Redesigned project architecture to be a little bit more modular #12
4
domain/commands/command.py
Normal file
@ -0,0 +1,4 @@
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class Command:
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def run(self):
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raise NotImplementedError()
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63
domain/commands/random_cat_move_command.py
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@ -0,0 +1,63 @@
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from random import randint
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from typing import Tuple
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import pygame
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from domain.commands.command import Command
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from domain.entities.cat import Cat
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from domain.world import World
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class RandomCatMoveCommand(Command):
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def __init__(self, world: World, cat: Cat) -> None:
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super().__init__()
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self.world = world
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self.cat = cat
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def run(self):
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move_vector = (0, 0)
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now = pygame.time.get_ticks()
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# region cat random movement
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cat = self.world.cat
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if now - cat.last_tick >= cat.cooldown:
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if not cat.busy:
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while True:
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cat.direction = randint(0, 3)
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if not ((cat.direction == 0 and cat.y == 0)
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or (cat.direction == 1 and cat.x == self.world.width - 1)
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or (cat.direction == 2 and cat.y == self.world.height - 1)
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or (cat.direction == 3 and cat.x == 0)):
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break
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if cat.direction == 0: # up
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if cat.busy:
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move_vector = (0, - 1)
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cat.busy = not cat.busy
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if cat.direction == 1: # right
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if cat.busy:
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move_vector = (1, 0)
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cat.busy = not cat.busy
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if cat.direction == 2: # down
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if cat.busy:
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move_vector = (0, 1)
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cat.busy = not cat.busy
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if cat.direction == 3: # left
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if cat.busy:
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move_vector = (-1, 0)
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cat.busy = not cat.busy
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cat.last_tick = pygame.time.get_ticks()
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if move_vector == (0, 0):
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return
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end_x = cat.x + move_vector[0]
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end_y = cat.y + move_vector[1]
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if end_x > self.world.width - 1 or end_y > self.world.height - 1 or end_x < 0 or end_y < 0:
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return
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self.world.obstacles[cat.x][cat.y].remove(cat)
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cat.x = end_x
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cat.y = end_y
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self.world.obstacles[end_x][end_y].append(cat)
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28
domain/commands/vacuum_move_command.py
Normal file
@ -0,0 +1,28 @@
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from typing import Tuple
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from domain.commands.command import Command
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from domain.entities.vacuum import Vacuum
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from domain.world import World
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class VacuumMoveCommand(Command):
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def __init__(self, world: World, vacuum: Vacuum, move_vector: Tuple[int, int]) -> None:
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super().__init__()
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self.world = world
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self.vacuum = vacuum
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self.dx = move_vector[0]
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self.dy = move_vector[1]
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def run(self):
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end_x = self.vacuum.x + self.dx
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end_y = self.vacuum.y + self.dy
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if end_x > self.world.width - 1 or end_y > self.world.height - 1 or end_x < 0 or end_y < 0:
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return
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if self.world.is_obstacle_at(end_x, end_y):
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return
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self.vacuum.x = end_x
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self.vacuum.y = end_y
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@ -5,24 +5,10 @@ from domain.world import World
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class Cat(Entity):
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def __init__(self, x: int, y: int, world: World):
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def __init__(self, x: int, y: int):
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super().__init__(x, y, "CAT")
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self.world = world
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self.last_tick = pygame.time.get_ticks()
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self.cooldown = 1000
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self.velocity = 1
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self.busy = False
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self.direction = 0
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def move(self, dx: int, dy: int):
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end_x = self.x + dx
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end_y = self.y + dy
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if end_x > self.world.width - 1 or end_y > self.world.height - 1 or end_x < 0 or end_y < 0:
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return
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self.world.obstacles[self.x][self.y].remove(self)
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self.x = end_x
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self.y = end_y
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self.world.obstacles[end_x][end_y].append(self)
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@ -3,21 +3,7 @@ from domain.world import World
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class Vacuum(Entity):
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def __init__(self, x: int, y: int, world: World):
