Redesigned project architecture to be a little bit more modular #12
@ -1,61 +0,0 @@
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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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@ -1,25 +0,0 @@
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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})!")
|
3
domain/commands/command.py
Normal file
@ -0,0 +1,3 @@
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class Command:
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def run(self):
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raise NotImplementedError()
|
70
domain/commands/random_cat_move_command.py
Normal file
@ -0,0 +1,70 @@
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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 (
|
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(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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):
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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:
|
||||
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:
|
||||
move_vector = (-1, 0)
|
||||
cat.busy = not cat.busy
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cat.last_tick = pygame.time.get_ticks()
|
||||
|
||||
if move_vector == (0, 0):
|
||||
return
|
||||
|
||||
end_x = cat.x + move_vector[0]
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||||
end_y = cat.y + move_vector[1]
|
||||
|
||||
if (
|
||||
end_x > self.world.width - 1
|
||||
or end_y > self.world.height - 1
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||||
or end_x < 0
|
||||
or end_y < 0
|
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):
|
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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)
|
||||
# endregion cat random movement
|
34
domain/commands/vacuum_move_command.py
Normal file
@ -0,0 +1,34 @@
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from typing import Tuple
|
||||
|
||||
from domain.commands.command import Command
|
||||
from domain.entities.vacuum import Vacuum
|
||||
from domain.world import World
|
||||
|
||||
|
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class VacuumMoveCommand(Command):
|
||||
def __init__(
|
||||
self, world: World, vacuum: Vacuum, move_vector: Tuple[int, int]
|
||||
) -> None:
|
||||
super().__init__()
|
||||
self.world = world
|
||||
self.vacuum = vacuum
|
||||
self.dx = move_vector[0]
|
||||
self.dy = move_vector[1]
|
||||
|
||||
def run(self):
|
||||
end_x = self.vacuum.x + self.dx
|
||||
end_y = self.vacuum.y + self.dy
|
||||
|
||||
if (
|
||||
end_x > self.world.width - 1
|
||||
or end_y > self.world.height - 1
|
||||
or end_x < 0
|
||||
or end_y < 0
|
||||
):
|
||||
return
|
||||
|
||||
if self.world.is_obstacle_at(end_x, end_y):
|
||||
return
|
||||
|
||||
self.vacuum.x = end_x
|
||||
self.vacuum.y = end_y
|
14
domain/entities/cat.py
Normal file
@ -0,0 +1,14 @@
|
||||
import pygame
|
||||
|
||||
from domain.entities.entity import Entity
|
||||
from domain.world import World
|
||||
|
||||
|
||||
class Cat(Entity):
|
||||
def __init__(self, x: int, y: int):
|
||||
super().__init__(x, y, "CAT")
|
||||
self.last_tick = pygame.time.get_ticks()
|
||||
self.cooldown = 1000
|
||||
self.velocity = 1
|
||||
self.busy = False
|
||||
self.direction = 0
|
5
domain/entities/entity.py
Normal file
@ -0,0 +1,5 @@
|
||||
class Entity:
|
||||
def __init__(self, x: int, y: int, type: str):
|
||||
self.x = x
|
||||
self.y = y
|
||||
self.type = type
|
9
domain/entities/vacuum.py
Normal file
@ -0,0 +1,9 @@
|
||||
from domain.entities.entity import Entity
|
||||
from domain.world import World
|
||||
|
||||
|
||||
class Vacuum(Entity):
|
||||
def __init__(self, x: int, y: int):
|
||||
super().__init__(x, y, "VACUUM")
|
||||
self.battery = 100
|
||||
# TODO add more properties
|
26
domain/world.py
Normal file
@ -0,0 +1,26 @@
|
||||
from domain.entities.entity import Entity
|
||||
|
||||
|
||||
class World:
|
||||
def __init__(self, width: int, height: int):
|
||||
self.width = width
|
||||
self.height = height
|
||||
self.dust = [[[] for j in range(height)] for i in range(width)]
