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

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s473555 merged 10 commits from sandbox into main 2023-03-30 18:29:26 +02:00
3 changed files with 0 additions and 352 deletions
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import random
import sys
import pygame
class Colors:
BLACK = 0, 0, 0
WHITE = 255, 255, 255
RED = 255, 0, 0
GREEN = 0, 255, 0
DEFAULT_COLOR = Colors.WHITE
def default_color(func):
def wrap(*args, **kwargs):
if "color" not in kwargs:
kwargs["color"] = DEFAULT_COLOR
result = func(*args, **kwargs)
return result
return wrap
class GridDraw:
def __init__(self, width=None, height=None, background=None):
self.width = width if width != None else 100
self.height = height if height != None else 100
self.background = background if background != None else Colors.BLACK
pygame.init()
self.screen = pygame.display.set_mode((self.width, self.height))
def start_draw(self):
self.screen.fill(Colors.BLACK)
def end_draw(self):
pygame.display.flip()
@default_color
def line(self, x_1, y_1, x_2, y_2, color=None):
pygame.draw.line(self.screen, color, (x_1, y_1), (x_2, y_2))
@default_color
def board(self, tiles_x, tiles_y, color=None):
tiles_width = self.width / tiles_x
tiles_height = self.height / tiles_y
for i in range(1, tiles_x):
self.line(tiles_width * i, 0, tiles_width * i, self.height, color=color)
for i in range(1, tiles_y):
self.line(0, tiles_height * i, self.width, tiles_height * i, color=color)
@default_color
def circle(self, x, y, radius, color=None):
pygame.draw.circle(self.screen, color, (x, y), radius)
def image(self, x, y, image):
self.screen.blit(image, (x, y))

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import pygame
import sys
def movement_key_press(board_size, x, y):
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
if event.type == pygame.KEYDOWN:
# go left
if event.key == pygame.K_LEFT and x > 0:
x -= 1
# go right
if event.key == pygame.K_RIGHT and x < board_size - 1:
x += 1
# go up
if event.key == pygame.K_UP and y > 0:
y -= 1
# go down
if event.key == pygame.K_DOWN and y < board_size - 1:
y += 1
return (x, y)

