moving cat added
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@ -1,3 +1,4 @@
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import random
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import sys
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import pygame
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@ -19,7 +20,7 @@ def default_color(func):
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result = func(*args, **kwargs)
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return result
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return wrap
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return wrap
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class GridDraw:
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@ -55,3 +56,6 @@ class GridDraw:
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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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@ -2,7 +2,7 @@ import pygame
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import sys
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def movement_key_press(board_size, x, y):
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def movement_key_press(board_size, x, y, cat_x=None, cat_y=None):
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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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@ -1,4 +1,5 @@
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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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@ -16,8 +17,9 @@ def initial_draw(window_dimensions, board_size):
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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)
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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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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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@ -40,7 +42,7 @@ def initial_draw(window_dimensions, board_size):
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newGrid.move(player.position_x, player.position_y, x, y)
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newGrid.render(drawer, window_dimensions, board_size)
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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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@ -50,6 +52,7 @@ 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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PLANT = "plant"
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ANIMAL = "animal"
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@ -68,15 +71,31 @@ def _translate_array_to_window_position(array_position, tile_size_window) -> int
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class Grid:
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def __init__(self, size_array):
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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.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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#endregion
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# render the array
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def render(self, drawer: GridDraw, window_dimensions, board_size):
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tile_size = window_dimensions / board_size
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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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@ -87,19 +106,62 @@ class Grid:
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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, tile_size
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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, tile_size
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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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tile_size / PLAYER_RADIUS_RATIO,
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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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self.cat_direction = random.randint(0,3)
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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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# TODO act accordingly to other options
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# add new object on grid
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