diversified agents speed on different terrain types; temporarily disabled GameOver screen

This commit is contained in:
JakubR 2021-05-18 20:37:31 +02:00
parent 9918bf64d8
commit 7fe9e0958c
4 changed files with 81 additions and 20 deletions

View File

@ -1,6 +1,6 @@
import project_constants as const
import json
from pygame import transform, Surface, SRCALPHA
from pygame import transform
# Class of our agent, initialization of it
@ -15,7 +15,8 @@ class Agent:
with open(json_path) as json_data:
data = json.load(json_data)
self.row, self.column = data["agents_initial_state"]["position"].split(",")
self.position = [int(self.row), int(self.column)]
self.row, self.column = int(self.row), int(self.column)
self.position = [self.row, self.column]
self.on_screen_coordinates = const.get_tile_coordinates(tuple(self.position))
# self.direction = const.Direction()
self.direction = const.Direction(data["agents_initial_state"]["direction"])
@ -24,8 +25,8 @@ class Agent:
self.rotating_left = False
self.rotating_right = False
def update_and_draw(self, window, delta_time):
self.update(delta_time)
def update_and_draw(self, window, delta_time, minefield):
self.update(delta_time, minefield)
self.draw(window)
def draw(self, window):
@ -37,20 +38,33 @@ class Agent:
window.blit(transform.rotate(const.ASSET_SAPPER, self.rotation_angle), rotating_rect)
def update(self, delta_time):
def update(self, delta_time, minefield):
self.new_action = self.going_forward + self.rotating_left * 2 + self.rotating_right * 4
# counting next agents terrain tile
# heading either up or down
if const.Direction(self.direction).value % 2 == 0 and self.going_forward:
next_row = min(9, self.row + const.Direction(self.direction).value - 1)
next_column = self.column
# heading either left or right
else:
next_row = self.row
next_column = min(9, self.column - const.Direction(self.direction).value + 2)
value_modifier = minefield.matrix[next_row][next_column].cost.value
if self.going_forward:
direction = const.Direction(self.direction).value
x, y = self.on_screen_coordinates
# heading either up or down
if direction % 2 == 0:
self.on_screen_coordinates = (x, y + (direction - 1) * const.V_TILE_SIZE * delta_time)
self.on_screen_coordinates = (x, y + (direction - 1) * const.V_TILE_SIZE * delta_time / value_modifier)
# heading either left or right
else:
self.on_screen_coordinates = (x - (direction - 2) * const.V_TILE_SIZE * delta_time, y)
self.on_screen_coordinates = (x - (direction - 2) * const.V_TILE_SIZE * delta_time / value_modifier, y)
elif self.rotating_right:
self.rotation_angle -= delta_time * 90 % 360
@ -91,15 +105,19 @@ class Agent:
if self.direction == const.Direction.RIGHT:
temp = self.go_right()
self.position[1] = temp[1]
self.column += 1
elif self.direction == const.Direction.LEFT:
temp = self.go_left()
self.position[1] = temp[1]
self.column -= 1
elif self.direction == const.Direction.UP:
temp = self.go_up()
self.position[0] = temp[0]
self.row -= 1
elif self.direction == const.Direction.DOWN:
temp = self.go_down()
self.position[0] = temp[0]
self.row += 1
def go_right(self):

