Poprawiony kod

This commit is contained in:
Marcin Kwapisz 2020-05-03 16:59:29 +02:00
parent d303160f10
commit 9c75b5078d
8 changed files with 349 additions and 322 deletions

1
.gitignore vendored Normal file
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/cursed_files/

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import random
import numpy
import os
import pygame
############Dane początkowe#############
#Szerokość i wysokość okna gry
ILE_RUCHOW = 0
SZER = 850
WYS = 1000
#Kolor okna
COL = (0,255,0)
#Nasze pole
POLE_SZER = 700
POLE_WYS = 700
POLE_COL = (128,128,0)
POLE_POZ = (75, 75)
TRAKTOR_POZ = [POLE_POZ[1], POLE_POZ[0]]
text_rect = [POLE_POZ[0], POLE_WYS + POLE_POZ[1] + 100]
#Nazwa okna
WINDOW_NAME = "SI Projekt"
POLE_STAN = numpy.random.randint(0,9,(10,10))
print("Reprezentacja pola jako macierz:")
print("###################")
for i in POLE_STAN:
for j in i:
print(j, end=" ")
print("")
print("###################")
images_names = ['gleba_pix.png','gleba_chwasty_pix.png','sadzonka_suchi_pix.png','sadzonka_chwasty_pix.png','gleba_mokra_pix.png','gleba_mokra_chwasty.png','sadzonka_mokra_pix.png','sadzonka_mokra_chwasty_pix.png','gotowy_burak_pix.png']
images = []
for i in images_names:
images.append(pygame.image.load('images/'+i))
def mat_val(traktor_poz,value):
POLE_STAN[traktor_poz[0],traktor_poz[1]]+=value
class img:
traktor = ["traktor_d.png","traktor_l.png","traktor_u.png","traktor_r.png"]
turn = 0
def traktor_get(self):
return self.traktor[self.turn]
def traktor_turn(self, turn):
self.turn = turn
traktor = img()
class activities:
modes = ["Nawadnianie", "Odchwaszczanie", "Sadzenie", "Zbiory"]
mode = 0
def activity_val(self,value):
self.mode = value
print("Tryb: "+ str(self.modes[self.mode]))
def activity_get_value(self):
return self.mode
activity = activities()

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field.py Normal file
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import numpy
import random
class field():
def __init__(self):
self.field_matrix = numpy.random.randint(0, 9, (10, 10))
print("Reprezentacja pola jako macierz:")
print("###################")
for i in self.field_matrix:
for j in i:
print(j, end=" ")
print("")
print("###################")
def get_matrix(self):
return self.field_matrix
def change_value(self, position, value):
self.field_matrix[position[1],position[0]] += value
def get_value(self,position):
return self.field_matrix[position[1],position[0]]

