Gabriela Piekarska
1de4b34d8e
dodana lista obiektów w maine ('black_list'), która jest potrzebna w nastepniku
257 lines
8.3 KiB
Plaintext
257 lines
8.3 KiB
Plaintext
import sys
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from queue import PriorityQueue
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import pygame
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screen = []
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objectArray = []
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collisionsMap = []
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class Position:
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def __init__(self, x, y):
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self.x = x
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self.y = y
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def get_moved(self, delta_x, delta_y):
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return Position(self.x + delta_x, self.y + delta_y)
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class Object:
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def __init__(self, name, pos):
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self.name = name
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self.pos = pos
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def draw(self, square):
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leftTopX, leftTopY = 50 + self.pos.x * square, 10 + self.pos.y * square
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pygame.draw.rect(screen, (0, 0, 0), (leftTopX, leftTopY, square, square))
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def detect_collision(newPos):
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return collisionsMap[newPos.x][newPos.y]
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def position_in_grid(pos, gridLength):
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return 0 <= pos.x < gridLength and 0 <= pos.y < gridLength
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def movement_allowed(newPos, gridLength):
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return position_in_grid(newPos, gridLength) and not detect_collision(newPos)
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class Agent(Object):
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def __init__(self, name, pos):
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super().__init__(name, pos)
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def draw(self, square):
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## RYSUJEMY AGENTA
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circleX = 52 + self.pos.x * square
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circleY = 12 + self.pos.y * square
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truck = pygame.image.load("car.png").convert_alpha() # tu ścieżka do zdjęcia w tle
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truck = pygame.transform.scale(truck, (square, square))
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screen.blit(truck, (circleX, circleY))
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def move(self, event, gridLength):
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if event.key == pygame.K_LEFT:
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newPos = self.pos.get_moved(-1, 0)
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self.move_if_possible(newPos, gridLength)
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if event.key == pygame.K_RIGHT:
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newPos = self.pos.get_moved(1, 0)
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self.move_if_possible(newPos, gridLength)
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if event.key == pygame.K_UP:
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newPos = self.pos.get_moved(0, -1)
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self.move_if_possible(newPos, gridLength)
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if event.key == pygame.K_DOWN:
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newPos = self.pos.get_moved(0, 1)
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self.move_if_possible(newPos, gridLength)
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def move_if_possible(self, newPos, gridLength):
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if movement_allowed(newPos, gridLength):
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self.pos = newPos
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class House(Object):
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def __init__(self, name, pos):
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super().__init__(name, pos)
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self.trash_cans = {
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"paper": False,
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"glass": False,
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"plastic": False,
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"bio": False
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}
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def draw(self, square):
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x = 52 + self.pos.x * square
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y = 12 + self.pos.y * square
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house = pygame.image.load("house.png").convert_alpha() # tu ścieżka do zdjęcia w tle
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house = pygame.transform.scale(house, (square, square))
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screen.blit(house, (x, y))
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class Junkyard(Object):
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def __init__(self, name, pos):
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super().__init__(name, pos)
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self.heaps = {
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"paper": True,
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"glass": True,
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"plastic": True,
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"bio": True
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}
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def draw(self, square):
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x = 52 + self.pos.x * square
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y = 12 + self.pos.y * square
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junkyard = pygame.image.load("junkyard.png").convert_alpha() # tu ścieżka do zdjęcia w tle
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junkyard = pygame.transform.scale(junkyard, (square, square))
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screen.blit(junkyard, (x, y))
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class Hole(Object):
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def __init__(self, name, pos):
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super().__init__(name, pos)
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def draw(self, square):
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x = 52 + self.pos.x * square
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y = 12 + self.pos.y * square
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hole = pygame.image.load("hole.png").convert_alpha() # tu ścieżka do zdjęcia w tle
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hole = pygame.transform.scale(hole, (square, square))
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screen.blit(hole, (x, y))
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def draw(square_num, objectArr):
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# następne dwie linijki do odkomentowania, jak będzie wgrane zdjęcie do tła
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# background = pygame.image.load("ścieżka do pliku").convert() #tu ścieżka do zdjęcia w tle
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# screen.blit(background, (0, 0))
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grid_color = (0, 0, 0) # kolor czarny
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grid_size = 510 # rozmiar kraty
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square = grid_size // square_num # rozmiar pojedyńczego kwadracika
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a = 50
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b = 10 # odległości kraty od krawędzi okna
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for o in objectArr:
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o.draw(square)
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for i in range(square_num):
