Merge pull request 'integrate_a_star_and_movement' (#22) from integrate_a_star_and_movement into master
Reviewed-on: #22
This commit is contained in:
commit
0f090f9a85
@ -1,46 +1,44 @@
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from game_objects.player import Player
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import pygame as pg
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import math
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from settings import *
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vec = pg.math.Vector2
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class aiPlayer():
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def __init__(self, player, game):
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self.player = player
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self.player : Player = player
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self.game = game
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self.angle = 0
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def rotateAiPlayer(self, d: str):
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if d == 'left':
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print('in left')
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self.direction -= 90
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if d == 'right':
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self.direction += 90
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def moveAiPlayer(self):
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for i in range(64 * 1):
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self.player.pos += vec(1, 0).rotate(self.angle)
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self.player.pos += vec(1, 0).rotate(self.player.rot)
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self.player.rect.center = self.player.pos
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# print(f'START COORDS: {x_s, x_bias}; CURRENT AGENT COORDS: {self.player.get_actual_coords()}')
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self.game.update()
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self.player.update()
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self.game.draw()
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print(self.player.get_actual_coords())
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# print(self.player.get_actual_coords())
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def turn_left(self):
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self.player.rot -= 90
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self.angle -= 90
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change = int(self.player.rotation()) - 1
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if(change == -1):
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change = 3
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self.player.set_rotation(change)
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def turn_right(self):
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self.player.rot += 90
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self.angle += 90
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change = int(self.player.rotation()) + 1
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if(change == 4):
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change = 0
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self.player.set_rotation(change)
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def startAiController(self, actions):
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for action in actions:
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if action == 'straight':
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if action == 'forward':
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self.moveAiPlayer()
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print(f'ROT IS {self.player.rot}')
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# print(f'ROT IS {self.player.rot}')
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if action == 'right':
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self.turn_right()
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if action == 'left':
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self.turn_left()
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self.turn_left()
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# print(f'ROT: {self.player.rot}')
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# print("Agent pos: ", math.floor(self.player.pos[0] / TILESIZE), math.floor(self.player.pos[1] / TILESIZE))
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@ -1,3 +1,4 @@
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from path_search_algorthms import a_star_utils
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import pygame as pg
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from settings import *
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from game_objects import utils
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@ -17,7 +18,21 @@ class Player(pg.sprite.Sprite):
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self.vel = vec(0, 0)
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self.pos = vec(x, y)
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self.rot = 0
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self.__rotation = a_star_utils.Rotation.RIGHT
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def rotation(self) -> a_star_utils.Rotation:
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return self.__rotation
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def set_rotation(self, rotation):
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self.__rotation = rotation
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if (rotation == a_star_utils.Rotation.UP or rotation == int(a_star_utils.Rotation.UP)):
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self.rot = -90
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elif (rotation == a_star_utils.Rotation.RIGHT or rotation == int(a_star_utils.Rotation.RIGHT)):
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self.rot = 0
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elif (rotation == a_star_utils.Rotation.DOWN or rotation == int(a_star_utils.Rotation.DOWN)):
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self.rot = 90
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elif (rotation == a_star_utils.Rotation.LEFT or rotation == int(a_star_utils.Rotation.LEFT)):
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self.rot = 180
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def get_keys(self):
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self.rot_speed = 0
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@ -35,8 +50,12 @@ class Player(pg.sprite.Sprite):
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def update(self):
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self.get_keys()
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self.rot = (self.rot + self.rot_speed * self.game.dt) % 360
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self.image = pg.transform.rotate(self.game.player_img, self.rot)
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# must be fix for manual movement
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# self.rot = (self.rot + self.rot_speed * self.game.dt) % 360
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image_rotation = self.rot
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if(abs(image_rotation) == 90):
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image_rotation *= -1
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self.image = pg.transform.rotate(self.game.player_img, image_rotation)
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self.rect = self.image.get_rect()
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self.rect.center = self.pos
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self.pos += self.vel * self.game.dt
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18
main.py
18
main.py
@ -9,7 +9,7 @@ from settings import *
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from map import map
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from map import map_utils
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from path_search_algorthms import bfs
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# from path_search_algorthms import a_star
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from path_search_algorthms import a_star, a_star_utils
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from game_objects import aiPlayer
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@ -36,7 +36,7 @@ class Game():
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self.agentSprites = pg.sprite.Group()
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# player obj
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self.player = Player(self, 32, 100)
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self.player = Player(self, 32, 32)
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# camera obj
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self.camera = map_utils.Camera(MAP_WIDTH_PX, MAP_HEIGHT_PX)
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@ -79,11 +79,6 @@ class Game():
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# game loop - set self.playing = False to end the game
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self.playing = True
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actions = ['right', 'straight', 'straight', 'left', 'straight'
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]
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t = aiPlayer.aiPlayer(self.player, game=self)
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t.startAiController(actions=actions)
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while self.playing:
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self.dt = self.clock.tick(FPS) / 1000.0
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self.events()
