This commit is contained in:
Waylon Walker 2023-06-20 12:28:25 -05:00
parent 78cc5ff0cd
commit 70f4a89e30
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GPG key ID: 66E2BF2B4190EFE4
10 changed files with 564 additions and 182 deletions

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@ -1,3 +1,5 @@
from learn_sql_model.optional import _optional_import_
from learn_sql_model.api.websocket_connection_manager import manager
from learn_sql_model.config import Config

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@ -4,9 +4,9 @@ WORKDIR /app
Copy pyproject.toml /app
COPY learn_sql_model/__about__.py /app/learn_sql_model/__about__.py
COPY README.md /app
RUN pip3 install .
RUN pip3 install '.[api]'
COPY . /app
RUN pip3 install .
RUN pip3 install '.[api]'
EXPOSE 5000

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@ -1,11 +1,12 @@
import httpx
from rich.console import Console
import typer
import uvicorn
from learn_sql_model.cli.common import verbose_callback
from learn_sql_model.config import get_config
from learn_sql_model.optional import _optional_import_
uvicorn = _optional_import_("uvicorn", group="api")
api_app = typer.Typer()

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@ -6,7 +6,6 @@ from rich.console import Console
import typer
from learn_sql_model.config import get_config
from learn_sql_model.factories.hero import HeroFactory
from learn_sql_model.models.hero import (
Hero,
HeroCreate,
@ -15,6 +14,13 @@ from learn_sql_model.models.hero import (
HeroUpdate,
Heros,
)
from learn_sql_model.optional import _optional_import_
HeroFactory = _optional_import_(
"learn_sql_model.factories.hero",
"HeroFactory",
group="api",
)
hero_app = typer.Typer()
@ -46,7 +52,7 @@ def list(
) -> Union[Hero, List[Hero]]:
"list many heros"
heros = Heros.list(where=where, offset=offset, limit=limit)
Console().print(heros)
Console().print(hero)
return hero

