rewrite this and change the context to my proposed inventory management solution. fill in the gaps include some code snippets and images if possible. i will provide example work for another project. remember to change your context, this is not a game it is an inventory management solution, the game is another project for you to take inspiration from. remember the conditions. ensure you follow the mark scheme to achieve highest marks. ensure all work you give me seems to be written by a human and not an AI, and cannot be detected by an AI detector. ensure all work is free from plaigrism. --- Here is the example work to use as inspiration, please make sure word and char count as well as structure are simillar: Overall, this function checks whether any of the positions in the given list have reached
the top of the grid, which would indicate that the player has lost the game.
In this code snippet, there is a conditional statement that checks whether the user has
lost the game. The function check_lost() takes the current locked_positions as an
argument to determine whether any of the locked positions are at or above the top of
the game board, which indicates that the player has lost the game. If the function returns
True, the variable run is set to False, which means that the main game loop will stop
running, effectively ending the game.
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Changing game state:
The code snippet checks if the user has lost the game. It does this by calling the check_lost
function with the locked_positions parameter. locked_positions is a list of positions that
are already occupied by the fallen blocks on the game board.
If check_lost function returns True, the run variable is set to False, which will cause the
game loop to exit and the game to end. This means that the player has lost the game
because the blocks have reached the top of the game board and there is no more space
for new blocks to fall.
If the user has lost, the code will display the message "You Lost" in the center of the game
window using the draw_text_middle function. The function takes three arguments: the
text to be displayed, the font size, and the color of the text. In this case, the text is "You
Lost", the font size is 40, and the color is white. The function then updates the display
using pygame.display.update() and waits for 2 seconds using pygame.time.delay(2000)
before exiting the game.
I used object-oriented programming concepts to create classes for the different game
objects such as the game board and the blocks. I also implemented inheritance to create
subclasses for the different types of block pieces, which allowed for easy expansion of the
game to include additional shapes in the future.
Game board and the blocks:
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This refers to the layout and components of the Tetris game. The "10 x 20 square grid"
refers to the game board or play area where the game is played. It is a grid of 10 columns
and 20 rows.
The "shapes: S, Z, I, O, J, L, T" refer to the seven different shapes that appear in the game.
These shapes are used to create the blocks that fall down from the top of the game board.
The shapes are represented by the numbers 0-6 in a specific order. This order is important
because it determines which shape will appear next in the game. Each shape has a specific
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number assigned to it, for example, the "I" shape is represented by the number 2. The
order of the shapes is typically randomized at the beginning of each game.
These are some of the shapes that are used in the game:
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The code snippet shows the definition of a data structure called shape. The shape variable
is used to define the layout and arrangement of the blocks that make up the Tetris game.
The shape is a 2-dimensional array of strings, where each string represents a row of the
shape, and each character in the string represents a block. In this case, the characters
used are either. (dot) or 0 (zero).
I also made sure to include comments throughout the code to increase readability and
make it simpler for future code modifications by other programmers.
Evidence of validity:
In this part of the code, valid_space is a function that takes two arguments - shape and
grid. The purpose of this function is to check if the given shape can be placed on the grid
in such a way that it doesn't overlap with any already placed block.
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The function first creates a 2D list called accepted_positions that contains all the empty
positions on the grid where a block can be placed. The positions are represented as tuples
of (x, y) coordinates. The list comprehension in the code iterates over each row of the grid
and checks for empty positions (represented by the color black - (0, 0, 0)).
Next, the accepted_positions list is flattened using another list comprehension that
iterates over each sublist of (x, y) tuples and concatenates them into a single list.
Finally, the shape is converted into a list of (x, y) tuples using the convert_shape_format
function. This function takes the current shape and calculates the positions of each block
relative to the top-left corner of the grid.
The function then returns True if all the positions in the formatted list are also present in
the accepted_positions list, indicating that the shape can be placed on the grid without
overlapping with other blocks. Otherwise, it returns False, indicating that the shape
cannot be placed at the current location.
The above code snippet is responsible for handling the falling of the game pieces in the
Tetris game. The code first checks whether the amount of time since the last piece fell is
greater than or equal to the predefined fall speed. If it is, the current piece is moved down
by one row, which represents it falling one step closer to the bottom of the grid.
Then, the code checks if the new position of the current piece is valid or not using the
valid_space() function. If the new position is invalid, the code sets the change_piece flag
to True, which means that the current piece has reached the bottom of the grid and a
new piece needs to be generated.