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import pygame
import sys, time
from pygame.locals import *
import config
from queue import PriorityQueue
def quit():
print("Zamykanie...")
pygame.quit()
sys.exit()
def pressed(key, traktor_poz):
if key[K_d]:
return(move_right())
if key[K_s]:
return(move_down())
if key[K_a]:
return(move_left())
if key[K_w]:
return(move_up())
if key[K_SPACE]:
work(traktor_poz)
if key[K_1]:
config.activity.activity_val(0)
if key[K_2]:
config.activity.activity_val(1)
if key[K_3]:
config.activity.activity_val(2)
if key[K_4]:
config.activity.activity_val(3)
if key[K_p]:
pathfinding()
def move_left():
if config.TRAKTOR_POZ[0]==config.POLE_POZ[1]:
pass
else:
config.TRAKTOR_POZ[0]-=70
print("Ruch w lewo")
config.traktor.traktor_turn(1)
return 1
def move_up():
if config.TRAKTOR_POZ[1]==config.POLE_POZ[0]:
pass
else:
config.TRAKTOR_POZ[1]-=70
print("Ruch w górę")
config.traktor.traktor_turn(2)
return 1
def move_right():
if config.TRAKTOR_POZ[0]==705:
pass
else:
config.TRAKTOR_POZ[0]+=70
config.traktor.traktor_turn(3)
print("Ruch w prawo")
return 1
def move_down():
if config.TRAKTOR_POZ[1]==705:
pass
else:
config.TRAKTOR_POZ[1]+=70
config.traktor.traktor_turn(0)
print("Ruch w dół")
return 1
def work(traktor_poz):
if config.activity.activity_get_value()==0:
water(traktor_poz)
print("Podlanie pola")
if config.activity.activity_get_value()==1:
weeds(traktor_poz)
print("Odchwaszczenie pola")
if config.activity.activity_get_value()==2:
plant(traktor_poz)
print("Zasadzenie pola")
if config.activity.activity_get_value()==3:
harvest(traktor_poz)
print("Zbiory z pola")
def water(position):
if config.POLE_STAN[position[0],position[1]] in [0,1,2,3]:
config.mat_val([position[0],position[1]],4)
def weeds(position):
if config.POLE_STAN[position[0], position[1]] in [1,3,5,7]:
config.mat_val([position[0], position[1]], -1)
def plant(position):
if config.POLE_STAN[position[0], position[1]] in [0,1,4,5]:
config.mat_val([position[0], position[1]], 2)
def harvest(position):
if config.POLE_STAN[position[0], position[1]] == 8:
config.mat_val([position[0], position[1]], -8)
def heuristic(a, b):
(x1, y1) = a
(x2, y2) = b
return abs(x1 - x2) + abs(y1 - y2)
def pathfinding():
activity = config.activity.activity_get_value()
avaiable_value = []
if activity == 0:
avaiable_value = [0,1,2,3]
elif activity == 1:
avaiable_value = [1,3,5,7]
elif activity == 2:
avaiable_value = [0,1,4,5]
elif activity == 3:
avaiable_value = [8]
start_position = [int(((config.TRAKTOR_POZ[1]-5)/70)-1), int(((config.TRAKTOR_POZ[0]-5)/70)-1)]
end_point = search(start_position,avaiable_value)
if start_position == end_point:
work([int(((config.TRAKTOR_POZ[1]-5)/70)-1), int(((config.TRAKTOR_POZ[0]-5)/70)-1)])
else:
route = a_star(start_position,end_point)
for i in route[::-1]:
poz = [int(((config.TRAKTOR_POZ[1]-5)/70)-1), int(((config.TRAKTOR_POZ[0]-5)/70)-1)]
if i[0]> poz[0]:
move_down()
elif i[0]< poz[0]:
move_up()
elif i[1]> poz[1]:
move_right()
elif i[1]< poz[1]:
move_left()
pygame.display.update()
time.sleep(0.2)
work([int(((config.TRAKTOR_POZ[1]-5)/70)-1), int(((config.TRAKTOR_POZ[0]-5)/70)-1)])
def a_star(start, end):
a_queue = PriorityQueue()
a_queue.put(start,0)
cost = {tuple(start): 0}
path_from = {tuple(start): None}
finall_path = [tuple(end)]
found = 0
while not a_queue.empty():
current = tuple(a_queue.get())
if current == tuple(end):
break
for next in points(current):
new_cost = cost[tuple(current)] + int(config.POLE_STAN[next[0],next[1]])
if tuple(next) not in cost or new_cost < cost[tuple(next)]:
cost[tuple(next)] = new_cost
priority = new_cost + heuristic(end, next)
a_queue.put(next,priority)
path_from[tuple(next)] = current
if next == end:
found = 1
break
if found:
break
pth = path_from[tuple(end)]
while not pth==tuple(start):
finall_path.append(pth)
pth = path_from[pth]
return finall_path
def search(start,value):
visited = [start]
while visited:
if config.POLE_STAN[visited[0][0],visited[0][1]] in value:
print("Znaleziono pole: "+str(visited[0]))
return visited[0]
else:
for i in points(visited[0]):
visited.append(i)
del visited[0]
def points(point):
points = []
for i in [[point[0],point[1]-1],[point[0]-1,point[1]],[point[0],point[1]+1],[point[0]+1,point[1]]]:
if i[0] in [-1,10] or i[1] in [-1,10]:
pass
else:
points.append(i)
return points

