Redesigned project architecture to be a little bit more modular #12
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import random
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import sys
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import pygame
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class Colors:
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BLACK = 0, 0, 0
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WHITE = 255, 255, 255
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RED = 255, 0, 0
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GREEN = 0, 255, 0
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DEFAULT_COLOR = Colors.WHITE
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def default_color(func):
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def wrap(*args, **kwargs):
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if "color" not in kwargs:
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kwargs["color"] = DEFAULT_COLOR
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result = func(*args, **kwargs)
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return result
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return wrap
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class GridDraw:
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def __init__(self, width=None, height=None, background=None):
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self.width = width if width != None else 100
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self.height = height if height != None else 100
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self.background = background if background != None else Colors.BLACK
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pygame.init()
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self.screen = pygame.display.set_mode((self.width, self.height))
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def start_draw(self):
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self.screen.fill(Colors.BLACK)
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def end_draw(self):
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pygame.display.flip()
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@default_color
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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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@default_color
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def board(self, tiles_x, tiles_y, color=None):
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tiles_width = self.width / tiles_x
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tiles_height = self.height / tiles_y
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for i in range(1, tiles_x):
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self.line(tiles_width * i, 0, tiles_width * i, self.height, color=color)
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for i in range(1, tiles_y):
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self.line(0, tiles_height * i, self.width, tiles_height * i, color=color)
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@default_color
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def circle(self, x, y, radius, color=None):
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pygame.draw.circle(self.screen, color, (x, y), radius)
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def image(self, x, y, image):
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self.screen.blit(image, (x, y))
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import pygame
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import sys
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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 > 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 < 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 > 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 < board_size - 1:
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y += 1
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return (x, y)
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@ -1,266 +0,0 @@
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from enum import Enum
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import random
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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 movement_key_press
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# window_dimensions says how many pixels window have
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# board_size says how many lines board have in one row
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def initial_draw(window_dimensions, board_size):
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# window name
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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_dimensions / board_size
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# initialize board array
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newGrid = Grid(board_size, window_dimensions=window_dimensions, board_size=board_size)
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newGrid.add(objectOnTile(1, 1, acceptedType.PLAYER))
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newGrid.add(objectOnTile(7, 8, acceptedType.ANIMAL))
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newGrid.add(objectOnTile(2, 8, acceptedType.PLANT1))
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newGrid.add(objectOnTile(4, 1, acceptedType.PLANT1))
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newGrid.add(objectOnTile(3, 4, acceptedType.PLANT2))
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newGrid.add(objectOnTile(8, 8, acceptedType.PLANT2))
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newGrid.add(objectOnTile(9, 3, acceptedType.PLANT3))
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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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# 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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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, newGrid=newGrid)
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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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class acceptedType(Enum):
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EMPTY = "empty"
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PLAYER = "player"
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RUBBISH = "rubbish"
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PLANT1 = "plant1"
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PLANT2 = "plant2"
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PLANT3 = "plant3"
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ANIMAL = "animal"
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class objectOnTile:
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def __init__(
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self, position_x: int, position_y: int, type: acceptedType = acceptedType.EMPTY
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):
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self.position_x = position_x
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self.position_y = position_y
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self.type = type
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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(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, window_dimensions, board_size):
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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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self.tile_size = window_dimensions / board_size
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self.board_size = board_size
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self.cat_last_tick = pygame.time.get_ticks()
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self.cat_cooldown = 1000
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self.cat_velocity = 1
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self.cat_busy = False
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#region images
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self.cat_front_image = pygame.transform.scale(pygame.image.load("Interface/images/cat/standing_front.png"), (self.tile_size, self.tile_size))
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self.cat_back_image = pygame.transform.scale(pygame.image.load("Interface/images/cat/standing_back.png"), (self.tile_size, self.tile_size))
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self.cat_left_image = pygame.transform.scale(pygame.image.load("Interface/images/cat/standing_left.png"), (self.tile_size, self.tile_size))
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self.cat_right_image = pygame.transform.scale(pygame.image.load("Interface/images/cat/standing_right.png"), (self.tile_size, self.tile_size))
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self.cat_current_image = self.cat_front_image
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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))
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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))
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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))
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#endregion
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# render the array
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def render(self, drawer: GridDraw, newGrid):
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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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# constants for player
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PLAYER_RADIUS_RATIO = 3
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PLAYER_COLOR = Colors.RED
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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, self.tile_size
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)
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render_y = _translate_array_to_window_position(
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item.position_y, self.tile_size
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)
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# image rendering function
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drawer.circle(
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render_x,
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render_y,
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self.tile_size / PLAYER_RADIUS_RATIO,
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color=PLAYER_COLOR,
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)
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if item.type == acceptedType.ANIMAL:
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now = pygame.time.get_ticks()
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#region cat random movement
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if now - self.cat_last_tick >= self.cat_cooldown:
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if self.cat_busy == False:
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while True:
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self.cat_direction = random.randint(0,3)
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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)):
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break
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if self.cat_direction == 0: #up
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if self.cat_current_image == self.cat_back_image:
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newGrid.move(item.position_x, item.position_y, item.position_x, item.position_y - 1)
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self.cat_busy = False
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else:
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self.cat_busy = True
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self.cat_current_image = self.cat_back_image
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if self.cat_direction == 1: #right
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if self.cat_current_image == self.cat_right_image:
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newGrid.move(item.position_x, item.position_y, item.position_x + 1, item.position_y)
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self.cat_busy = False
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else:
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self.cat_busy = True
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self.cat_current_image = self.cat_right_image
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if self.cat_direction == 2: #down
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if self.cat_current_image == self.cat_front_image:
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newGrid.move(item.position_x, item.position_y, item.position_x, item.position_y + 1)
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self.cat_busy = False
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else:
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self.cat_busy = True
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self.cat_current_image = self.cat_front_image
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if self.cat_direction == 3: #left
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if self.cat_current_image == self.cat_left_image:
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newGrid.move(item.position_x, item.position_y, item.position_x - 1, item.position_y)
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self.cat_busy = False
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else:
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self.cat_busy = True
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self.cat_current_image = self.cat_left_image
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self.cat_last_tick = pygame.time.get_ticks()
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#endregion
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render_x = item.position_x * self.tile_size
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render_y = item.position_y * self.tile_size
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drawer.image(render_x, render_y, self.cat_current_image)
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if item.type == acceptedType.PLANT1:
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drawer.image((item.position_x - 0.1) * self.tile_size, (item.position_y - 0.25) * self.tile_size, self.plant1)
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if item.type == acceptedType.PLANT2:
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drawer.image((item.position_x - 0.1) * self.tile_size, (item.position_y - 0.25) * self.tile_size, self.plant2)
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if item.type == acceptedType.PLANT3:
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drawer.image((item.position_x - 0.1) * self.tile_size, (item.position_y - 0.25) * self.tile_size, self.plant3)
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# TODO act accordingly to other options(rubbish)
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# add new object on grid
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def add(self, newObject: objectOnTile):
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if (
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self.array[newObject.position_x][newObject.position_y].type
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!= acceptedType.EMPTY
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):
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print(
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f"Cannot add object at ({newObject.position_x}, {newObject.position_y}): position already occupied"
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)
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return
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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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# 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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break
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else: # No object found with the given position
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print(f"No object found at ({position_x}, {position_y})")
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return
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# Remove the object from both the array and the list
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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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# 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 object moves beyond border
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if end_x > self.board_size - 1 or end_y > self.board_size - 1 or end_x < 0 or end_y < 0:
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print(
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f"Cannot move object beyond board"
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)
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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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# 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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Loading…
Reference in New Issue
Block a user