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def __init__(self, x: int, y: int):
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super().__init__(x, y, 'VACUUM')
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self.world = world
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self.battery = 100
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# TODO add more properties
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def move(self, dx, dy):
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end_x = self.x + dx
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end_y = self.y + dy
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if end_x > self.world.width - 1 or end_y > self.world.height - 1 or end_x < 0 or end_y < 0:
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return
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if self.world.is_obstacle_at(end_x, end_y):
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return
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self.x = end_x
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self.y = end_y
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@ -11,34 +11,20 @@ class World:
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self.obstacles = [
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[[] for j in range(height)] for i in range(width)
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]
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self.entities = []
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self.vacuum = None
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self.cat = None
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# move: update position from (start_x, start_y) to (end_x, end_y)
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# def move(self, entity: Entity, end_x: int, end_y: int):
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# # no change
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# if entity.x == end_x and entity.y == end_y:
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# return
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#
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# # check if object moves beyond border
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# if end_x > self.width - 1 or end_y > self.height - 1 or end_x < 0 or end_y < 0:
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# print("Cannot move object beyond board")
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# return
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#
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# # check if destination is empty
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# # if self.is_obstacle_at(end_x, end_y):
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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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#
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# # change position in array
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# self.grid[entity.x][entity.y].remove(entity)
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# self.grid[end_x][end_y].append(entity)
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# entity.x = end_x
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# entity.y = end_y
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def add_entity(self, entity: Entity):
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if entity.type == "PEEL":
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self.dust[entity.x][entity.y].append(entity)
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elif entity.type == "VACUUM":
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self.vacuum = entity
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elif entity.type == "CAT":
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self.cat = entity
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self.obstacles[entity.x][entity.y].append(entity)
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else:
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self.obstacles[entity.x][entity.y].append(entity)
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def is_obstacle_at(self, x: int, y: int) -> bool:
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return bool(self.obstacles[x][y])
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76
main.py
@ -3,6 +3,8 @@ from random import randint
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import pygame
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from Interface.vacuum_render import initial_draw
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from domain.commands.random_cat_move_command import RandomCatMoveCommand
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from domain.commands.vacuum_move_command import VacuumMoveCommand
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from domain.entities.cat import Cat
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from domain.entities.entity import Entity
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from domain.entities.vacuum import Vacuum
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@ -19,19 +21,9 @@ class Main:
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self.renderer = Renderer(800, 800, tiles_x, tiles_y)
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self.world = World(tiles_x, tiles_y)
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for _ in range(10):
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temp_x = randint(0, tiles_x - 1)
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temp_y = randint(0, tiles_y - 1)
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self.world.dust[temp_x][temp_y].append(Entity(temp_x, temp_y, "PEEL"))
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self.world.vacuum = Vacuum(1, 1, self.world)
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self.world.cat = Cat(7, 8, self.world)
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self.world.obstacles[7][8].append(self.world.cat)
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self.world.obstacles[2][8].append(Entity(2, 8, "PLANT1"))
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self.world.obstacles[4][1].append(Entity(4, 1, "PLANT1"))
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self.world.obstacles[3][4].append(Entity(3, 4, "PLANT2"))
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self.world.obstacles[8][8].append(Entity(8, 8, "PLANT2"))
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self.world.obstacles[9][3].append(Entity(9, 3, "PLANT3"))
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self.world = generate_world(tiles_x, tiles_y)
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self.commands = []
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self.clock = pygame.time.Clock()
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self.running = True
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@ -52,45 +44,37 @@ class Main:
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self.running = False
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if event.type == pygame.KEYDOWN:
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if event.key == pygame.K_LEFT:
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self.world.vacuum.move(-1, 0)
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self.commands.append(VacuumMoveCommand(self.world, self.world.vacuum, (-1, 0)))
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if event.key == pygame.K_RIGHT:
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self.world.vacuum.move(1, 0)
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self.commands.append(VacuumMoveCommand(self.world, self.world.vacuum, (1, 0)))
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if event.key == pygame.K_UP:
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self.world.vacuum.move(0, -1)
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self.commands.append(VacuumMoveCommand(self.world, self.world.vacuum, (0, -1)))
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if event.key == pygame.K_DOWN:
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self.world.vacuum.move(0, 1)
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self.commands.append(VacuumMoveCommand(self.world, self.world.vacuum, (0, 1)))
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def update(self):
