Redesigned project architecture to be a little bit more modular #12
28
domain/entities/cat.py
Normal file
28
domain/entities/cat.py
Normal file
@ -0,0 +1,28 @@
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import pygame
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from domain.entities.entity import Entity
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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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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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23
domain/entities/vacuum.py
Normal file
23
domain/entities/vacuum.py
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@ -0,0 +1,23 @@
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from domain.entities.entity import Entity
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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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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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@ -1,8 +0,0 @@
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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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@ -1,19 +1,44 @@
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from domain.entity import Entity
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from domain.vacuum import Vacuum
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from domain.entities.entity import Entity
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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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self.dust = [
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[[] for j in range(height)] for i in range(width)
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]
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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.cleaner = Vacuum(0, 0)
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self.add(self.cleaner)
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self.vacuum = None
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self.cat = None
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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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# 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 is_obstacle_at(self, x: int, y: int) -> bool:
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return bool(self.obstacles[x][y])
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99
main.py
99
main.py
@ -1,3 +1,98 @@
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from Interface.vacuum_render import initial_draw
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from random import randint
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initial_draw(500, 10)
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import pygame
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from Interface.vacuum_render import initial_draw
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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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from domain.world import World
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from view.renderer import Renderer
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# initial_draw(500, 10)
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class Main:
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def __init__(self):
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tiles_x = 10
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tiles_y = 10
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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.clock = pygame.time.Clock()
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self.running = True
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self.fps = 60
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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.renderer.render(self.world)
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self.clock.tick(self.fps)
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pygame.quit()
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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:
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self.world.vacuum.move(-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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if event.key == pygame.K_UP:
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self.world.vacuum.move(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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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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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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if __name__ == "__main__":
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app = Main()
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app.run()
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112
view/renderer.py
Normal file
112
view/renderer.py
Normal file
@ -0,0 +1,112 @@
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import random
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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.entities.cat import Cat
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from domain.world import World, Entity
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class Renderer:
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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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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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"CAT_FRONT": pygame.transform.scale(pygame.image.load("Interface/images/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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(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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(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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(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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(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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(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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(self.tile_width + self.tile_width / 4, self.tile_height + self.tile_height / 4)),
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}
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self.cat_direction_sprite = {
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0: self.sprites["CAT_BACK"],
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1: self.sprites["CAT_RIGHT"],
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2: self.sprites["CAT_FRONT"],
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3: self.sprites["CAT_LEFT"],
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}
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def render(self, world: World):
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self.render_floor()
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self.render_board()
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for x in range(world.width):
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for y in range(world.height):
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for entity in world.dust[x][y]:
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self.draw_entity(entity)
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for x in range(world.width):
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for y in range(world.height):
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for entity in world.obstacles[x][y]:
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self.draw_entity(entity)
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self.draw_entity(world.vacuum)
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self.draw_entity(world.cat)
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pygame.display.update()
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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_entity(self, entity: Entity):
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sprite = self.sprites.get(entity.type, None)
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draw_pos = (entity.x * self.tile_width, entity.y * self.tile_height)
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if "PLANT" in entity.type:
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draw_pos = ((entity.x - 0.1) * self.tile_width, (entity.y - 0.25) * self.tile_height)
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if "CAT" in entity.type and isinstance(entity, Cat):
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sprite = self.cat_direction_sprite[entity.direction]
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self.screen.blit(sprite, draw_pos)
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def draw_sprite(self, x: int, y: int, sprite_name: str):
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self.screen.blit(
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self.sprites[sprite_name],
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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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@ -1,112 +0,0 @@
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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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|
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def process_input(self):
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for event in pygame.event.get():
|
||||
if event.type == pygame.QUIT:
|
||||
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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|
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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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||||
|
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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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|
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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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|
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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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|
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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],
|
||||
(x * self.tile_width, y * self.tile_height)
|
||||
)
|
||||
|
||||
def fill_grid_with_sprite(self, sprite):
|
||||
for tile_x in range(self.tiles_x):
|
||||
for tile_y in range(self.tiles_y):
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self.draw_sprite(tile_x, tile_y, sprite)
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|
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def render_floor(self):
|
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self.fill_grid_with_sprite('TILE')
|
||||
|
||||
|
||||
UserInterface(800, 800, 10, 10).run()
|
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Reference in New Issue
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