Redesigned project architecture to be a little bit more modular #12

Merged
s473555 merged 10 commits from sandbox into main 2023-03-30 18:29:26 +02:00
15 changed files with 146 additions and 108 deletions
Showing only changes of commit 03ece1218b - Show all commits

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@ -0,0 +1,4 @@
class Command:
def run(self):
raise NotImplementedError()

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@ -0,0 +1,63 @@
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)

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@ -0,0 +1,28 @@
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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@ -5,24 +5,10 @@ from domain.world import World
class Cat(Entity):
def __init__(self, x: int, y: int, world: World):
def __init__(self, x: int, y: int):
super().__init__(x, y, "CAT")
self.world = world
self.last_tick = pygame.time.get_ticks()
self.cooldown = 1000
self.velocity = 1
self.busy = False
self.direction = 0
def move(self, dx: int, dy: int):
end_x = self.x + dx
end_y = self.y + dy
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[self.x][self.y].remove(self)
self.x = end_x
self.y = end_y
self.world.obstacles[end_x][end_y].append(self)

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@ -3,21 +3,7 @@ from domain.world import World
class Vacuum(Entity):
def __init__(self, x: int, y: int, world: World):
def __init__(self, x: int, y: int):
super().__init__(x, y, 'VACUUM')
self.world = world
self.battery = 100
# TODO add more properties
def move(self, dx, dy):
end_x = self.x + dx
end_y = self.y + 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.x = end_x
self.y = end_y

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@ -11,34 +11,20 @@ class World:
self.obstacles = [
[[] for j in range(height)] for i in range(width)
]
self.entities = []
self.vacuum = None
self.cat = None
# move: update position from (start_x, start_y) to (end_x, end_y)
# def move(self, entity: Entity, end_x: int, end_y: int):
# # no change
# if entity.x == end_x and entity.y == end_y:
# return
#
# # check if object moves beyond border
# if end_x > self.width - 1 or end_y > self.height - 1 or end_x < 0 or end_y < 0:
# print("Cannot move object beyond board")
# return
#
# # check if destination is empty
# # if self.is_obstacle_at(end_x, end_y):
# # print(
# # f"Cannot move object to ({end_x}, {end_y}): position already occupied"
# # )
# # return
#
# # change position in array
# self.grid[entity.x][entity.y].remove(entity)
# self.grid[end_x][end_y].append(entity)
# entity.x = end_x
# entity.y = end_y
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])

76
main.py
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@ -3,6 +3,8 @@ from random import randint
import pygame
from Interface.vacuum_render import initial_draw
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
@ -19,19 +21,9 @@ class Main:
self.renderer = Renderer(800, 800, tiles_x, tiles_y)
self.world = World(tiles_x, tiles_y)
for _ in range(10):
temp_x = randint(0, tiles_x - 1)
temp_y = randint(0, tiles_y - 1)
self.world.dust[temp_x][temp_y].append(Entity(temp_x, temp_y, "PEEL"))
self.world.vacuum = Vacuum(1, 1, self.world)
self.world.cat = Cat(7, 8, self.world)
self.world.obstacles[7][8].append(self.world.cat)
self.world.obstacles[2][8].append(Entity(2, 8, "PLANT1"))
self.world.obstacles[4][1].append(Entity(4, 1, "PLANT1"))
self.world.obstacles[3][4].append(Entity(3, 4, "PLANT2"))
self.world.obstacles[8][8].append(Entity(8, 8, "PLANT2"))
self.world.obstacles[9][3].append(Entity(9, 3, "PLANT3"))
self.world = generate_world(tiles_x, tiles_y)
self.commands = []
self.clock = pygame.time.Clock()
self.running = True
@ -52,45 +44,37 @@ class Main:
self.running = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
self.world.vacuum.move(-1, 0)
self.commands.append(VacuumMoveCommand(self.world, self.world.vacuum, (-1, 0)))
if event.key == pygame.K_RIGHT:
self.world.vacuum.move(1, 0)
self.commands.append(VacuumMoveCommand(self.world, self.world.vacuum, (1, 0)))
if event.key == pygame.K_UP:
self.world.vacuum.move(0, -1)
self.commands.append(VacuumMoveCommand(self.world, self.world.vacuum, (0, -1)))
if event.key == pygame.K_DOWN:
self.world.vacuum.move(0, 1)
self.commands.append(VacuumMoveCommand(self.world, self.world.vacuum, (0, 1)))
def update(self):
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
self.commands.append(RandomCatMoveCommand(self.world, self.world.cat))
if cat.direction == 0: # up
if cat.busy:
cat.move(0, - 1)
cat.busy = not cat.busy
if cat.direction == 1: # right
if cat.busy:
cat.move(1, 0)
cat.busy = not cat.busy
if cat.direction == 2: # down
if cat.busy:
cat.move(0, 1)
cat.busy = not cat.busy
if cat.direction == 3: # left
if cat.busy:
cat.move(-1, 0)
cat.busy = not cat.busy
cat.last_tick = pygame.time.get_ticks()
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__":

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@ -5,7 +5,8 @@ import pygame
from pygame import Color
from domain.entities.cat import Cat
from domain.world import World, Entity
from domain.entities.entity import Entity
from domain.world import World
class Renderer:
@ -40,19 +41,19 @@ class Renderer:
(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("Interface/images/cat/standing_front.png"),
"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("Interface/images/cat/standing_back.png"),
"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("Interface/images/cat/standing_left.png"),
"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("Interface/images/cat/standing_right.png"),
"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("Interface/images/plants/plant1.png"),
"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("Interface/images/plants/plant2.png"),
"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("Interface/images/plants/plant3.png"),
"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)),
}