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2
Commits
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9eaff2d837 | ||
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1fad510038 |
+20
-1
@@ -1,9 +1,28 @@
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###############################################
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Prompt to Kiro AI (Default):
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from now on, I will mostly be asking questions about approach, so please do not perform any actions or code edits unless explicitly requested. also, please be less verbose - I want nice, quick answers that provide the necessary context. How can I check if a file exists/isreadable for my loadSave function?
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Response:
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Two clean options:
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os.path.exists(path) — checks the file is there before opening.
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python
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import os
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if os.path.exists(path):
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# open and read
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try/except — just attempt to open and catch the failure. This is the more Pythonic approach and also handles the "exists but unreadable/corrupt" case in one shot:
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python
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try:
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with open(path) as f:
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...
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except (FileNotFoundError, IOError):
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return defaultState()
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For loadSave, the try/except is the better fit since you also want to catch bad JSON — wrap json.load in the same block and catch json.JSONDecodeError too, falling back to a fresh default state on any failure.
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###############################################
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@@ -9,3 +9,8 @@ Description: The main AI agent in kiro, used for most if not all of the promptin
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Source: Google Search / Google Search AI
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Description: Used infrequently just for general questions regarding python or graphics, no specific usage (and google search AI is just kind of always there)
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###############################################
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###############################################
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Source: CMU Graphics Documentation (https://academy.cs.cmu.edu/cpcs-docs)
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Description: Refferred to for implementation and MVC architecture along with how to interface with graphics
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###############################################
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@@ -10,6 +10,7 @@
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# =============================================================================
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from cmu_graphics import *
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import json
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# =============================================================================
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@@ -44,19 +45,31 @@ def loadCreatures(path="creatures.tsv"):
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return creatures
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def loadSave(path):
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def loadSave(path="save.json"):
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# Load save.json and return the player's saved state (money, owned baits,
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# owned upgrades, current bait, caught log, etc.). If the file is missing
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# or unreadable, return a fresh default-state dict so a first-time player
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# starts cleanly. This is the only place that reads the save file.
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pass
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defaultState = {
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"cash": 0,
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"owned_baits": [],
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"owned_upgrades": [],
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"current_bait": "worm",
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"catch_log": []
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}
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try:
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with open(path, "r") as f:
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return json.load(f)
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except (FileNotFoundError, IOError):
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return defaultState
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def writeSave(path, saveState):
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def writeSave(saveState, path="save.json"):
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# Serialize the current player state to save.json. Call this at key moments
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# (after a sale, after a purchase, on quit) so progress persists between
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# sessions. Keep the written structure identical to what loadSave expects.
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pass
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with open(path, "w") as f: #overwrite existing
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f.write(json.dumps(saveState))
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# =============================================================================
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@@ -66,17 +79,52 @@ def writeSave(path, saveState):
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# No drawing and no event handling here - just state.
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# =============================================================================
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AVAILABLE_UPGRADES = [ # (name, bonus_type, bonus_modifier, price)
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#power mods
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("Smart Rod", "power", 2, 100),
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("Clever Rod", "power", 7, 350),
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("Intelligent Rod", "power", 10, 1500),
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("Genius Rod", "power", 20, 20000)
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]
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def onAppStart(app):
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# cmu_graphics entry point. Initialize ALL app.* state here:
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# - window/layout constants (width, height, dock/water/grass regions)
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# - app.creatures (from loadCreatures)
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# - app.save (from loadSave) and derived player values
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# - app.scene (which screen is active: 'dock', 'shop', 'catch', ...)
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# - fishing state (idle / waiting-for-bite / skill-check / result)
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# - skill-check state placeholders (cursor angle, bars, speed, result)
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# - app.stepsPerSecond for the game loop cadence
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# Delegates to the smaller setup helpers below to keep this readable.
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pass
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#DRAWING CONSTANTS
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app.width = 600
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app.height = 400
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app.background = 'lightSkyBlue'
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app.waterColor = 'midnightBlue'
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app.grassColor = 'seaGreen'
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app.waterHeight = app.height // 3
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app.waterBottom = app.height = app.waterHeight
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app.grassHeight = 20
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app.grassBottom = app.height - app.waterHeight - app.grassHeight
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#GAME STATE/SETUP
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app.stepsPerSecond = 30
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app.creatures = loadCreatures()
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app.save = loadSave()
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app.scene = "idle" # idle, waiting-for-bite, skill-check, result, shopping, menu
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#SKILL CHECK
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app.skillCheckAngle = 0
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app.skillCheckSpeed = 1
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app.skillCheckBars = []
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app.skillCheckSpeed = 1
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app.skillCheckFailed = False
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#FISHING
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app.fishingTimer = 0
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app.hookedFish = None
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def resetFishingState(app):
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@@ -102,6 +150,12 @@ def startSkillCheck(app, creature):
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# bar length/width. Also apply any owned upgrades that modify these values
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# (e.g. slower cursor, wider bars, extra forgiveness). Stores the resulting
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# parameters on app for the controller/view to use.
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app.scene = "skill-check"
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difficulty = creature["difficulty"]
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fishingPower = 1 + sum(upgrade[2] for upgrade in AVAILABLE_UPGRADES if (upgrade[0] in app.save["owned_upgrades"] and upgrade[1] == "power"))
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app.skillCheckSpeed = difficulty / fishingPower
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pass
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