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@ -1,24 +1,24 @@
import atexit
import pygame
from typer import Typer
from websocket import create_connection
from learn_sql_model.game.menu import Menu
from learn_sql_model.config import get_config
from learn_sql_model.console import console
from learn_sql_model.factories.hero import HeroFactory
from learn_sql_model.models.hero import HeroCreate, HeroDelete, HeroUpdate, Heros
from learn_sql_model.game.map import Map
from learn_sql_model.game.menu import Menu
from learn_sql_model.game.player import Player
from learn_sql_model.optional import _optional_import_
pygame = _optional_import_("pygame", group="game")
speed = 10
config = get_config()
class Client:
def __init__(self):
hero = HeroFactory().build(size=50, x=100, y=100)
self.hero = HeroCreate(**hero.dict()).post()
self.screen = pygame.display.set_mode((0, 0), pygame.FULLSCREEN)
pygame.display.set_caption("Learn SQL Model")
self.clock = pygame.time.Clock()
@ -30,9 +30,11 @@ class Client:
self.moving_left = False
self.moving_right = False
self.ticks = 0
self.others = []
self.player = Player(self)
self.menu = Menu(self)
self.map = Map(self)
self.font = pygame.font.SysFont("", 50)
self.joysticks = {}
atexit.register(self.quit)
@ -59,67 +61,23 @@ class Client:
console.print("render")
self.render()
time = self.clock.tick(60)
self.elapsed = time / 100
self.ticks += 1
console.print(f"time: {time}")
console.print(f"ticks: {self.ticks}")
self.quit()
def quit(self):
try:
HeroDelete(id=self.hero.id).delete()
except:
pass
self.running = False
self.player.quit()
def update(self):
if self.moving_up:
self.hero.y -= speed
if self.moving_down:
self.hero.y += speed
if self.moving_left:
self.hero.x -= speed
if self.moving_right:
self.hero.x += speed
if self.hero.x < 0 + self.hero.size:
self.hero.x = 0 + self.hero.size
if self.hero.x > self.screen.get_width() - self.hero.size:
self.hero.x = self.screen.get_width() - self.hero.size
if self.hero.y < 0 + self.hero.size:
self.hero.y = 0 + self.hero.size
if self.hero.y > self.screen.get_height() - self.hero.size:
self.hero.y = self.screen.get_height() - self.hero.size
if self.ticks % 5 == 0 or self.ticks == 0:
console.print("updating")
update = HeroUpdate(**self.hero.dict(exclude_unset=True))
console.print(update)
self.ws.send(update.json())
console.print("sent")
raw_heros = self.ws.recv()
console.print(raw_heros)
self.others = Heros.parse_raw(raw_heros)
...
def render(self):
self.screen.fill((0, 0, 0))
for other in self.others.heros:
if other.id != self.hero.id:
pygame.draw.circle(
self.screen, (255, 0, 0), (other.x, other.y), other.size
)
self.screen.blit(
self.font.render(other.name, False, (255, 255, 255), 1),
(other.x, other.y),
)
pygame.draw.circle(
self.screen, (0, 0, 255), (self.hero.x, self.hero.y), self.hero.size
)
self.screen.blit(
self.font.render(self.hero.name, False, (255, 255, 255)),
(self.hero.x, self.hero.y),
)
self.map.render()
self.player.render()
# update the screen
self.menu.render()
@ -127,52 +85,18 @@ class Client:
def handle_events(self):
self.events = pygame.event.get()
self.menu.handle_events(self.events)
self.player.handle_events()
for event in self.events:
if event.type == pygame.QUIT:
self.running = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
self.running = False
if event.key == pygame.K_LEFT:
self.moving_left = True
if event.key == pygame.K_RIGHT:
self.moving_right = True
if event.key == pygame.K_UP:
self.moving_up = True
if event.key == pygame.K_DOWN:
self.moving_down = True
# wasd
if event.key == pygame.K_w:
self.moving_up = True
if event.key == pygame.K_s:
self.moving_down = True
