import pygame import random from bfs import bfs from state import State import time from garbage_truck import GarbageTruck pygame.init() WIDTH, HEIGHT = 800, 800 window = pygame.display.set_mode((WIDTH, HEIGHT)) pygame.display.set_caption("Intelligent Garbage Collector") AGENT_IMG = pygame.image.load("garbage-truck-nbg.png") AGENT = pygame.transform.scale(AGENT_IMG, (50, 50)) DIRT_IMG = pygame.image.load("dirt.jpg") DIRT = pygame.transform.scale(DIRT_IMG, (50, 50)) GRASS_IMG = pygame.image.load("grass.png") GRASS = pygame.transform.scale(GRASS_IMG, (50, 50)) SAND_IMG = pygame.image.load("sand.jpeg") SAND = pygame.transform.scale(SAND_IMG, (50, 50)) COBBLE_IMG = pygame.image.load("cobble.jpeg") COBBLE = pygame.transform.scale(COBBLE_IMG, (50, 50)) FPS = 10 FIELDCOUNT = 16 FIELDWIDTH = 50 class Agent: def __init__(self, rect, direction): self.rect = rect self.direction = direction def randomize_map(): # tworzenie mapy z losowymi polami field_array_1 = [] field_array_2 = [] field_priority = [] for i in range(16): temp_priority = [] for j in range(16): if i in (0, 1) and j in (0, 1): field_array_2.append(GRASS) temp_priority.append(1) else: prob = random.uniform(0, 100) if 0 <= prob <= 10: field_array_2.append(COBBLE) temp_priority.append(3) if 10 < prob <= 20: field_array_2.append(SAND) temp_priority.append(2) else: field_array_2.append(GRASS) temp_priority.append(1) field_array_1.append(field_array_2) field_array_2 = [] field_priority.append(temp_priority) return field_array_1, field_priority def draw_window(agent, fields): for i in range(16): for j in range(16): window.blit(fields[i][j], (i * 50, j * 50)) window.blit(AGENT, (agent.rect.x, agent.rect.y)) # wyswietlanie agenta pygame.display.update() def main(): clock = pygame.time.Clock() run = True agent = GarbageTruck(0, 0, pygame.Rect(0, 0, 50, 50), 0) # tworzenie pola dla agenta fields, priority_array = randomize_map() print(priority_array) print(priority_array[4][8]) while run: clock.tick(FPS) for event in pygame.event.get(): if event.type == pygame.QUIT: run = False # keys_pressed = pygame.key.get_pressed() draw_window(agent, fields) steps = bfs(State(None, None, 0, 0, 'E'), 100, 50, fields) for interm in steps: if interm.action == 'LEFT': agent.turn_left() elif interm.action == 'RIGHT': agent.turn_right() elif interm.action == 'FORWARD': agent.forward() draw_window(agent, fields) time.sleep(0.5) while True: pass pygame.quit() if __name__ == "__main__": main()