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@ -128,8 +123,13 @@ class Game():
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self.debug_mode = not self.debug_mode
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if event.type == pg.MOUSEBUTTONUP:
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pos = pg.mouse.get_pos()
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clicked_coords = [math.floor(pos[0] / TILESIZE), math.floor(pos[1] / TILESIZE)]
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print(clicked_coords)
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offset_x, offset_y = self.camera.offset()
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clicked_coords = [math.floor(pos[0] / TILESIZE) - offset_x, math.floor(pos[1] / TILESIZE) - offset_y]
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actions = a_star.search_path(math.floor(self.player.pos[0] / TILESIZE), math.floor(self.player.pos[1] / TILESIZE), self.player.rotation(), clicked_coords[0], clicked_coords[1], self.mapArray)
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print(actions)
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if (actions != None):
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t = aiPlayer.aiPlayer(self.player, game=self)
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t.startAiController(actions)
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def show_start_screen(self):
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pass
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18
map/map.py
18
map/map.py
@ -4,17 +4,17 @@ import pygame as pg
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from settings import *
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def get_tiles():
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# array = map_utils.generate_map()
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array = map_utils.get_blank_map_array()
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array = map_utils.generate_map()
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# array = map_utils.get_blank_map_array()
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array[1][1] = 1
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array[1][2] = 1
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array[1][3] = 1
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array[1][4] = 1
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array[1][5] = 1
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array[1][6] = 1
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# array[1][1] = 1
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# array[1][2] = 1
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# array[1][3] = 1
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# array[1][4] = 1
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# array[1][5] = 1
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# array[1][6] = 1
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array[2][5] = 1
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# array[2][5] = 1
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pattern = map_pattern.get_pattern()
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tiles = map_utils.get_sprites(array, pattern)
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@ -47,6 +47,10 @@ class Camera:
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def apply_rect(self, rect):
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return rect.move(self.camera.topleft)
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def offset(self):
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x, y = self.camera.topleft
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return x//TILE_SIZE_PX, y//TILE_SIZE_PX
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def update(self,target):
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x = -target.rect.x + int(WIDTH/2)
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@ -1,9 +1,9 @@
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from data_structures.heap import Heap
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from path_search_algorthms import a_star_utils as utils
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def search_path(start_x: int, start_y: int, target_x: int, target_y: int, array: list[list[int]]) -> list[str]:
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def search_path(start_x: int, start_y: int, agent_rotation: utils.Rotation, target_x: int, target_y: int, array):
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start_node = utils.Node(start_x, start_y, utils.Rotation.RIGHT)
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start_node = utils.Node(start_x, start_y, agent_rotation)
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target_node = utils.Node(target_x, target_y, utils.Rotation.NONE)
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# heap version
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@ -84,7 +84,7 @@ def search_path(start_x: int, start_y: int, target_x: int, target_y: int, array:
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# if(neighbour not in search_list):
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# search_list.append(neighbour)
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def trace_path(end_node: utils.Node) -> list[str]:
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def trace_path(end_node: utils.Node):
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path = []
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node = end_node
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@ -26,7 +26,7 @@ class Node:
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def f_cost(self):
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return self.g_cost + self.h_cost
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def get_neighbours(node: Node, searched_list: list[Node], array: list[list[int]]) -> list[Node]:
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def get_neighbours(node, searched_list, array):
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neighbours = []
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for offset_x in range (-1, 2):
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for offset_y in range (-1, 2):
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@ -35,7 +35,7 @@ def get_neighbours(node: Node, searched_list: list[Node], array: list[list[int]]
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x = node.x + offset_x
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y = node.y + offset_y
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# prevent out of map coords
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if (x >= 0 and x <= MAP_WIDTH and y >= 0 and y <= MAP_HEIGHT):
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if (x >= 0 and x < MAP_WIDTH and y >= 0 and y < MAP_HEIGHT):
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if(array[y][x] == ROAD_TILE and (x, y) not in searched_list):
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neighbour = Node(x, y, Rotation.NONE)
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neighbour.rotation = get_needed_rotation(node, neighbour)
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@ -45,7 +45,7 @@ def get_neighbours(node: Node, searched_list: list[Node], array: list[list[int]]
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# move cost schema:
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# - move from tile to tile: 10
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# - add extra 10 (1 rotation) if it exists
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def get_h_cost(start_node: Node, target_node: Node) -> int:
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def get_h_cost(start_node: Node, target_node: Node):
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distance_x = abs(start_node.x - target_node.x)
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distance_y = abs(start_node.y - target_node.y)
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cost = (distance_x + distance_y) * 10
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@ -69,13 +69,13 @@ def get_neighbour_cost(start_node: Node, target_node: Node) -> int:
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return 30
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# translate rotation change to move
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def get_move(start_node: Node, target_node: Node) -> list[str]:
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def get_move(start_node: Node, target_node: Node):
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rotate_change = get_rotate_change(start_node.rotation, target_node.rotation)
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if (rotate_change == 0):
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return ["forward"]
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if (abs(rotate_change) == 2):
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return ["right", "right", "forward"]
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if (rotate_change < 0 or rotate_change == 3):
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if (rotate_change == -1 or rotate_change == 3):
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return ["right", "forward"]
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else:
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return ["left", "forward"]
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@ -27,8 +27,8 @@ PLAYER_WIDTH = 64
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PLAYER_HEIGHT = 32
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#map settings
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MAP_WIDTH = 20
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MAP_HEIGHT = 20
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MAP_WIDTH = 16
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MAP_HEIGHT = 12
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TILE_SIZE_PX = 64
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MAP_WIDTH_PX = MAP_WIDTH * TILE_SIZE_PX
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