if event.key == pygame.K_a:
self.moving_left = True
if event.key == pygame.K_d:
self.moving_right = True
# controller left joystick
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT:
self.moving_left = False
if event.key == pygame.K_RIGHT:
self.moving_right = False
if event.key == pygame.K_UP:
self.moving_up = False
if event.key == pygame.K_DOWN:
self.moving_down = False
# wasd
if event.key == pygame.K_w:
self.moving_up = False
if event.key == pygame.K_s:
self.moving_down = False
if event.key == pygame.K_a:
self.moving_left = False
if event.key == pygame.K_d:
self.moving_right = False
if event.type == pygame.MOUSEBUTTONDOWN:
if event.button == 1: # Left mouse button
self.menu.handle_click()
if event.type == pygame.JOYDEVICEADDED:
# This event will be generated when the program starts for every
# joystick, filling up the list without needing to create them manually.
joy = pygame.joystick.Joystick(event.device_index)
self.joysticks[joy.get_instance_id()] = joy
if event.type == pygame.JOYDEVICEREMOVED:
del self.joysticks[event.instance_id]
def check_events(self):
pass

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@ -0,0 +1,99 @@
from learn_sql_model.optional import _optional_import_
import pydantic
from rich.console import Console
snoise2 = _optional_import_("noise", "snoise2", group="game")
pygame = _optional_import_("pygame", group="game")
console = Console()
class Point(pydantic.BaseModel):
x: int
y: int
class Map:
def __init__(self, game):
self.game = game
# self.grass = pygame.image.load("grass.webp").convert_alpha()
# self.rock = pygame.image.load("rock.jpg").convert_alpha()
# self.dirt = pygame.image.load("dirt.jpg").convert_alpha()
self.brown = (204, 153, 102)
self.grey = (128, 128, 128)
self.green = (0, 255, 0)
self.white = (255, 255, 255)
self.resolution = 16
self.scale = 0.14 # Determines the "smoothness" of the terrain
self.scale = 0.05 # Determines the "smoothness" of the terrain
self.offset = Point(x=0, y=0)
self.last_offset = self.offset
self.screen_width = self.game.screen.get_width()
self.screen_height = self.game.screen.get_height()
self.octaves = 2 # Number of layers of noise to combine
self.persistence = 0.05 # Amplitude of each octave
self.lacunarity = 1.0 # Frequency of each octave
self.thresh = 125
self.pre_draw()
def refresh_surf(self):
self.surf = pygame.Surface((self.screen_width, self.screen_height))
def get_noise(self, x, y):
value = snoise2(
(x + self.offset.x) * self.scale,
(y + self.offset.y) * self.scale,
self.octaves,
self.persistence,
self.lacunarity,
)
value = (value + 1) / 2 * 255
return value
def render(self):
self.game.screen.blit(
pygame.transform.scale(self.surf, (self.screen_width, self.screen_height)),
(0, 0),
)
def point_check_collision(self, x, y, thresh=None):
return self.get_noise(x / self.resolution, y / self.resolution) < (
thresh or self.thresh
)
def pre_draw(self):
self.refresh_surf()
for x in range(int(self.screen_width)):
for y in range(int(self.screen_height)):
if not self.point_check_collision(x, y):
pygame.draw.rect(
self.surf,
self.white,
(
x,
y,
1,
1,
),
)
pygame.image.save(self.surf, "map.png")
# av1 = (
# Image.open("rock.jpg")
# .convert("RGB")
# .resize((self.screen_width, self.screen_height))
# )
# av2 = (
# Image.open("dirt.jpg")
# .convert("RGB")
# .resize((self.screen_width, self.screen_height))
# )
# mask = (
# Image.open("map.png")
# .convert("L")
# .resize((self.screen_width, self.screen_height))
# .filter(ImageFilter.GaussianBlur(3))
# )
# Image.composite(av2, av1, mask).save("result.png")
# result = pygame.image.load("result.png")
# self.surf.blit(result, (0, 0))