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from enum import Enum
import random
from typing import List
from Interface.grid_draw import GridDraw, Colors
import sys
import pygame
from Interface.movement import movement_key_press
# window_dimensions says how many pixels window have
# board_size says how many lines board have in one row
def initial_draw(window_dimensions, board_size):
# window name
pygame.display.set_caption("AI Vacuum Cleaner")
# define additional variables
tile_size = window_dimensions / board_size
# initialize board array
newGrid = Grid(board_size, window_dimensions=window_dimensions, board_size=board_size)
newGrid.add(objectOnTile(1, 1, acceptedType.PLAYER))
newGrid.add(objectOnTile(7, 8, acceptedType.ANIMAL))
newGrid.add(objectOnTile(2, 8, acceptedType.PLANT1))
newGrid.add(objectOnTile(4, 1, acceptedType.PLANT1))
newGrid.add(objectOnTile(3, 4, acceptedType.PLANT2))
newGrid.add(objectOnTile(8, 8, acceptedType.PLANT2))
newGrid.add(objectOnTile(9, 3, acceptedType.PLANT3))
player = newGrid.findFirst(acceptedType.PLAYER)
newGrid.move(1, 1, 1, 2)
newGrid.move(1, 2, 1, 1)
# set window dimension
window_width = window_dimensions
window_height = window_dimensions
# initialize drawer
drawer = GridDraw(window_width, window_height)
# rendering loop
while True:
drawer.start_draw()
drawer.board(board_size, board_size)
player = newGrid.findFirst(acceptedType.PLAYER)
(x, y) = movement_key_press(board_size, player.position_x, player.position_y)
newGrid.move(player.position_x, player.position_y, x, y)
newGrid.render(drawer, newGrid=newGrid)
drawer.end_draw()
pygame.time.delay(30)
# TODO wrap it all to another file that handles array rendering
class acceptedType(Enum):
EMPTY = "empty"
PLAYER = "player"
RUBBISH = "rubbish"
PLANT1 = "plant1"
PLANT2 = "plant2"
PLANT3 = "plant3"
ANIMAL = "animal"
class objectOnTile:
def __init__(
self, position_x: int, position_y: int, type: acceptedType = acceptedType.EMPTY
):
self.position_x = position_x
self.position_y = position_y
self.type = type
# calculate position from array position to window position eg.: array_position = 0 => window_position = 50 (px)
def _translate_array_to_window_position(array_position, tile_size_window) -> int:
return array_position * tile_size_window + tile_size_window / 2
class Grid:
def __init__(self, size_array, window_dimensions, board_size):
self.array = [
[objectOnTile(i, j) for j in range(size_array)] for i in range(size_array)
]
self.list: List[objectOnTile] = []
self.tile_size = window_dimensions / board_size
self.board_size = board_size
self.cat_last_tick = pygame.time.get_ticks()
self.cat_cooldown = 1000
self.cat_velocity = 1
self.cat_busy = False
#region images
self.cat_front_image = pygame.transform.scale(pygame.image.load("Interface/images/cat/standing_front.png"), (self.tile_size, self.tile_size))
self.cat_back_image = pygame.transform.scale(pygame.image.load("Interface/images/cat/standing_back.png"), (self.tile_size, self.tile_size))
self.cat_left_image = pygame.transform.scale(pygame.image.load("Interface/images/cat/standing_left.png"), (self.tile_size, self.tile_size))
self.cat_right_image = pygame.transform.scale(pygame.image.load("Interface/images/cat/standing_right.png"), (self.tile_size, self.tile_size))
self.cat_current_image = self.cat_front_image
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))
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))
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))
#endregion
# render the array
def render(self, drawer: GridDraw, newGrid):
#tile_size = window_dimensions / board_size
# render object with respect to type
for item in self.list:
if item.type == acceptedType.PLAYER:
# constants for player
PLAYER_RADIUS_RATIO = 3
PLAYER_COLOR = Colors.RED
# position on screen
render_x = _translate_array_to_window_position(
item.position_x, self.tile_size
)
render_y = _translate_array_to_window_position(
item.position_y, self.tile_size
)
# image rendering function
drawer.circle(
render_x,
render_y,
self.tile_size / PLAYER_RADIUS_RATIO,
color=PLAYER_COLOR,
)
if item.type == acceptedType.ANIMAL:
now = pygame.time.get_ticks()
#region cat random movement
if now - self.cat_last_tick >= self.cat_cooldown:
if self.cat_busy == False:
while True:
self.cat_direction = random.randint(0,3)
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)):
break
if self.cat_direction == 0: #up
if self.cat_current_image == self.cat_back_image:
newGrid.move(item.position_x, item.position_y, item.position_x, item.position_y - 1)
self.cat_busy = False
else:
self.cat_busy = True
self.cat_current_image = self.cat_back_image
if self.cat_direction == 1: #right
if self.cat_current_image == self.cat_right_image:
newGrid.move(item.position_x, item.position_y, item.position_x + 1, item.position_y)
self.cat_busy = False
else:
self.cat_busy = True
self.cat_current_image = self.cat_right_image
if self.cat_direction == 2: #down
if self.cat_current_image == self.cat_front_image:
newGrid.move(item.position_x, item.position_y, item.position_x, item.position_y + 1)
self.cat_busy = False
else:
self.cat_busy = True
self.cat_current_image = self.cat_front_image
if self.cat_direction == 3: #left
if self.cat_current_image == self.cat_left_image:
newGrid.move(item.position_x, item.position_y, item.position_x - 1, item.position_y)
self.cat_busy = False
else:
self.cat_busy = True
self.cat_current_image = self.cat_left_image
self.cat_last_tick = pygame.time.get_ticks()
#endregion
render_x = item.position_x * self.tile_size
render_y = item.position_y * self.tile_size
drawer.image(render_x, render_y, self.cat_current_image)
if item.type == acceptedType.PLANT1:
drawer.image((item.position_x - 0.1) * self.tile_size, (item.position_y - 0.25) * self.tile_size, self.plant1)
if item.type == acceptedType.PLANT2:
drawer.image((item.position_x - 0.1) * self.tile_size, (item.position_y - 0.25) * self.tile_size, self.plant2)
if item.type == acceptedType.PLANT3:
drawer.image((item.position_x - 0.1) * self.tile_size, (item.position_y - 0.25) * self.tile_size, self.plant3)
# TODO act accordingly to other options(rubbish)
# add new object on grid
def add(self, newObject: objectOnTile):
if (
self.array[newObject.position_x][newObject.position_y].type
!= acceptedType.EMPTY
):
print(
f"Cannot add object at ({newObject.position_x}, {newObject.position_y}): position already occupied"
)
return
self.array[newObject.position_x][newObject.position_y] = newObject
self.list.append(newObject)
# deletes object from game
# untested, potentially not working
def delete(self, position_x: int, position_y: int):
# Find the object with the given position in the list
for obj in self.list:
if obj.position_x == position_x and obj.position_y == position_y:
break
else: # No object found with the given position
print(f"No object found at ({position_x}, {position_y})")
return
# Remove the object from both the array and the list
self.array[position_x][position_y] = objectOnTile(position_x, position_y)
self.list.remove(obj)
# move: update position from (start_x, start_y) to (end_x, end_y)
def move(self, start_x: int, start_y: int, end_x: int, end_y: int):
# no change
if start_x == end_x and start_y == end_y:
return
#check if object moves beyond border
if end_x > self.board_size - 1 or end_y > self.board_size - 1 or end_x < 0 or end_y < 0:
print(
f"Cannot move object beyond board"
)
return
# check if obj exist at starting position
if self.array[start_x][start_y].type == acceptedType.EMPTY:
print(
f"Cannot move object at ({start_x}, {start_y}): no object on position"
)
return
# check if destination is empty
if self.array[end_x][end_y].type != acceptedType.EMPTY:
print(
f"Cannot move object to ({end_x}, {end_y}): position already occupied"
)
return
# all OK
# change position attribute in array
self.array[start_x][start_y].position_x = end_x
self.array[start_x][start_y].position_y = end_y
# change position in array
self.array[end_x][end_y] = self.array[start_x][start_y]
self.array[start_x][start_y] = objectOnTile(start_x, start_y)
def findFirst(self, find_type: acceptedType) -> objectOnTile:
for item in self.list:
if item.type == find_type:
return item
else:
print(f"Cannot find object of type: ({find_type})!")