fixed agent rotation
This commit is contained in:
parent
3b2342a6b4
commit
5b2a499631
42
main.py
42
main.py
@ -21,11 +21,15 @@ FIELDWIDTH = 50
|
||||
BASE_IMG = pygame.image.load("Tiles/Base.jpg")
|
||||
BASE = pygame.transform.scale(BASE_IMG, (50, 50))
|
||||
|
||||
def draw_window(agent, fields, flip):
|
||||
def draw_window(agent, fields, flip, turn):
|
||||
if flip:
|
||||
direction = pygame.transform.flip(AGENT, True, False)
|
||||
if turn:
|
||||
direction = pygame.transform.rotate(AGENT, -90)
|
||||
else:
|
||||
direction = pygame.transform.flip(AGENT, False, False)
|
||||
if turn:
|
||||
direction = pygame.transform.rotate(AGENT, 90)
|
||||
for i in range(16):
|
||||
for j in range(16):
|
||||
window.blit(fields[i][j], (i * 50, j * 50))
|
||||
@ -45,36 +49,54 @@ def main():
|
||||
for event in pygame.event.get():
|
||||
if event.type == pygame.QUIT:
|
||||
run = False
|
||||
draw_window(agent, fields, False) # false = kierunek east (domyslny), true = west
|
||||
draw_window(agent, fields, False, False) # false = kierunek east (domyslny), true = west
|
||||
x, y = agent.next_destination()
|
||||
if x == agent.rect.x and y == agent.rect.y:
|
||||
print('out of jobs')
|
||||
break
|
||||
if low_space == 1:
|
||||
x, y = 0, 0
|
||||
steps = astar(State(None, None, agent.rect.x, agent.rect.y, agent.orientation, priority_array[agent.rect.x//50][agent.rect.y//50], heuristicfn(agent.rect.x, agent.rect.y, x, y)), x, y, priority_array)
|
||||
steps = astar(State(None, None, agent.rect.x, agent.rect.y, agent.orientation,
|
||||
priority_array[agent.rect.x//50][agent.rect.y//50],
|
||||
heuristicfn(agent.rect.x, agent.rect.y, x, y)), x, y, priority_array)
|
||||
for interm in steps:
|
||||
if interm.action == 'LEFT':
|
||||
agent.turn_left()
|
||||
draw_window(agent, fields, True)
|
||||
if agent.orientation == 0:
|
||||
draw_window(agent, fields, False, False)
|
||||
elif agent.orientation == 2:
|
||||
draw_window(agent, fields, True, False)
|
||||
elif agent.orientation == 1:
|
||||
draw_window(agent, fields, True, True)
|
||||
else:
|
||||
draw_window(agent, fields, False, True)
|
||||
elif interm.action == 'RIGHT':
|
||||
agent.turn_right()
|
||||
draw_window(agent, fields, False)
|
||||
if agent.orientation == 0:
|
||||
draw_window(agent, fields, False, False)
|
||||
elif agent.orientation == 2:
|
||||
draw_window(agent, fields, True, False)
|
||||
elif agent.orientation == 1:
|
||||
draw_window(agent, fields, True, True)
|
||||
else:
|
||||
draw_window(agent, fields, False, True)
|
||||
elif interm.action == 'FORWARD':
|
||||
agent.forward()
|
||||
if agent.orientation == 0:
|
||||
draw_window(agent, fields, False)
|
||||
draw_window(agent, fields, False, False)
|
||||
elif agent.orientation == 2:
|
||||
draw_window(agent, fields, True)
|
||||
draw_window(agent, fields, True, False)
|
||||
elif agent.orientation == 1:
|
||||
draw_window(agent, fields, True, True)
|
||||
else:
|
||||
draw_window(agent, fields, False)
|
||||
draw_window(agent, fields, False, True)
|
||||
time.sleep(0.3)
|
||||
if (agent.rect.x // 50 != 0) or (agent.rect.y // 50 != 0):
|
||||
garbage_type = loadmodel.classify(imgpath_array[agent.rect.x // 50][agent.rect.y // 50])
|
||||
low_space = agent.collect(garbage_type)
|
||||
low_space = agent.collect(garbage_type)
|
||||
|
||||
fields[agent.rect.x//50][agent.rect.y//50] = BASE
|
||||
priority_array[agent.rect.x//50][agent.rect.y//50] = 1
|
||||
priority_array[agent.rect.x//50][agent.rect.y//50] = 100
|
||||
time.sleep(0.5)
|
||||
|
||||
pygame.quit()
|
||||
|
Loading…
Reference in New Issue
Block a user