View file

@ -1,7 +1,7 @@
from pydantic import BaseModel
from typing import Tuple, Callable
from typing import Callable, Tuple
from pydantic import BaseModel
import pygame
screen_sizes = [
(480, 360), # 360p
@ -13,43 +13,69 @@ screen_sizes = [
(1600, 900), # HD+ 1600x900
(1920, 1080), # Full HD 1080p
(2560, 1440), # 2K / QHD 1440p
(3840, 2160) # 4K / UHD 2160p
(3840, 2160), # 4K / UHD 2160p
]
class MenuItem(BaseModel):
display_text: str
on_click: Callable = None
text_color: Tuple[str, str, str] = (0, 0, 0)
class Menu:
def __init__(self, game):
pygame.font.init()
self.game = game
self.hamburger = Hamburger(game)
self.menu_width = min(max(200, self.game.screen.get_width()
* 0.8), self.game.screen.get_width())
self.menu_height = min(max(200, self.game.screen.get_height()
* 0.8), self.game.screen.get_height())
self.padding = 10
self.font_size = 50
self.line_height = 55
self.menu_width = min(
max(200, self.game.screen.get_width() * 0.8), self.game.screen.get_width()
)
self.menu_height = min(
max(200, self.game.screen.get_height() * 0.8), self.game.screen.get_height()
)
self.x = (self.game.screen.get_width() - self.menu_width) / 2
self.y = (self.game.screen.get_height() - self.menu_height) / 2
self.color = (100, 100, 100)
self.is_menu_open = False
self.surface = pygame.Surface((self.menu_width, self.menu_height))
self.font = pygame.font.SysFont("", 50)
self.screen_size_index = False
self.padding = 10
self.font = pygame.font.SysFont("", self.font_size)
self.items = [
MenuItem(display_text='Menu'),
MenuItem(display_text='Screen Size'),
MenuItem(display_text=f'{self.game.screen.get_width()}x{self.game.screen.get_height()}', color=(50, 0, 0))
self.screen_size_index = False
@property
def items(self) -> list[MenuItem]:
return [
MenuItem(
display_text="Menu",
on_click=lambda: print("clicked on me, the menu"),
),
MenuItem(
display_text="Screen Size",
on_click=self.next_screen_size,
),
MenuItem(
display_text=f"{self.game.screen.get_width()}x{self.game.screen.get_height()}",
color=(50, 0, 0),
on_click=self.next_screen_size,
),
MenuItem(
display_text=f"{self.game.player.hero.name}",
color=(50, 0, 0),
on_click=self.game.player.rename_hero,
),
MenuItem(
display_text="quit",
color=(50, 0, 0),
on_click=lambda: self.game.quit(),
),
]
def render(self):
@ -60,31 +86,13 @@ class Menu:
for item in self.items:
text = self.font.render(item.display_text, True, item.text_color)
self.surface.blit(text, pos)
pos = (pos[0], pos[1] + 50)
pos = (pos[0], pos[1] + self.line_height)
# put text in the menu surface
# text = self.font.render("Menu", True, (0, 0, 0))
# self.surface.blit(text, (0, 0))
# text = self.font.render("Screen Size", True, (0, 0, 0))
# self.surface.blit(text, (0, 60))
# text = self.font.render(
# f'{self.game.screen.get_width()}x{self.game.screen.get_height()}', True, (25, 25, 25))
# self.surface.blit(text, (10, 120))
#
self.game.screen.blit(self.surface, (self.x, self.y))
self.hamburger.render()
def get_mouse_pos(self):
'get mouse position relative to self.surface'
x, y = pygame.mouse.get_pos()
return x - self.x, y - self.y
def handle_click(self):
self.hamburger.handle_click(self)
pos = self.get_mouse_pos()
print(pos)
if pos[1] > 120 and pos[1] < 180 and pos[0] > 0 and pos[0] < self.menu_width:
def next_screen_size(self):
if self.screen_size_index is False:
self.screen = pygame.display.set_mode(screen_sizes[0])
self.screen_size_index = 0
@ -94,6 +102,27 @@ class Menu:
self.screen_size_index += 1
self.screen = pygame.display.set_mode(screen_sizes[self.screen_size_index])
def get_mouse_pos(self):
"get mouse position relative to self.surface"
x, y = pygame.mouse.get_pos()
return x - self.x, y - self.y
def handle_events(self, events):
self.hamburger.handle_events(self, events)
for event in events:
if event.type == pygame.MOUSEBUTTONDOWN:
if event.button == 1: # Left mouse button
self.handle_click()
def handle_click(self):
pos = self.get_mouse_pos()
pos_idx = int(pos[1] // self.line_height)
if pos_idx > len(self.items):
return
if pos_idx < 0:
return
self.items[pos_idx].on_click()
class Hamburger:
def __init__(self, game):
@ -106,21 +135,45 @@ class Hamburger:
self.x = self.game.screen.get_width() - self.hamburger_width - 20
self.y = 20
self.color = (100, 100, 100)
self.rect = pygame.Rect(self.x, self.y, self.hamburger_width,
self.hamburger_height)
self.surface = pygame.Surface(
(self.hamburger_width, self.hamburger_height))
self.rect = pygame.Rect(
self.x, self.y, self.hamburger_width, self.hamburger_height
)
self.surface = pygame.Surface((self.hamburger_width, self.hamburger_height))
def render(self):
pygame.draw.rect(self.surface, self.color,
(0, 0, self.hamburger_width, self.bar_height),)
pygame.draw.rect(self.surface, self.color,
(0, self.bar_height + self.bar_spacing, self.hamburger_width, self.bar_height),)
pygame.draw.rect(self.surface, self.color,
(0, 2 * (self.bar_height + self.bar_spacing), self.hamburger_width, self.bar_height),)
pygame.draw.rect(
self.surface,
self.color,
(0, 0, self.hamburger_width, self.bar_height),
)
pygame.draw.rect(
self.surface,
self.color,
(
0,
self.bar_height + self.bar_spacing,
self.hamburger_width,
self.bar_height,
),
)
pygame.draw.rect(
self.surface,
self.color,
(
0,
2 * (self.bar_height + self.bar_spacing),
self.hamburger_width,
self.bar_height,
),
)
self.game.screen.blit(self.surface, (self.x, self.y))
def handle_events(self, menu: Menu, events):
for event in events:
if event.type == pygame.MOUSEBUTTONDOWN:
if event.button == 1: # Left mouse button
self.handle_click(menu)
def handle_click(self, menu):
pos = pygame.mouse.get_pos()

