updated agent navigation

This commit is contained in:
2021-09-15 21:24:34 +01:00
parent acd39d4403
commit 3d36b913b9
3 changed files with 180 additions and 43 deletions

86
game.py
View File

@@ -3,7 +3,8 @@ from itertools import product
import pygame
from pygame.locals import *
from maze import Maze
from maze import Maze, Cell
from agent import Agent
pygame.init()
vec = pygame.math.Vector2 # 2 for two dimensional
@@ -19,24 +20,30 @@ displaysurface = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Game")
SCREEN_BUFFER = 10
MAZE_SIZE = 15
MAZE_SIZE = 10
GRID_SIZE = 25
class Player(pygame.sprite.Sprite):
def __init__(self):
class VisitedSpot(pygame.sprite.Sprite):
def __init__(self, cell: Cell):
super().__init__()
self.surf = pygame.Surface((30, 30))
self.surf.fill((0, 255, 0))
self.rect = self.surf.get_rect(center=(10, 420))
self.surf = pygame.Surface((GRID_SIZE, GRID_SIZE))
self.surf.fill((0, 122, 000))
self.rect = self.surf.get_rect(topleft=(cell.x * GRID_SIZE + SCREEN_BUFFER, cell.y * GRID_SIZE + SCREEN_BUFFER))
class DeadEndSpot(pygame.sprite.Sprite):
def __init__(self, cell: Cell):
super().__init__()
self.surf = pygame.Surface((GRID_SIZE, GRID_SIZE))
self.surf.fill((122, 0, 000))
self.rect = self.surf.get_rect(topleft=(cell.x * GRID_SIZE + SCREEN_BUFFER, cell.y * GRID_SIZE + SCREEN_BUFFER))
class MazeWall(pygame.sprite.Sprite):
def __init__(self, wall):
wall_width = 2
super().__init__()
wall_width = 2
start_cell, end_cell = wall
x,y = start_cell
x, y = start_cell
vertical = start_cell[1] == end_cell[1]
if vertical:
self.surf = pygame.Surface((wall_width, GRID_SIZE))
@@ -48,17 +55,23 @@ class MazeWall(pygame.sprite.Sprite):
else:
self.rect = self.surf.get_rect(midleft=(x * GRID_SIZE + SCREEN_BUFFER, (y + 1) * GRID_SIZE + SCREEN_BUFFER))
agents = list()
agents.append(Agent(SCREEN_BUFFER, GRID_SIZE))
# agents.append(Agent(SCREEN_BUFFER, GRID_SIZE))
# agents.append(Agent(SCREEN_BUFFER, GRID_SIZE))
# agents.append(Agent(SCREEN_BUFFER, GRID_SIZE))
all_sprites = pygame.sprite.Group()
visited_cells_sprites = pygame.sprite.Group()
dead_end_sprites = pygame.sprite.Group()
maze_sprites = pygame.sprite.Group()
maze = Maze(MAZE_SIZE, MAZE_SIZE)
for wall in maze.walls:
wall_sprite = MazeWall(wall)
maze_sprites.add(wall_sprite)
MOVEEVENT = pygame.USEREVENT+1
RESETMAZE = pygame.USEREVENT+2
reset_maze_event = pygame.event.Event(RESETMAZE, message="Reset Maze")
pygame.event.post(reset_maze_event)
pygame.time.set_timer(MOVEEVENT, 1000)
while True:
@@ -66,18 +79,47 @@ while True:
if event.type == QUIT:
pygame.quit()
sys.exit()
if event.type == MOVEEVENT:
for agent in agents:
agent.move(maze)
if agent.location not in maze.visited:
maze.visited.add(agent.location)
visited_cells_sprites.add(VisitedSpot(agent.location))
if agent.location == max(maze.cells):
pygame.event.post(reset_maze_event)
if maze.check_dead_end(agent.location):
dead_end_sprites.add(DeadEndSpot(agent.location))
if event.type == RESETMAZE:
for agent in agents:
agent.reset()
maze = Maze(MAZE_SIZE, MAZE_SIZE)
maze_sprites.empty()
visited_cells_sprites.empty()
dead_end_sprites.empty()
for wall in maze.walls:
wall_sprite = MazeWall(wall)
maze_sprites.add(wall_sprite)
# wipe buffer
displaysurface.fill((0, 0, 0))
# draw border
pygame.draw.rect(displaysurface, (255, 0, 0),
pygame.Rect((SCREEN_BUFFER, SCREEN_BUFFER, MAZE_SIZE * GRID_SIZE, MAZE_SIZE * GRID_SIZE)), 2)
pygame.draw.circle(displaysurface, (0, 255, 0), (25, 25), GRID_SIZE / 3)
# for entity in all_sprites:
# displaysurface.blit(entity.surf, entity.rect)
from maze import Cell
location = Cell(0, 5)
for entity in visited_cells_sprites:
displaysurface.blit(entity.surf, entity.rect)
for entity in dead_end_sprites:
displaysurface.blit(entity.surf, entity.rect)
for agent in agents:
pygame.draw.circle(displaysurface, (0, 255, 0), (agent.get_x_position(), agent.get_y_position()), GRID_SIZE / 3)
for entity in maze_sprites:
displaysurface.blit(entity.surf, entity.rect)
# draw border
pygame.draw.rect(displaysurface, (255, 0, 0),
pygame.Rect((SCREEN_BUFFER, SCREEN_BUFFER, MAZE_SIZE * GRID_SIZE, MAZE_SIZE * GRID_SIZE)), 2)
pygame.display.update()
FramePerSec.tick(FPS)