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main.py
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from typing import List
import pygame
import sys
import pygame, sys
import tractor,pathfinding,field,ui
from pygame.locals import *
import functions
import os
from config import *
pole = field.field()
path = pathfinding.pathfinding()
traktor = tractor.tractor(pole)
UI = ui.game_ui(traktor,pole)
pygame.init()
#Załadowanie zdjęć
#Pole tekstowe
ILE_RUCHOW = 0
#Init pola gry
okno = pygame.display.set_mode((SZER, WYS), 0, 32)
#Tytuł okna
pygame.display.set_caption(WINDOW_NAME)
#Tworzenie powierzchni pola
pole_surf = pygame.Surface([POLE_SZER,POLE_WYS])
pole_surf.fill(POLE_COL)
pole_surf_rect = pole_surf.get_rect()
pole_surf_rect.x = POLE_POZ[0]
pole_surf_rect.y = POLE_POZ[1]
pole1_surf = pygame.Surface([POLE_SZER+150,POLE_WYS+150])
pole1_surf.fill((0,0,0))
pole1_surf_rect = pole_surf.get_rect()
pole1_surf_rect.x = POLE_POZ[0] - 75
pole1_surf_rect.y = POLE_POZ[1] - 75
#Tworzenie pól pola(w sensie właściwe pola do obróbki)
#Zezwalamy na przechwytywanie klawiszy
pygame.event.pump()
##########################################
#główna pętla
UI.update()
UI.update()
while True:
for event in pygame.event.get():
#zamknięcie okna
# print(event)
if event.type == QUIT:
quit()
print("Zamykanie...")
pygame.quit()
sys.exit()
elif event.type == KEYDOWN:
TRAKTOR_POZ_POLA = [int(((TRAKTOR_POZ[1]-5)/70)-1), int(((TRAKTOR_POZ[0]-5)/70)-1)]
if functions.pressed(pygame.key.get_pressed(),TRAKTOR_POZ_POLA) == 1:
ILE_RUCHOW+=1
key = pygame.key.get_pressed()
if key[K_d]:
traktor.move_right()
if key[K_s]:
traktor.move_down()
if key[K_a]:
traktor.move_left()
if key[K_w]:
traktor.move_up()
if key[K_SPACE]:
traktor.work()
if key[K_1]:
traktor.set_mode(0)
if key[K_2]:
traktor.set_mode(1)
if key[K_3]:
traktor.set_mode(2)
if key[K_4]:
traktor.set_mode(3)
if key[K_p]:
path.pathfinding(traktor,pole,UI)
if key[K_F10]:
print(traktor.get_poz())
if key[K_F11]:
print(traktor.get_field_value())
UI.update()
UI.update()
#kolor okna
okno.fill(COL)
#wstawienie pola
okno.blit(pole1_surf,pole1_surf_rect)
okno.blit(pole_surf,pole_surf_rect)
text_value = "Ile ruchów: " + str(ILE_RUCHOW) + " Tryb: " + activity.modes[activity.activity_get_value()]
font = pygame.font.Font('freesansbold.ttf', 24)
text = font.render(text_value, True, (0, 0, 0), COL)
okno.blit(text, text_rect)
for i in range(0,700,70):
for j in range(0,700,70):
pole_surf.blit(images[POLE_STAN[int(i/70),int(j/70)]],(j,i))
traktor_img = pygame.image.load('images/'+traktor.traktor_get())
okno.blit(traktor_img, TRAKTOR_POZ)
#aktualizacja okna i wyświetlenie
pygame.display.update()

