Create-Array-for-Grid #8

Merged
s473628 merged 8 commits from Create-Array-for-Grid into main 2023-03-23 15:35:53 +01:00
2 changed files with 98 additions and 12 deletions
Showing only changes of commit e37a889e1e - Show all commits

View File

@ -10,7 +10,6 @@ class Colors:
DEFAULT_COLOR = Colors.WHITE
RADIUS_SIZE_COEFFICIENT = 3
def default_color(func):
@ -54,6 +53,5 @@ class GridDraw:
self.line(0, tiles_height * i, self.width, tiles_height * i, color=color)
@default_color
def circle(self, x, y, tile_height, color=None):
radius = tile_height / RADIUS_SIZE_COEFFICIENT
def circle(self, x, y, radius, color=None):
pygame.draw.circle(self.screen, color, (x, y), radius)

View File

@ -1,3 +1,5 @@
from enum import Enum
from typing import List
from Interface.grid_draw import GridDraw, Colors
import sys
import pygame
@ -10,29 +12,115 @@ def initial_draw(window_dimensions, board_size):
# window name
pygame.display.set_caption("AI Vacuum Cleaner")
# define array for grid
board_array = [["" for j in range(board_size)] for i in range(board_size)]
board_render(board_array)
# set window dimension
window_width = window_dimensions
window_height = window_dimensions
# FIXME @countingthedots: please tell me what is going on there and why???
#
grid = GridDraw(window_width, window_height)
renderer = GridDraw(window_width, window_height)
tile_width = window_width / board_size
tile_height = window_height / board_size
radius = tile_width / 3
x = tile_width / 2
y = tile_height / 2
# initialize board array
newGrid = Grid(board_size, tile_width)
# rendering loop
while True:
grid.start_draw()
grid.board(board_size, board_size)
renderer.start_draw()
renderer.board(board_size, board_size)
(x, y) = robot_movement(
window_width, window_height, tile_width, tile_height, x, y
)
grid.circle(x, y, tile_height, color=Colors.RED)
grid.end_draw()
renderer.circle(x, y, radius, color=Colors.RED)
renderer.end_draw()
pygame.time.delay(10)
# TODO wrap it all to another file that handles array rendering
class acceptedType(Enum):
EMPTY = "empty"
PLAYER = "player"
RUBBISH = "rubbish"
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
def _translate_array_to_window_position(
position_in_array, window_dimensions, board_size
) -> int:
# TODO calculate position from array position to window position eg.: array_position = 0 => window_position = 50 (px)
return 0
class Grid:
def __init__(self, size_array, tile_width):
self.array = [
[objectOnTile(i, j) for j in range(size_array)] for i in range(size_array)
]
self.list: List[objectOnTile] = []
# render the array
def render(self, renderer: GridDraw, window_dimensions, board_size, tile_width):
# 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
render_x = _translate_array_to_window_position(
item.position_x, window_dimensions, board_size
)
render_y = _translate_array_to_window_position(
item.position_y, window_dimensions, board_size
)
renderer.circle(
render_x,
render_y,
tile_width / PLAYER_RADIUS_RATIO,
color=PLAYER_COLOR,
)
# TODO act accordingly to other options
# 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)
def delete(self, position_x, position_y):
# 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)
# TODO update: update position from (start_x, start_y) to (end_x, end_y)
# TODO change movement to work with arrays