feat: Added basic program loop
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# option (not recommended) you can uncomment the following to ignore the entire idea folder.
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#.idea/
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BIN
Chef64new.png
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BIN
Chef64new.png
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Binary file not shown.
After Width: | Height: | Size: 1.4 KiB |
70
app.py
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app.py
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import pygame
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import prefs
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import random
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from pygame.locals import K_w, K_s, K_a, K_d
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from classes.cell import Cell
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from classes.agent import Agent
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pygame.init()
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window = pygame.display.set_mode((prefs.WIDTH, prefs.HEIGHT))
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pygame.display.set_caption("Game Window")
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def initBoard():
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global cells
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cells = []
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for i in range(prefs.GRID_SIZE):
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row = []
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for j in range(prefs.GRID_SIZE):
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cell = Cell(i, j)
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row.append(cell)
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cells.append(row)
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global agent
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agent = Agent(prefs.SPAWN_POINT[0], prefs.SPAWN_POINT[1], cells)
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# Na potrzeby prezentacji tworzę sobie prostokatne sciany na które nie da się wejść
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x1 = 3
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y1 = 2
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for i in range(x1, x1+4):
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for j in range(y1, y1+2):
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cells[i][j].prepareTexture("wall.png")
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cells[i][j].blocking_movement = True
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def draw_grid(window, cells):
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for i in range(prefs.GRID_SIZE):
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for j in range(prefs.GRID_SIZE):
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cells[i][j].draw(window)
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initBoard()
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running = True
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while running:
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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running = False
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# takie głupie kontrolki do usunięcia potem, tylko do preznetacji
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keys = pygame.key.get_pressed()
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if keys[K_w] and not agent.moved:
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agent.move_up()
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if keys[K_s] and not agent.moved:
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agent.move_down()
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if keys[K_a] and not agent.moved:
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agent.move_left()
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if keys[K_d] and not agent.moved:
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agent.move_right()
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if not any([keys[K_w], keys[K_s], keys[K_a], keys[K_d]]):
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agent.moved = False
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window.fill((255, 0, 0))
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draw_grid(window, cells)
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agent.draw(window)
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pygame.display.update()
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pygame.quit()
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38
classes/agent.py
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classes/agent.py
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import pygame
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import prefs
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class Agent:
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def __init__(self, x, y, cells):
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self.sprite = pygame.image.load("Chef64new.png").convert_alpha()
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self.sprite = pygame.transform.scale(self.sprite, (prefs.CELL_SIZE, prefs.CELL_SIZE))
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self.current_cell = cells[x][y]
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self.moved=False
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self.last_move_time=pygame.time.get_ticks()
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self.cells = cells
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def move_up(self):
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if pygame.time.get_ticks()-self.last_move_time > 125 and self.current_cell.Y > 0 and not self.cells[self.current_cell.X][self.current_cell.Y-1].blocking_movement:
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self.current_cell = self.cells[self.current_cell.X][self.current_cell.Y-1]
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self.moved=True
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self.last_move_time=pygame.time.get_ticks()
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def move_down(self):
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if pygame.time.get_ticks()-self.last_move_time > 125 and self.current_cell.Y < prefs.GRID_SIZE-1 and not self.cells[self.current_cell.X][self.current_cell.Y+1].blocking_movement:
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self.current_cell = self.cells[self.current_cell.X][self.current_cell.Y+1]
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self.moved=True
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self.last_move_time=pygame.time.get_ticks()
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def move_left(self):
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if pygame.time.get_ticks()-self.last_move_time > 125 and self.current_cell.X > 0 and not self.cells[self.current_cell.X-1][self.current_cell.Y].blocking_movement:
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self.current_cell = self.cells[self.current_cell.X-1][self.current_cell.Y]
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self.moved=True
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self.last_move_time=pygame.time.get_ticks()
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def move_right(self):
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if pygame.time.get_ticks()-self.last_move_time > 125 and self.current_cell.X < prefs.GRID_SIZE-1 and not self.cells[self.current_cell.X+1][self.current_cell.Y].blocking_movement:
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self.current_cell = self.cells[self.current_cell.X+1][self.current_cell.Y]
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self.moved=True
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self.last_move_time=pygame.time.get_ticks()
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def draw(self, surface):
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surface.blit(self.sprite, (self.current_cell.X * prefs.CELL_SIZE,
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self.current_cell.Y * prefs.CELL_SIZE))
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classes/cell.py
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import pygame
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import prefs
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class Cell:
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def __init__(self, x, y, blocking_movement=False, interactableItem=False, texture=None):
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self.X = x
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self.Y = y
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self.rect = pygame.Rect(x * prefs.CELL_SIZE, y * prefs.CELL_SIZE, prefs.CELL_SIZE, prefs.CELL_SIZE)
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self.blocking_movement = blocking_movement
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self.interactableItem = interactableItem
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if texture:
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self.prepareTexture(texture)
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else:
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self.texture = texture
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def prepareTexture(self, texture):
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preparedTexture = pygame.image.load(texture).convert_alpha()
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preparedTexture = pygame.transform.scale(preparedTexture, (prefs.CELL_SIZE, prefs.CELL_SIZE))
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self.texture = preparedTexture
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def draw(self,window):
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if(self.texture):
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window.blit(self.texture, self.rect)
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else:
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pygame.draw.rect(window, prefs.COLORS[(self.X*prefs.GRID_SIZE+self.Y)%len(prefs.COLORS)], self.rect)
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pygame.draw.line(window, (0, 0, 0), (self.rect.left, self.rect.top), (self.rect.right, self.rect.top))
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pygame.draw.line(window, (0, 0, 0), (self.rect.left, self.rect.top), (self.rect.left, self.rect.bottom))
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prefs.py
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prefs.py
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WIDTH = 600
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HEIGHT = WIDTH
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GRID_SIZE = 12
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CELL_SIZE = WIDTH // GRID_SIZE
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SPAWN_POINT = (5, 5)
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COLORS = [(255, 0, 0), (0, 255, 0), (0, 0, 255), (255, 255, 0), (255, 0, 255), (0, 255, 255), (128, 0, 128), (255, 165, 0), (0, 128, 128), (128, 128, 0)]
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BIN
sprites/Chef64new.png
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BIN
sprites/Chef64new.png
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Binary file not shown.
After Width: | Height: | Size: 1.4 KiB |
BIN
sprites/wall.png
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BIN
sprites/wall.png
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Binary file not shown.
After Width: | Height: | Size: 711 B |
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test.py
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test.py
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# Assuming you have an image file named "sprite.png" in the same directory
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import pygame
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# Initialize Pygame
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pygame.init()
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# Set up the display
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screen = pygame.display.set_mode((800, 600))
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pygame.display.set_caption("Sprite Example")
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# Load the image
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sprite_image = pygame.image.load("Chef64new.png").convert_alpha()
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# Scale the image to 200x200
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sprite_image = pygame.transform.scale(sprite_image, (200, 200))
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# Get the rect of the sprite image for positioning
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sprite_rect = sprite_image.get_rect()
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# Main game loop
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running = True
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while running:
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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running = False
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# Clear the screen
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screen.fill((255, 255, 255))
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# Draw the sprite image onto the screen at position (250, 150)
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screen.blit(sprite_image, (250, 150))
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# Update the display
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pygame.display.flip()
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pygame.quit()
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pygame.quit()
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