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pathfinding.py Normal file
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from queue import PriorityQueue
import time
class pathfinding():
def __init__(self):
pass
def heuristic(self,a, b):
(x1, y1) = a
(x2, y2) = b
return abs(x1 - x2) + abs(y1 - y2)
def points(self, point):
self.point = []
for i in [[point[0],point[1]-1],[point[0]-1,point[1]],[point[0],point[1]+1],[point[0]+1,point[1]]]:
if i[0] in [-1,10] or i[1] in [-1,10]:
pass
else:
self.point.append(i)
return self.point
def pathfinding(self,traktor,field,ui):
self.ui = ui
self.traktor = traktor
self.activity = self.traktor.get_mode()
self.start_position = self.traktor.get_poz()
self.field = field
if self.activity == 0:
self.avaiable_value = [0,1,2,3]
elif self.activity == 1:
self.avaiable_value = [1,3,5,7]
elif self.activity == 2:
self.avaiable_value = [0,1,4,5]
elif self.activity == 3:
self.avaiable_value = [8]
self.end_point = self.search(self.start_position,self.avaiable_value)
if self.end_point == None:
print("Brak pola")
elif self.start_position == self.end_point:
self.traktor.work()
else:
self.route = self.a_star(self.start_position,self.end_point)
for i in self.route[::-1]:
self.poz = self.traktor.get_poz()
if i[1]> self.poz[1]:
self.traktor.move_down()
elif i[1]< self.poz[1]:
self.traktor.move_up()
elif i[0]> self.poz[0]:
self.traktor.move_right()
elif i[0]< self.poz[0]:
self.traktor.move_left()
self.ui.update()
time.sleep(0.1)
self.traktor.work()
def a_star(self,start, end):
self.a_queue = PriorityQueue()
self.a_queue.put(start,0)
self.cost = {tuple(start): 0}
self.path_from = {tuple(start): None}
self.finall_path = [tuple(end)]
self.found = 0
while not self.a_queue.empty():
self.current = tuple(self.a_queue.get())
if self.current == tuple(end):
break
for self.next in self.points(self.current):
self.new_cost = self.cost[tuple(self.current)] + self.field.get_value(self.next)
if tuple(self.next) not in self.cost or self.new_cost < self.cost[tuple(self.next)]:
self.cost[tuple(self.next)] = self.new_cost
self.priority = self.new_cost + self.heuristic(end, self.next)
self.a_queue.put(self.next,self.priority)
self.path_from[tuple(self.next)] = self.current
if self.next == end:
self.found = 1
break
if self.found:
break
self.pth = self.path_from[tuple(end)]
while not self.pth==tuple(start):
self.finall_path.append(self.pth)
self.pth = self.path_from[self.pth]
return self.finall_path
def search(self,start,value):
self.checked = []
self.visited = [start]
while self.visited:
if self.field.get_value(self.visited[0]) in value:
print("Znaleziono pole: "+str(self.visited[0]))
return self.visited[0]
else:
self.p = self.points(self.visited[0])
for i in self.p:
if i not in self.checked:
self.visited.append(i)
self.checked.append(self.visited[0])
del self.visited[0]

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tractor.py Normal file
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from pygame.locals import *
import pygame
class tractor():
def __init__(self,field):
self.field = field
self.moves = 0
self.turn = 0
self.modes = ["Nawadnianie", "Odchwaszczanie", "Sadzenie", "Zbiory"]
self.mode_value = 0
self.poz = [0,0]
self.poz_on_screen = [75,75]
def get_field_value(self):
return self.field.get_value(self.poz)
def get_moves(self):
return self.moves
def moves_up(self):
self.moves += 1
def set_mode(self,value):
self.mode_value = value
print("Tryb: " + str(self.modes[self.mode_value]))
def get_mode(self):
return self.mode_value
def get_mode_name(self):
return self.modes[self.mode_value]
def get_turn(self):
return self.turn
def set_turn(self, turn):
self.turn = turn
def get_poz(self):
return self.poz
def get_poz_on_screen(self):
return self.poz_on_screen
def set_poz(self,poz):
self.poz = [self.poz[0]+poz[0],self.poz[1]+poz[1]]
def set_poz_on_screen(self,poz):
self.poz_on_screen = [self.poz_on_screen[0]+poz[0],self.poz_on_screen[1]+poz[1]]
def move_left(self):
if self.poz[0] == 0:
pass
else:
self.set_poz([-1,0])
self.set_poz_on_screen([-70,0])
print("Ruch w lewo")
self.set_turn(1)
self.moves_up()
def move_up(self):
if self.poz[1] == 0:
pass
else:
self.set_poz([0, -1])
self.set_poz_on_screen([0, -70])
print("Ruch w górę")
self.set_turn(2)
self.moves_up()
def move_right(self):
if self.poz[0] == 9:
pass
else:
self.set_poz([1, 0])
self.set_poz_on_screen([70, 0])
self.set_turn(3)
print("Ruch w prawo")
self.moves_up()
def move_down(self):
if self.poz[1] == 9:
pass
else:
self.set_poz([0, 1])
self.set_poz_on_screen([0, 70])
self.set_turn(0)
print("Ruch w dół")
self.moves_up()
def work(self):
if self.get_mode() == 0:
self.water()
print("Podlanie pola")
if self.get_mode() == 1:
self.weeds()
print("Odchwaszczenie pola")
if self.get_mode() == 2:
self.plant()
print("Zasadzenie pola")
if self.get_mode() == 3:
self.harvest()
print("Zbiory z pola")
def water(self):
if self.field.get_value(self.poz) in [0, 1, 2, 3]:
self.field.change_value(self.poz,4)
def weeds(self):
if self.field.get_value(self.poz) in [1, 3, 5, 7]:
self.field.change_value(self.poz,-1)
def plant(self):
if self.field.get_value(self.poz) in [0, 1, 4, 5]:
self.field.change_value(self.poz,2)
def harvest(self):
if self.field.get_value(self.poz) == 8:
self.field.change_value(self.poz,-8)