If the new position is valid, the code moves on to the next iteration of the game loop,
where the current piece will continue to fall until it reaches the bottom of the grid or its
position becomes invalid.
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This code snippet is checking for user input events using the pygame.KEYDOWN event
type. If the left arrow key is pressed, the current piece's x value is decremented by 1, and
if the right arrow key is pressed, the x value is incremented by 1. The UP arrow key is used
to rotate the shape by incrementing its rotation value by 1 modulo the length of the shape
list. If the DOWN arrow key is pressed, the y value of the current piece is incremented by
1. Finally, if the spacebar is pressed, the piece will drop to the bottom of the grid until it
reaches a non-valid space
Overall, during the implementation stage, my main focus was on creating a wellstructured and modular codebase that was both efficient and maintainable.
This code piece creates the main game window by invoking the
pygame.display.set_mode() function with the window dimensions supplied by the
s_width and s_height variables. The pygame.display.set_caption() function changes the
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window's title to "Tetris". To begin the game, the variables score, highscore,
speed_counter, and fall_speed are set to 0, and the function main_menu() is executed.
A Pygame Surface object that represents the primary game window is created via the
pygame.display.set_mode() method. If left uncommented, the function's FULLSCREEN
parameter puts the window in fullscreen mode. The variables score, highscore,
speed_counter, and fall_speed are used to record the player's score, the highest score
received, the speed at which the tetrominoes are falling, and the speed increment
counter. The main_menu() function, which is user-defined, is in charge of showing the
game menu and enabling the player to begin the game.
Stage review: During the implementation stage, I followed an iterative development
process to create the Blocked game. This involved breaking down the problem identified
in the analysis stage into smaller, more manageable tasks, which I then addressed one at
a time.
To start, I created a prototype version of the game, which served as a starting point for
the iterative development process. I then used this prototype to test and validate various
key elements of the solution, including the game mechanics, graphics, and user interface.
As I progressed through the iterative development process, I made sure to structure the
solution in a well-organized, modular way. This allowed me to easily add new features
and functionality as needed and helped to keep the codebase maintainable in the long
term.
I also made sure to annotate the code as I went along, which will help with future
maintenance of the system. All variables and structures were appropriately named to
ensure clarity and readability of the code.
To validate the key elements of the solution, I tested and reviewed the code at each stage
of the development process. This allowed me to catch and fix any issues early on, which
minimized the potential for bugs and other problems later down the line.
Overall, the implementation stage was a successful part of the development process. By
following an iterative approach and validating the solution at each stage, I was able to
create a well-structured, modular solution that meets the requirements and
specifications outlined in the analysis stage.
4. Testing stage: In order to make sure the solution is useful and error-free, I tested it using
a variety of methods during the testing phase. System, integration, and unit testing were
all conducted. To confirm that individual functions and modules operate as expected, I
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first started with unit testing. Additionally, I tested the relationships between the various
parts of the system using integration testing. Last but not least, I carried out system
testing, which involves examining the complete system to make sure it complies with both
functional and non-functional requirements. I found and rectified various problems and
faults that would have had an impact on the solution's performance during testing.
Overall, the testing stage was critical in ensuring that the solution is reliable and meets
the user's requirements.
Stage review: During the testing stage of the development process for the Blocked game,
I followed an iterative approach to ensure that all key elements of the solution were
properly validated. I began with unit testing, where I tested individual code units to
ensure that they functioned correctly. This was followed by integration testing, where I
tested how individual units were integrated to work together. Finally, I conducted system
testing to evaluate the complete system and ensure that it met all requirements and
specifications.
Throughout the testing stage, I provided evidence of each stage of the iterative
development process for the Blocked game and related this to the breakdown of the
problem from the analysis stage. I made sure to explain what I did and justified why I took
certain actions. This was important to ensure that all aspects of the game were tested
and validated.
To aid in the maintenance of the Blocked game, I ensured that the code was wellstructured and modular in nature. I also annotated the code to provide clear explanations
of its purpose and functionality. All variables and structures were appropriately named to
make the code more readable and understandable.
During the testing stage, I provided evidence of prototype versions of the solution for
each stage of the process. This helped me to identify and fix any issues early on in the
development process, before they became major problems.
To ensure that all key elements of the solution were properly validated, I provided
evidence of validation at every stage of the testing process. This included testing the
function and robustness of the game, as well as its usability.
Finally, I made sure to review the development process at all key stages to ensure that
the game met all requirements and specifications set out at the beginning of the project.
Overall, the testing stage was a crucial part of the development process for the Blocked
game, and I am confident that it was completed to a high standard.