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now = pygame.time.get_ticks()
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# region cat random movement
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cat = self.world.cat
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if now - cat.last_tick >= cat.cooldown:
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if not cat.busy:
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while True:
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cat.direction = randint(0, 3)
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if not ((cat.direction == 0 and cat.y == 0)
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or (cat.direction == 1 and cat.x == self.world.width - 1)
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or (cat.direction == 2 and cat.y == self.world.height - 1)
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or (cat.direction == 3 and cat.x == 0)):
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break
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self.commands.append(RandomCatMoveCommand(self.world, self.world.cat))
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if cat.direction == 0: # up
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if cat.busy:
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cat.move(0, - 1)
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cat.busy = not cat.busy
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if cat.direction == 1: # right
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if cat.busy:
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cat.move(1, 0)
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cat.busy = not cat.busy
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if cat.direction == 2: # down
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if cat.busy:
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cat.move(0, 1)
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cat.busy = not cat.busy
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if cat.direction == 3: # left
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if cat.busy:
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cat.move(-1, 0)
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cat.busy = not cat.busy
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cat.last_tick = pygame.time.get_ticks()
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for command in self.commands:
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command.run()
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self.commands.clear()
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def generate_world(tiles_x: int, tiles_y: int) -> World:
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world = World(tiles_x, tiles_y)
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for _ in range(10):
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temp_x = randint(0, tiles_x - 1)
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temp_y = randint(0, tiles_y - 1)
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world.add_entity(Entity(temp_x, temp_y, "PEEL"))
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world.vacuum = Vacuum(1, 1)
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world.cat = Cat(7, 8)
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world.add_entity(world.cat)
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world.add_entity(Entity(2, 8, "PLANT1"))
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world.add_entity(Entity(4, 1, "PLANT1"))
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world.add_entity(Entity(3, 4, "PLANT2"))
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world.add_entity(Entity(8, 8, "PLANT2"))
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world.add_entity(Entity(9, 3, "PLANT3"))
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return world
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if __name__ == "__main__":
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|
Before Width: | Height: | Size: 621 B After Width: | Height: | Size: 621 B |
Before Width: | Height: | Size: 765 B After Width: | Height: | Size: 765 B |
Before Width: | Height: | Size: 411 B After Width: | Height: | Size: 411 B |
Before Width: | Height: | Size: 584 B After Width: | Height: | Size: 584 B |
Before Width: | Height: | Size: 82 KiB After Width: | Height: | Size: 82 KiB |
Before Width: | Height: | Size: 106 KiB After Width: | Height: | Size: 106 KiB |
Before Width: | Height: | Size: 78 KiB After Width: | Height: | Size: 78 KiB |
@ -5,7 +5,8 @@ import pygame
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from pygame import Color
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from domain.entities.cat import Cat
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from domain.world import World, Entity
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from domain.entities.entity import Entity
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from domain.world import World
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class Renderer:
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@ -40,19 +41,19 @@ class Renderer:
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(self.tile_width, self.tile_height)),
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"PEEL": pygame.transform.scale(pygame.image.load("media/sprites/peel.webp"),
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(self.tile_width, self.tile_height)),
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"CAT_FRONT": pygame.transform.scale(pygame.image.load("Interface/images/cat/standing_front.png"),
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"CAT_FRONT": pygame.transform.scale(pygame.image.load("media/sprites/cat/standing_front.png"),
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(self.tile_width, self.tile_height)),
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"CAT_BACK": pygame.transform.scale(pygame.image.load("Interface/images/cat/standing_back.png"),
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"CAT_BACK": pygame.transform.scale(pygame.image.load("media/sprites/cat/standing_back.png"),
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(self.tile_width, self.tile_height)),
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"CAT_LEFT": pygame.transform.scale(pygame.image.load("Interface/images/cat/standing_left.png"),
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"CAT_LEFT": pygame.transform.scale(pygame.image.load("media/sprites/cat/standing_left.png"),
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(self.tile_width, self.tile_height)),
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"CAT_RIGHT": pygame.transform.scale(pygame.image.load("Interface/images/cat/standing_right.png"),
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"CAT_RIGHT": pygame.transform.scale(pygame.image.load("media/sprites/cat/standing_right.png"),
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(self.tile_width, self.tile_height)),
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"PLANT1": pygame.transform.scale(pygame.image.load("Interface/images/plants/plant1.png"),
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"PLANT1": pygame.transform.scale(pygame.image.load("media/sprites/plants/plant1.png"),
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(self.tile_width + self.tile_width / 4, self.tile_height + self.tile_height / 4)),
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"PLANT2": pygame.transform.scale(pygame.image.load("Interface/images/plants/plant2.png"),
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"PLANT2": pygame.transform.scale(pygame.image.load("media/sprites/plants/plant2.png"),
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(self.tile_width + self.tile_width / 4, self.tile_height + self.tile_height / 4)),
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"PLANT3": pygame.transform.scale(pygame.image.load("Interface/images/plants/plant3.png"),
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"PLANT3": pygame.transform.scale(pygame.image.load("media/sprites/plants/plant3.png"),
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(self.tile_width + self.tile_width / 4, self.tile_height + self.tile_height / 4)),
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}
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