|
||||
self.obstacles = [[[] for j in range(height)] for i in range(width)]
|
||||
|
||||
self.vacuum = None
|
||||
self.cat = None
|
||||
|
||||
def add_entity(self, entity: Entity):
|
||||
if entity.type == "PEEL":
|
||||
self.dust[entity.x][entity.y].append(entity)
|
||||
elif entity.type == "VACUUM":
|
||||
self.vacuum = entity
|
||||
elif entity.type == "CAT":
|
||||
self.cat = entity
|
||||
self.obstacles[entity.x][entity.y].append(entity)
|
||||
else:
|
||||
self.obstacles[entity.x][entity.y].append(entity)
|
||||
|
||||
def is_obstacle_at(self, x: int, y: int) -> bool:
|
||||
return bool(self.obstacles[x][y])
|
91
main.py
@ -1,3 +1,90 @@
|
||||
from Interface.vacuum_render import initial_draw
|
||||
from random import randint
|
||||
|
||||
initial_draw(500, 10)
|
||||
import pygame
|
||||
|
||||
from domain.commands.random_cat_move_command import RandomCatMoveCommand
|
||||
from domain.commands.vacuum_move_command import VacuumMoveCommand
|
||||
from domain.entities.cat import Cat
|
||||
from domain.entities.entity import Entity
|
||||
from domain.entities.vacuum import Vacuum
|
||||
from domain.world import World
|
||||
from view.renderer import Renderer
|
||||
|
||||
|
||||
# initial_draw(500, 10)
|
||||
|
||||
|
||||
class Main:
|
||||
def __init__(self):
|
||||
tiles_x = 10
|
||||
tiles_y = 10
|
||||
|
||||
self.renderer = Renderer(800, 800, tiles_x, tiles_y)
|
||||
|
||||
self.world = generate_world(tiles_x, tiles_y)
|
||||
|
||||
self.commands = []
|
||||
|
||||
self.clock = pygame.time.Clock()
|
||||
self.running = True
|
||||
self.fps = 60
|
||||
|
||||
def run(self):
|
||||
while self.running:
|
||||
self.process_input()
|
||||
self.update()
|
||||
self.renderer.render(self.world)
|
||||
self.clock.tick(self.fps)
|
||||
|
||||
pygame.quit()
|
||||
|
||||
def process_input(self):
|
||||
for event in pygame.event.get():
|
||||
if event.type == pygame.QUIT:
|
||||
self.running = False
|
||||
if event.type == pygame.KEYDOWN:
|
||||
if event.key == pygame.K_LEFT:
|
||||
self.commands.append(
|
||||
VacuumMoveCommand(self.world, self.world.vacuum, (-1, 0))
|
||||
)
|
||||
if event.key == pygame.K_RIGHT:
|
||||
self.commands.append(
|
||||
VacuumMoveCommand(self.world, self.world.vacuum, (1, 0))
|
||||
)
|
||||
if event.key == pygame.K_UP:
|
||||
self.commands.append(
|
||||
VacuumMoveCommand(self.world, self.world.vacuum, (0, -1))
|
||||
)
|
||||
if event.key == pygame.K_DOWN:
|
||||
self.commands.append(
|
||||
VacuumMoveCommand(self.world, self.world.vacuum, (0, 1))
|
||||
)
|
||||
|
||||
def update(self):
|
||||
self.commands.append(RandomCatMoveCommand(self.world, self.world.cat))
|
||||
|
||||
for command in self.commands:
|
||||
command.run()
|
||||
self.commands.clear()
|
||||
|
||||
|
||||
def generate_world(tiles_x: int, tiles_y: int) -> World:
|
||||
world = World(tiles_x, tiles_y)
|
||||
for _ in range(10):
|
||||
temp_x = randint(0, tiles_x - 1)
|
||||
temp_y = randint(0, tiles_y - 1)
|
||||
world.add_entity(Entity(temp_x, temp_y, "PEEL"))
|
||||
world.vacuum = Vacuum(1, 1)
|
||||
world.cat = Cat(7, 8)
|
||||
world.add_entity(world.cat)
|
||||
world.add_entity(Entity(2, 8, "PLANT1"))
|
||||
world.add_entity(Entity(4, 1, "PLANT1"))
|
||||
world.add_entity(Entity(3, 4, "PLANT2"))
|
||||
world.add_entity(Entity(8, 8, "PLANT2"))
|
||||
world.add_entity(Entity(9, 3, "PLANT3"))
|
||||
return world
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
app = Main()
|
||||
app.run()
|
||||
|
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 |
BIN
media/sprites/peel.webp
Normal file
After Width: | Height: | Size: 6.4 KiB |
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 |
BIN
media/sprites/tile.jpeg
Normal file
After Width: | Height: | Size: 87 KiB |
BIN
media/sprites/tile_cropped.jpeg
Normal file
After Width: | Height: | Size: 112 KiB |
BIN
media/sprites/vacuum.png
Normal file
After Width: | Height: | Size: 122 KiB |
BIN
media/sprites/wall.png
Normal file
After Width: | Height: | Size: 1.4 KiB |
113
view/renderer.py
Normal file
@ -0,0 +1,113 @@
|
||||
import random
|
||||
from random import randint
|
||||
|
||||
import pygame
|
||||
from pygame import Color
|
||||
|
||||
from domain.entities.cat import Cat
|
||||
