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