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@ -0,0 +1,219 @@
from learn_sql_model.console import console
from learn_sql_model.models.hero import HeroCreate, HeroDelete, HeroUpdate, Heros
from learn_sql_model.optional import _optional_import_
pygame = _optional_import_("pygame", group="game")
HeroFactory = _optional_import_(
"learn_sql_model.factories.hero",
"HeroFactory",
group="game",
)
class Player:
def __init__(self, game):
hero = HeroFactory().build(size=25, x=100, y=100)
self.hero = HeroCreate(**hero.dict()).post()
self.game = game
self.others = Heros(heros=[])
self.width = 16
self.height = 16
self.white = (255, 255, 255)
self.x = self.game.screen.get_width() / 2
self.y = self.game.screen.get_height() / 2
self.speed = 5
self.max_speed = 5
self.image = pygame.image.load("player.png").convert_alpha()
self.x_last = self.x
self.y_last = self.y
self.hitbox_surface = pygame.Surface((self.width, self.height))
self.hitbox_surface.fill(self.white)
pygame.draw.rect(
self.hitbox_surface, (255, 0, 0), (0, 0, self.width, self.height), 1
)
self.hitbox_surface.set_alpha(0)
self.moving_up = False
self.moving_down = False
self.moving_left = False
self.moving_right = False
def rename_hero(self):
old_hero = self.hero
hero = HeroFactory().build(
size=self.hero.size, x=self.hero.x, y=self.hero.y, id=old_hero.id
)
self.hero = HeroCreate(**hero.dict()).post()
def quit(self):
try:
HeroDelete(id=self.hero.id).delete()
except:
pass
def handle_events(self):
# Update the self
for event in self.game.events:
if event.type == pygame.QUIT:
self.running = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
self.running = False
if event.key == pygame.K_LEFT:
self.speed = self.max_speed
self.moving_left = True
if event.key == pygame.K_RIGHT:
self.speed = self.max_speed
self.moving_right = True
if event.key == pygame.K_UP:
self.speed = self.max_speed
self.moving_up = True
if event.key == pygame.K_DOWN:
self.speed = self.max_speed
self.moving_down = True
# wasd
if event.key == pygame.K_w:
self.speed = self.max_speed
self.moving_up = True
if event.key == pygame.K_s:
self.speed = self.max_speed
self.moving_down = True
if event.key == pygame.K_a:
self.speed = self.max_speed
self.moving_left = True
if event.key == pygame.K_d:
self.speed = self.max_speed
self.moving_right = True
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT:
self.moving_left = False
if event.key == pygame.K_RIGHT:
self.moving_right = False
if event.key == pygame.K_UP:
self.moving_up = False
if event.key == pygame.K_DOWN:
self.moving_down = False
# wasd
if event.key == pygame.K_w:
self.moving_up = False
if event.key == pygame.K_s:
self.moving_down = False
if event.key == pygame.K_a:
self.moving_left = False
if event.key == pygame.K_d:
self.moving_right = False
for joystick in self.joysticks.values():
if abs(joystick.get_axis(0)) > 0.2:
self.x += joystick.get_axis(0) * 10 * self.speed * self.elapsed
if abs(joystick.get_axis(1)) > 0.2:
self.y += joystick.get_axis(1) * 10 * self.speed * self.elapsed
if abs(joystick.get_axis(3)) > 0.2 and abs(joystick.get_axis(4)) > 0.2:
pygame.mouse.set_pos(
(
pygame.mouse.get_pos()[0] + joystick.get_axis(3) * 32,
pygame.mouse.get_pos()[1] + joystick.get_axis(4) * 32,
)
)
elif abs(joystick.get_axis(3)) > 0.2:
pygame.mouse.set_pos(
(
pygame.mouse.get_pos()[0] + joystick.get_axis(3) * 32,
pygame.mouse.get_pos()[1],
)
)
elif abs(joystick.get_axis(4)) > 0.2:
pygame.mouse.set_pos(
(
pygame.mouse.get_pos()[0],
pygame.mouse.get_pos()[1] + joystick.get_axis(4) * 32,
)
)
if self.moving_left:
self.hero.x -= self.speed
if self.moving_right:
self.hero.x += self.speed
if self.moving_up:
self.hero.y -= self.speed
if self.moving_down:
self.hero.y += self.speed
# Check for self collisions with the walls and the black tiles on the map
if self.hero.x < 0:
self.hero.x = 0
if self.hero.x > self.game.screen.get_width() - self.width:
self.hero.x = self.game.screen.get_width() - self.width
if self.hero.y < 0:
self.hero.y = 0
if self.hero.y > self.game.screen.get_height() - self.height:
self.hero.y = self.game.screen.get_height() - self.height
self.pos = pygame.math.Vector2(self.hero.x, self.hero.y)
if self.game.map.point_check_collision(self.pos.x, self.pos.y):
start_pos = pygame.math.Vector2(self.x_last, self.y_last)
end_pos = pygame.math.Vector2(self.hero.x, self.hero.y)
movement_vector = end_pos - start_pos
try:
movement_direction = movement_vector.normalize()
except:
end_pos = pygame.math.Vector2(self.hero.x + 128, self.hero.y + 128)
movement_vector = end_pos - start_pos
movement_direction = movement_vector.normalize()
movement_speed = 0.05
self.hero.x = self.x_last
self.hero.y = self.y_last
self.pos = pygame.math.Vector2(start_pos)
while self.game.map.point_check_collision(self.pos.x, self.pos.y):
self.pos += movement_speed * movement_direction
self.hero.x = self.pos.x
self.hero.y = self.pos.y
self.pos -= movement_speed * movement_direction
self.hero.x = self.pos.x
self.hero.y = self.pos.y
self.x_last = self.hero.x
self.y_last = self.hero.y
if self.game.ticks % 5 == 0 or self.game.ticks == 0:
console.print("updating")
update = HeroUpdate(**self.hero.dict(exclude_unset=True))
console.print(update)
self.game.ws.send(update.json())
console.print("sent")
raw_heros = self.game.ws.recv()
console.print(raw_heros)
self.others = Heros.parse_raw(raw_heros)
def draw(self):
self.move()
self.game.screen.blit(
pygame.transform.scale(self.image, (16, 16)),
(self.x - 8 - self.game.map.offset.x, self.y - 8 - self.game.map.offset.y),
)
def render(self):
for other in self.others.heros:
if other.id != self.hero.id:
pygame.draw.circle(
self.game.screen, (255, 0, 0), (other.x, other.y), other.size
)
self.game.screen.blit(
self.game.font.render(other.name, False, (255, 255, 255), 1),
(other.x, other.y),
)
pygame.draw.circle(
self.game.screen, (0, 0, 255), (self.hero.x, self.hero.y), self.hero.size
)
self.game.screen.blit(
self.game.font.render(self.hero.name, False, (255, 255, 255), 1),
(self.hero.x, self.hero.y),
)

