GenericAI_Sweeper/main.py
eugenep 520efb84ea Try to implement to A*
Co-authored-by: Sebastian Piotrowski <sebpio@st.amu.edu.pl>
Co-authored-by: Marcin Matoga <marmat35@st.amu.edu.pl>
Co-authored-by: Ladislaus3III <Ladislaus3III@users.noreply.github.com>
2021-04-24 01:44:57 +02:00

199 lines
6.2 KiB
Python

import pygame as pg
import sys
import ctypes
from os import path
from maze import *
from grid import *
from settings import *
from sprites import *
from graphsearch import *
from astar2 import *
class Game:
def __init__(self):
pg.init()
self.screen = pg.display.set_mode((WIDTH, HEIGHT))
pg.display.set_caption(TITLE)
self.clock = pg.time.Clock()
pg.key.set_repeat(500, 100)
self.load_data()
self.wentyl_bezpieczenstwa = 0
def load_data(self):
game_folder = path.dirname(__file__)
self.map_data = []
with open(path.join(game_folder, 'map.txt'), 'rt') as f:
for line in f:
self.map_data.append(line)
def new(self):
# initialize all variables and do all the setup for a new game
self.all_sprites = pg.sprite.Group()
self.walls = pg.sprite.Group()
self.mines = pg.sprite.Group()
self.puddles = pg.sprite.Group()
for row, tiles in enumerate(self.map_data):
for col, tile in enumerate(tiles):
if tile == '2':
Mine(self, col, row)
if tile == '3':
Bomb(self, col, row)
if tile == '4':
Grenade(self, col, row)
if tile == "#":
Wall(self, col, row)
if tile == 'p':
Puddle(self, col, row)
if tile == '>':
self.player = Player(self, col, row, Direction.Right.name)
if tile == '^':
self.player = Player(self, col, row, Direction.Up.name)
if tile == '<':
self.player = Player(self, col, row, Direction.Left.name)
if tile == 'v':
self.player = Player(self, col, row, Direction.Down.name)
def run(self):
# game loop - set self.playing = False to end the game
self.playing = True
while self.playing:
self.events()
self.update()
self.draw()
def quit(self):
pg.quit()
sys.exit()
def update(self):
# update portion of the game loop
self.all_sprites.update()
def draw_grid(self):
for x in range(0, WIDTH, TILESIZE):
pg.draw.line(self.screen, LIGHTGREY, (x, 0), (x, HEIGHT))
for y in range(0, HEIGHT, TILESIZE):
pg.draw.line(self.screen, LIGHTGREY, (0, y), (WIDTH, y))
def draw(self):
self.screen.fill(BGCOLOR)
self.draw_grid()
self.all_sprites.draw(self.screen)
pg.display.flip()
def events(self):
# catch all events here
for event in pg.event.get():
if event.type == pg.QUIT:
self.quit()
if event.type == pg.KEYDOWN:
if event.key == pg.K_ESCAPE:
self.quit()
if event.key == pg.K_LEFT:
self.player.move(dx=0, move='Left')
if event.key == pg.K_RIGHT:
self.player.move(dx=0, move='Right')
if event.key == pg.K_UP:
self.player.move(dy=0, move='Forward')
if event.key == pg.K_F2 and self.wentyl_bezpieczenstwa == 0:
self.player.maze.run()
self.player.parse_maze_moves()
self.i_like_to_move_it()
self.wentyl_bezpieczenstwa = 1
if event.key == pg.K_F3 and self.wentyl_bezpieczenstwa == 0:
player_moves = BFS.run()
self.graph_move(player_moves)
self.wentyl_bezpieczenstwa = 1
if event.key == pg.K_F4 and self.wentyl_bezpieczenstwa == 0:
print("test1")
agent = SweeperAgent()
SweeperAgent.run(agent)
# Test.run()
def graph_move(self, moves):
for i in moves:
if i == 'Right':
self.player.move(dx=0, move='Right')
self.update()
self.draw()
pg.time.delay(250)
if i == 'Left':
self.player.move(dx=0, move='Left')
self.update()
self.draw()
pg.time.delay(250)
if i == 'Forward':
self.player.move(dx=0, move='Forward')
self.update()
self.draw()
pg.time.delay(250)
def i_like_to_move_it(self):
for i in self.player.moves:
if i == 'Right':
self.player.move(dx=1, direction='Right')
self.update()
self.draw()
pg.time.delay(250)
if i == 'Turn Right':
self.player.move(0, 0, direction='Right')
self.update()
self.draw()
pg.time.delay(250)
if i == 'Left':
self.player.move(dx=-1, direction='Left')
self.update()
self.draw()
pg.time.delay(250)
if i == 'Turn Left':
self.player.move(0, 0, direction='Left')
self.update()
self.draw()
pg.time.delay(250)
if i == 'Down':
self.player.move(dy=1, direction='Down')
self.update()
self.draw()
pg.time.delay(250)
if i == 'Turn Down':
self.player.move(0, 0, direction='Down')
self.update()
self.draw()
pg.time.delay(250)
if i == 'Up':
self.player.move(dy=-1, direction='Up')
self.update()
self.draw()
pg.time.delay(250)
if i == 'Turn Up':
self.player.move(0, 0, direction='Up')
self.update()
self.draw()
pg.time.delay(250)
def show_start_screen(self):
pass
def show_go_screen(self):
pass
# create the game object
g = Game()
g.show_start_screen()
#m = Maze()
#m.run()
while True:
g.new()
g.run()
g.show_go_screen()