Redesigned project architecture to be a little bit more modular #12
0
domain/__init__.py
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0
domain/__init__.py
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5
domain/entity.py
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5
domain/entity.py
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class Entity:
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def __init__(self, x: int, y: int, type: str):
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self.x = x
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self.y = y
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self.type = type
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8
domain/vacuum.py
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domain/vacuum.py
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from domain.entity import Entity
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class Vacuum(Entity):
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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.battery = 100
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# TODO add more properties
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19
domain/world.py
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domain/world.py
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from domain.entity import Entity
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from domain.vacuum import Vacuum
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class World:
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def __init__(self, width: int, height: int):
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self.width = width
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self.height = height
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self.grid = [
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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.cleaner = Vacuum(0, 0)
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self.add(self.cleaner)
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def add(self, entity: Entity):
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self.entities.append(entity)
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self.grid[entity.x][entity.y].append(entity)
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BIN
media/sprites/peel.webp
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BIN
media/sprites/peel.webp
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Binary file not shown.
After Width: | Height: | Size: 6.4 KiB |
BIN
media/sprites/tile.jpeg
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BIN
media/sprites/tile.jpeg
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Binary file not shown.
After Width: | Height: | Size: 87 KiB |
BIN
media/sprites/tile_cropped.jpeg
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BIN
media/sprites/tile_cropped.jpeg
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Binary file not shown.
After Width: | Height: | Size: 112 KiB |
BIN
media/sprites/vacuum.png
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BIN
media/sprites/vacuum.png
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Binary file not shown.
After Width: | Height: | Size: 122 KiB |
BIN
media/sprites/wall.png
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media/sprites/wall.png
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Binary file not shown.
After Width: | Height: | Size: 1.4 KiB |
112
view/user_interface.py
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112
view/user_interface.py
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from random import randint
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import pygame
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from pygame import Color
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from domain.world import World, Entity
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class UserInterface:
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def __init__(
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self,
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width=800,
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height=800,
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tiles_x=10,
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tiles_y=10,
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):
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self.width = width
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self.height = height
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self.tiles_x = tiles_x
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self.tiles_y = tiles_y
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self.tile_width = self.width / self.tiles_x
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self.tile_height = self.height / self.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.add(Entity(temp_x, temp_y, 'PEEL'))
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pygame.init()
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pygame.display.set_caption('AI Vacuum Cleaner')
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self.screen = pygame.display.set_mode((self.width, self.height))
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self.sprites = {
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'VACUUM': pygame.transform.scale(pygame.image.load('../media/sprites/vacuum.png'),
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(self.tile_width, self.tile_height)),
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'WALL': pygame.transform.scale(pygame.image.load('../media/sprites/wall.png'),
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(self.tile_width, self.tile_height)),
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'TILE': pygame.transform.scale(pygame.image.load('../media/sprites/tile_cropped.jpeg'),
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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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}
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self.clock = pygame.time.Clock()
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self.running = True
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self.fps = 60
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def process_input(self):
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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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 and self.world.cleaner.x > 0:
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self.world.cleaner.x -= 1
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if event.key == pygame.K_RIGHT and self.world.cleaner.x < self.tiles_x - 1:
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self.world.cleaner.x += 1
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if event.key == pygame.K_UP and self.world.cleaner.y > 0:
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self.world.cleaner.y -= 1
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if event.key == pygame.K_DOWN and self.world.cleaner.y < self.tiles_y - 1:
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self.world.cleaner.y += 1
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def update(self):
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pass
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def render(self):
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self.render_floor()
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self.render_board()
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for entity in self.world.entities:
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self.draw_sprite(entity.x, entity.y, entity.type)
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self.draw_sprite(self.world.cleaner.x, self.world.cleaner.y, self.world.cleaner.type)
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pygame.display.update()
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def run(self):
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while self.running:
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self.process_input()
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self.update()
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self.render()
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self.clock.tick(self.fps)
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pygame.quit()
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def line(self, x_1, y_1, x_2, y_2, color=None):
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pygame.draw.line(self.screen, color, (x_1, y_1), (x_2, y_2))
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def render_board(self, color=Color('black')):
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for i in range(1, self.tiles_x):
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self.line(self.tile_width * i, 0, self.tile_width * i, self.height, color=color)
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for i in range(1, self.tiles_y):
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self.line(0, self.tile_height * i, self.width, self.tile_height * i, color=color)
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def draw_sprite(self, x, y, sprite):
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self.screen.blit(
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self.sprites[sprite],
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(x * self.tile_width, y * self.tile_height)
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)
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def fill_grid_with_sprite(self, sprite):
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for tile_x in range(self.tiles_x):
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for tile_y in range(self.tiles_y):
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self.draw_sprite(tile_x, tile_y, sprite)
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def render_floor(self):
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self.fill_grid_with_sprite('TILE')
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UserInterface(800, 800, 10, 10).run()
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Block a user