from domain.entities.entity import Entity
|
||||
from domain.world import World
|
||||
|
||||
|
||||
class Renderer:
|
||||
|
||||
def __init__(
|
||||
self,
|
||||
width=800,
|
||||
height=800,
|
||||
tiles_x=10,
|
||||
tiles_y=10,
|
||||
):
|
||||
self.width = width
|
||||
self.height = height
|
||||
|
||||
self.tiles_x = tiles_x
|
||||
self.tiles_y = tiles_y
|
||||
|
||||
self.tile_width = self.width / self.tiles_x
|
||||
self.tile_height = self.height / self.tiles_y
|
||||
|
||||
pygame.init()
|
||||
|
||||
pygame.display.set_caption("AI Vacuum Cleaner")
|
||||
self.screen = pygame.display.set_mode((self.width, self.height))
|
||||
|
||||
self.sprites = {
|
||||
"VACUUM": pygame.transform.scale(pygame.image.load("media/sprites/vacuum.png"),
|
||||
(self.tile_width, self.tile_height)),
|
||||
"WALL": pygame.transform.scale(pygame.image.load("media/sprites/wall.png"),
|
||||
(self.tile_width, self.tile_height)),
|
||||
"TILE": pygame.transform.scale(pygame.image.load("media/sprites/tile_cropped.jpeg"),
|
||||
(self.tile_width, self.tile_height)),
|
||||
"PEEL": pygame.transform.scale(pygame.image.load("media/sprites/peel.webp"),
|
||||
(self.tile_width, self.tile_height)),
|
||||
"CAT_FRONT": pygame.transform.scale(pygame.image.load("media/sprites/cat/standing_front.png"),
|
||||
(self.tile_width, self.tile_height)),
|
||||
"CAT_BACK": pygame.transform.scale(pygame.image.load("media/sprites/cat/standing_back.png"),
|
||||
(self.tile_width, self.tile_height)),
|
||||
"CAT_LEFT": pygame.transform.scale(pygame.image.load("media/sprites/cat/standing_left.png"),
|
||||
(self.tile_width, self.tile_height)),
|
||||
"CAT_RIGHT": pygame.transform.scale(pygame.image.load("media/sprites/cat/standing_right.png"),
|
||||
(self.tile_width, self.tile_height)),
|
||||
"PLANT1": pygame.transform.scale(pygame.image.load("media/sprites/plants/plant1.png"),
|
||||
(self.tile_width + self.tile_width / 4, self.tile_height + self.tile_height / 4)),
|
||||
"PLANT2": pygame.transform.scale(pygame.image.load("media/sprites/plants/plant2.png"),
|
||||
(self.tile_width + self.tile_width / 4, self.tile_height + self.tile_height / 4)),
|
||||
"PLANT3": pygame.transform.scale(pygame.image.load("media/sprites/plants/plant3.png"),
|
||||
(self.tile_width + self.tile_width / 4, self.tile_height + self.tile_height / 4)),
|
||||
}
|
||||
|
||||
self.cat_direction_sprite = {
|
||||
0: self.sprites["CAT_BACK"],
|
||||
1: self.sprites["CAT_RIGHT"],
|
||||
2: self.sprites["CAT_FRONT"],
|
||||
3: self.sprites["CAT_LEFT"],
|
||||
}
|
||||
|
||||
def render(self, world: World):
|
||||
self.render_floor()
|
||||
self.render_board()
|
||||
for x in range(world.width):
|
||||
for y in range(world.height):
|
||||
for entity in world.dust[x][y]:
|
||||
self.draw_entity(entity)
|
||||
for x in range(world.width):
|
||||
for y in range(world.height):
|
||||
for entity in world.obstacles[x][y]:
|
||||
self.draw_entity(entity)
|
||||
self.draw_entity(world.vacuum)
|
||||
self.draw_entity(world.cat)
|
||||
pygame.display.update()
|
||||
|
||||
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))
|
||||
|
||||
def render_board(self, color=Color("black")):
|
||||
for i in range(1, self.tiles_x):
|
||||
self.line(self.tile_width * i, 0, self.tile_width * i, self.height, color=color)
|
||||
|
||||
for i in range(1, self.tiles_y):
|
||||
self.line(0, self.tile_height * i, self.width, self.tile_height * i, color=color)
|
||||
|
||||
def draw_entity(self, entity: Entity):
|
||||
sprite = self.sprites.get(entity.type, None)
|
||||
draw_pos = (entity.x * self.tile_width, entity.y * self.tile_height)
|
||||
if "PLANT" in entity.type:
|
||||
draw_pos = ((entity.x - 0.1) * self.tile_width, (entity.y - 0.25) * self.tile_height)
|
||||
if "CAT" in entity.type and isinstance(entity, Cat):
|
||||
sprite = self.cat_direction_sprite[entity.direction]
|
||||
self.screen.blit(sprite, draw_pos)
|
||||
|
||||
def draw_sprite(self, x: int, y: int, sprite_name: str):
|
||||
self.screen.blit(
|
||||
self.sprites[sprite_name],
|
||||
(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):
|
||||
self.draw_sprite(tile_x, tile_y, sprite)
|
||||
|
||||
def render_floor(self):
|
||||
self.fill_grid_with_sprite("TILE")
|