View file

@ -0,0 +1,63 @@
import textwrap
def _optional_import_(
module: str,
name: str = None,
group: str = None,
package="learn_sql_model",
):
"""
lazily throws import errors only then the optional import is used, and
includes a group install command for the user to install all dependencies
for the requested feature.
"""
import importlib
try:
module = importlib.import_module(module)
return module if name is None else getattr(module, name)
except ImportError as e:
msg = textwrap.dedent(
f"""
"pip install '{package}[{group}]'" package to make use of this feature
Alternatively "pip install '{package}[all]'" package to install all optional dependencies
"""
)
import_error = e
class _failed_import:
"""
Lazily throw an import error. Errors should be thrown whether the
user tries to call the module, get an attubute from the module, or
getitem from the module.
"""
def _failed_import(self, *args):
raise ImportError(msg) from import_error
def __call__(self, *args):
"""
Throw error if the user tries to call the module i.e
_optional_import_('dummy')()
"""
self._failed_import(*args)
def __getattr__(self, name):
"""
Throw error if the user tries to get an attribute from the
module i.e _optional_import_('dummy').dummy.
"""
if name == "_failed_import":
return object.__getattribute__(self, name)
self._failed_import()
def __getitem__(self, name):
"""
Throw error if the user tries to get an item from the module
i.e _optional_import_('dummy')['dummy']
"""
self._failed_import()
return _failed_import()

View file

@ -25,35 +25,50 @@ classifiers = [
]
dependencies = [
"python-socketio[client]",
"fastapi-socketio",
"psycopg2-binary",
'pygame',
'black',
'alembic',
'pygame',
'pyinstaller',
"pyflyby",
"anyconfig",
"copier",
"engorgio",
"fastapi",
"httpx",
"passlib[bcrypt]",
"polyfactory",
"psycopg2",
"python-jose[cryptography]",
"python-multipart",
"pydantic[dotenv]",
"pyflyby",
"pyinstaller",
"rich",
"sqlmodel",
"textual",
"toml",
"trogon",
"typer",
"uvicorn[standard]",
]
dynamic = ["version"]
[project.optional-dependencies]
game = [
"noise",
"pygame",
"polyfactory",
"faker",
]
api = [
"fastapi-socketio",
"passlib[bcrypt]",
"psycopg2",
"psycopg2-binary",
"python-jose[cryptography]",
"python-multipart",
"uvicorn[standard]",
]
manage = [
"alembic",
"polyfactory",
"faker",
]
all = [
"learn_sql_model[game, api, manage]",
]
[project.urls]
Documentation = "https://github.com/waylonwalker/learn-sql-model#readme"
Issues = "https://github.com/waylonwalker/learn-sql-model/issues"