Debug mode
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8e1c43aaba
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30
src/main.py
30
src/main.py
@ -2,6 +2,7 @@ from pathlib import Path
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import pygame as pg
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import random
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class SimulationState:
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def __init__(self):
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self.agent_pos = pg.Vector2(0, 0)
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@ -12,12 +13,12 @@ class SimulationState:
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if self.agent_pos.x < 0:
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self.agent_pos.x = 0
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elif self.agent_pos.x > self.world_limits.x:
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elif self.agent_pos.x >= self.world_limits.x:
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self.agent_pos.x = self.world_limits.x - 1
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if self.agent_pos.y < 0:
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self.agent_pos.y = 0
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elif self.agent_pos.y > self.world_limits.y:
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elif self.agent_pos.y >= self.world_limits.y:
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self.agent_pos.y = self.world_limits.y - 1
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@ -43,6 +44,8 @@ class Interface:
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self.clock = pg.time.Clock()
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self.run_simulation = True
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self.debug_mode = False
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def processUserInput(self):
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self.move_agent = pg.Vector2(0, 0)
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@ -54,6 +57,20 @@ class Interface:
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if event.key == pg.K_ESCAPE:
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self.run_simulation = False
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break
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elif event.key == pg.K_BACKQUOTE:
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if not self.debug_mode:
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self.debug_mode = True
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else:
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self.debug_mode = False
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elif self.debug_mode:
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if event.key == pg.K_RIGHT:
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self.move_agent.x = 1
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elif event.key == pg.K_LEFT:
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self.move_agent.x = -1
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elif event.key == pg.K_DOWN:
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self.move_agent.y = 1
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elif event.key == pg.K_UP:
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self.move_agent.y = -1
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def processSimulationInput(self):
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move_x = random.randint(-1, 1)
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@ -65,8 +82,10 @@ class Interface:
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self.simulation_state.updateAgent(self.move_agent)
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def render(self):
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self.window.fill((8, 68, 0))
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if not self.debug_mode:
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self.window.fill((8, 68, 0))
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else:
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self.window.fill((68, 8, 0))
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agent_pos = self.simulation_state.agent_pos.elementwise() * self.cell_size
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agent_texture_pos = pg.Vector2(2, 0).elementwise() * self.cell_size
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@ -82,7 +101,8 @@ class Interface:
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def loop(self):
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while self.run_simulation:
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self.processUserInput()
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self.processSimulationInput()
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if not self.debug_mode:
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self.processSimulationInput()
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self.update()
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self.render()
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self.clock.tick(6)
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