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ui.py Normal file
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import pygame
class game_ui():
def __init__(self,traktor,field):
self.traktor = traktor
self.field = field
self.window_name = "SI_Projekt"
self.szer = 850
self.wys = 1000
self.col =(0,255,0)
self.POLE_SZER = 700
self.POLE_WYS = 700
self.POLE_COL = (128, 128, 0)
self.POLE_POZ = (75, 75)
self.text_rect = [self.POLE_POZ[0], self.POLE_WYS + self.POLE_POZ[1] + 100]
# Init pola gry
self.okno = pygame.display.set_mode((self.szer, self.wys), 0, 32)
# Tytuł okna
pygame.display.set_caption(self.window_name)
# Tworzenie powierzchni pola
self.pole_surf = pygame.Surface([self.POLE_SZER, self.POLE_WYS])
self.pole_surf.fill(self.POLE_COL)
self.pole_surf_rect = self.pole_surf.get_rect()
self.pole_surf_rect.x = self.POLE_POZ[0]
self.pole_surf_rect.y = self.POLE_POZ[1]
self.pole1_surf = pygame.Surface([self.POLE_SZER + 150, self.POLE_WYS + 150])
self.pole1_surf.fill((0, 0, 0))
self.pole1_surf_rect = self.pole_surf.get_rect()
self.pole1_surf_rect.x = self.POLE_POZ[0] - 75
self.pole1_surf_rect.y = self.POLE_POZ[1] - 75
self.traktor_img = ["traktor_d.png", "traktor_l.png", "traktor_u.png", "traktor_r.png"]
self.field_images = []
for i in ['gleba_pix.png','gleba_chwasty_pix.png','sadzonka_suchi_pix.png','sadzonka_chwasty_pix.png','gleba_mokra_pix.png','gleba_mokra_chwasty.png','sadzonka_mokra_pix.png','sadzonka_mokra_chwasty_pix.png','gotowy_burak_pix.png']:
self.field_images.append(pygame.image.load('images/'+i))
# Zezwalamy na przechwytywanie klawiszy
pygame.event.pump()
def update(self):
# kolor okna
self.okno.fill(self.col)
# wstawienie pola
self.okno.blit(self.pole1_surf, self.pole1_surf_rect)
self.okno.blit(self.pole_surf, self.pole_surf_rect)
self.text_value = "Ile ruchów: " + str(self.traktor.get_moves()) + " Tryb: " + self.traktor.get_mode_name()
self.font = pygame.font.Font('freesansbold.ttf', 24)
self.text = self.font.render(self.text_value, True, (0, 0, 0), self.col)
self.okno.blit(self.text, self.text_rect)
for i in range(0, 10):
for j in range(0, 10):
self.pole_surf.blit(self.field_images[self.field.get_value([i,j])], (i*70, j*70))
self.traktor_actual_img = pygame.image.load('images/' + self.traktor_img[self.traktor.get_turn()])
self.okno.blit(self.traktor_actual_img,self.traktor.get_poz_on_screen())
# aktualizacja okna i wyświetlenie
pygame.display.update()