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pygame.draw.line(screen, grid_color, (a + i * square, b), (a + i * square, b + grid_size), 2)
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pygame.draw.line(screen, grid_color, (a, b + i * square), (a + grid_size, b + i * square), 2)
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pygame.draw.line(screen, grid_color, (a, b + grid_size), (a + grid_size,
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b + grid_size), 2)
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pygame.draw.line(screen, grid_color, (a + grid_size, b),
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(a + grid_size, b + grid_size), 2)
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def kb_listen(objectArray, gridLength):
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agent = objectArray[0]
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for event in pygame.event.get():
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if event.type == pygame.KEYDOWN:
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agent.move(event, gridLength)
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if event.type == pygame.QUIT:
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sys.exit()
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#moje
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def manhattan(node1, node2):
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x1, y1 = node1.state[0], node1.state[1]
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x2, y2 = node2.state[0], node2.state[1]
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distance = abs(x1 - x2) + abs(y1 - y2)
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return distance
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class Node: #prawie jak Field w bfs
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def __init__(self, state, parent, action):
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self.state = state #position - (x, y, direction)
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self.parent = parent
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self.action = action
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def succ1(state):
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successors = []#-90 obrót w lewo, +90 obrót w prawo
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print(state[0])#operujemy na 0, 90, 180, 270
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print(state[1])
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right = state[2] + 90
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successors.append((("turn", "right"), (state[0], state[1], right)))
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left = state[2] - 90
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successors.append((("turn", "left"), (state[0], state[1], left)))
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if state[2] == 360:
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state[2] = 0
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if state[2] == -90:
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state[2] = 270
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if (state[0], state[1]) not in black_list:#działa
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if state[2] == 0 and state[0] < 14:
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new_x = state[0]+1
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successors.append((("move forward"), (new_x, state[1], state[2])))
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elif state[2] == 90 and state[1] > 0:
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new_y = state[1]-1
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successors.append((("move forward"), (state[0], new_y, state[2])))
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elif state[2] == 180 and state[0] > 0:
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new_x = state[0]-1
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successors.append((("move forward"), (new_x, state[1], state[2])))
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elif state[2] == 270 and state[1] < 14:
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new_y = state[1]+1
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successors.append((("move forward"), (state[0], new_y, state[2])))
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return successors
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def algorithm():
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opened = PriorityQueue()#może być też lista
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closed = []#już odwiedzone, odrzucone wierzchołki
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first_state = (0, 0, "Right")#x, y, kierunek
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final_state = (14, 14, "Right")
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starting_point = Node(first_state, False, False)
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ending_point = Node(final_state, False, False)
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pos1 = (starting_point.state[0], starting_point.state[1])
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pos2 = (ending_point.state[0], ending_point.state[1])
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opened.put((1, starting_point))
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a = final_state[0]
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b = final_state[1]
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#hole = Hole("astar", Position(a, b))#narysowana dziura w miejscu mety(celu), by sprawdzić, czy działa
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#objectArray.append(hole)
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if __name__ == '__main__':
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pygame.init() # inicjalizacja modułów, na razie niepotrzebna
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gridSize = 15
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astar()
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# Tworzymy nowego playera, czy tam agenta
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agent = Agent("smieciarka", Position(0, 0))
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junkyard = Junkyard("wysypisko", Position(10, 10))
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houses = [House(f'dom-{i}', pos) for i, pos in enumerate([Position(x, y) for x, y in [
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(7, 4), (3, 10), (8, 10), (4, 5), (1, 2), (10, 4), (13, 14), (6, 9)
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]])]
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holes = [Hole(f'dziura-{i}', pos) for i, pos in enumerate([Position(x, y) for x, y in [
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(4, 9), (5, 11), (11, 7), (13, 8)
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]])]
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objectArray.append(agent)
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objectArray.append(junkyard)
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objectArray += houses
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objectArray += holes
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collisionsMap = [[False] * gridSize for _ in range(gridSize)]
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for object in objectArray[1:]:
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collisionsMap[object.pos.x][object.pos.y] = True
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black_list = [(10, 10), (7, 4), (3, 10), (8, 10), (4, 5), (1, 2), (10, 4), (13, 14), (6, 9), (4, 9), (5, 11), (11, 7), (13, 8)]
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#lista obiektów potrzebna do succ1 - na te pole śmieciarka nie wchodzi, więc nie ma ich brać pod uwagę
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width = 610
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height = 530
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screen = pygame.display.set_mode((width, height)) # ustalanie rozmiarów okna
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while 1:
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c = (255, 255, 255) # tymczasowy kolor tła - do usunięcia, jak już będzie zdjęcie
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screen.fill(c)
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draw(gridSize, objectArray)
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kb_listen(objectArray, gridSize)
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pygame.display.update() # by krata pojawiła się w okienku - update powierzc |