: update position from (start_x, start_y) to (end_x, end_y)
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def move(self, start_x: int, start_y: int, end_x: int, end_y: int):
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# no change
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if start_x == end_x and start_y == end_y:
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return
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# check if obj exist at starting position
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if self.array[start_x][start_y].type == acceptedType.EMPTY:
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print(
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f"Cannot move object at ({start_x}, {start_y}): no object on position"
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)
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return
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# check if destination is empty
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if self.array[end_x][end_y].type != acceptedType.EMPTY:
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print(
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f"Cannot move object to ({end_x}, {end_y}): position already occupied"
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)
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return
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# all OK
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self.array[end_x][end_y].type = self.array[start_x][start_y].type
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self.array[start_x][start_y].type = acceptedType.EMPTY
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# TODO change movement to work with arrays
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# all OK
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# change position attribute in array
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self.array[start_x][start_y].position_x = end_x
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self.array[start_x][start_y].position_y = end_y
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# change position in array
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self.array[end_x][end_y] = self.array[start_x][start_y]
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self.array[start_x][start_y] = objectOnTile(start_x, start_y)
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def findFirst(self, find_type: acceptedType) -> objectOnTile:
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for item in self.list:
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if item.type == find_type:
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return item
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else:
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print(f"Cannot find object of type: ({find_type})!")
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