65
main.py
View File

@ -1,6 +1,5 @@
# libraries
import pygame
import time
from pyglet.gl import * # for blocky textures
import random
# other files of this project
@ -13,6 +12,23 @@ import searching_algorithms.a_star as a_star
from display_assets import blit_graphics
from project_constants import HIGHLIGHT, INPUT_ROW, INPUT_COLUMN, RANDOM_BUTTON, OK_BUTTON
from ui.ui_components_list import UiComponentsList
def _get_next_agent_position(action, agent):
# counting next agents terrain tile
# heading either up or down
if const.Direction(agent.direction).value % 2 == 0 and action == const.Action.GO:
next_row = min(9, agent.row + const.Direction(agent.direction).value - 1)
next_column = agent.column
# heading either left or right
else:
next_row = agent.row
next_column = min(9, agent.column - const.Direction(agent.direction).value + 2)
return next_row, next_column
from project_constants import HIGHLIGHT, INPUT_ROW, INPUT_COLUMN, RANDOM_BUTTON, OK_BUTTON
from ui.ui_components_list import UiComponentsList
from ui.text_box import TextBox
from ui.button import Button
@ -28,6 +44,10 @@ def main():
# FPS clock
clock = pygame.time.Clock()
# in-game turn number
turn = 0
last_turn = 0
# create an instance of Minefield, pass necessary data
minefield = mf.Minefield(const.MAP_RANDOM_10x10)
@ -64,13 +84,13 @@ def main():
# graphics (from display_assets)
blit_graphics(minefield)
agent.update_and_draw(const.SCREEN, 0)
agent.update_and_draw(const.SCREEN, 0, minefield)
# drawing gui
ui_components_list.run_all(const.SCREEN, pygame.mouse.get_pos(), events)
# highlighting chosen tile destination (if exists)
if not (INPUT_ROW.empty() or INPUT_COLUMN.empty()):
if not(INPUT_ROW.empty() or INPUT_COLUMN.empty()):
row = min(9, int(INPUT_ROW.get_input()))
column = min(9, int(INPUT_COLUMN.get_input()))
const.SCREEN.blit(HIGHLIGHT, const.get_tile_coordinates((row, column)))
@ -80,7 +100,7 @@ def main():
ui_components_list.switch_selected_objects_with_arrow_keys(events, pygame.mouse.get_pos())
OK_BUTTON.set_flags(is_active=(not (INPUT_ROW.empty() or INPUT_COLUMN.empty())))
OK_BUTTON.set_flags(is_active=(not(INPUT_ROW.empty() or INPUT_COLUMN.empty())))
if OK_BUTTON.is_clicked(pygame.mouse.get_pos(), events) or OK_BUTTON.enter_pressed(events):
in_menu = False
@ -106,8 +126,15 @@ def main():
direction=minefield.agent.direction),
minefield=minefield, tox=row, toy=column)
action = None
# initializing variables
in_game_timer = 0
action = None
action_cost = 1
next_row, next_column = agent.row, agent.column
# =================== #
# ==== GAME LOOP ==== #
# =================== #
# =================== #
# ==== GAME LOOP ==== #
@ -115,6 +142,10 @@ def main():
while running and not in_menu and not is_game_over:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
@ -128,7 +159,7 @@ def main():
blit_graphics(minefield)
const.SCREEN.blit(HIGHLIGHT, const.get_tile_coordinates((row, column)))
agent.update_and_draw(const.SCREEN, action_delta_time)
agent.update_and_draw(const.SCREEN, action_delta_time, minefield)
# drawing ui components so they don't "disappear"
ui_components_list.draw_all(const.SCREEN, pygame.mouse.get_pos())
@ -136,10 +167,16 @@ def main():
# updating graphics
pygame.display.flip()
# make the next move from sequence of actions
if in_game_timer >= const.ACTION_INTERVAL and any(action_sequence):
in_game_timer -= const.ACTION_INTERVAL
# update turn
if in_game_timer >= const.ACTION_INTERVAL:
in_game_timer %= const.ACTION_INTERVAL
turn += 1
minefield.next_turn()
action_cost = 1 if action != const.Action.GO else minefield.matrix[next_row][next_column].cost.value
# make the next move from sequence of actions
if turn - last_turn >= action_cost and any(action_sequence):
last_turn = turn
agent.take_action(action)
@ -147,13 +184,16 @@ def main():
agent.animate(action)
elif in_game_timer >= const.ACTION_INTERVAL:
next_row, next_column = _get_next_agent_position(action, agent)
elif turn - last_turn >= action_cost:
agent.take_action(action)
agent.update_and_draw(const.SCREEN, delta_time)
agent.update_and_draw(const.SCREEN, delta_time, minefield)
agent.reset_actions()
in_menu = True
if not any([x.is_selected for x in ui_components_list.ui_components]):
INPUT_ROW.set_is_selected(True)
@ -168,6 +208,9 @@ def main():
if y.mine.timer == 0:
is_game_over = True
# temporarily disabling game over screen
is_game_over = False
while running and is_game_over:
clock.tick(const.V_FPS)
const.SCREEN.fill((255, 255, 255))

View File

@ -43,7 +43,7 @@ class Minefield:
mine = self.matrix[row][column].mine
if mine is not None and isinstance(mine, TimeMine):
mine.timer = max(0, mine.starting_time - self.turn)
mine.timer = max(0, mine.starting_time - int(self.turn / 4))
# ================ #
# === MOVEMENT === #

View File

@ -22,7 +22,7 @@ V_NAME_OF_WINDOW = "MineFusion TM"
DIR_ASSETS = os.path.join("resources", "assets")
V_FPS = 60
ACTION_INTERVAL = 0.6 # interval between two actions in seconds
ACTION_INTERVAL = 0.3 # interval between two actions in seconds
V_TILE_SIZE = 60
V_GRID_VER_TILES = 10 # vertical (number of rows)