czerwone strzałki
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5cb1a13327
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@ -73,7 +73,7 @@ class AI:
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self.saper.move()
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def way_controls(self):
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if len(self.the_way)>0:
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if type(self.the_way) is list and len(self.the_way)>0:
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way = self.the_way.pop(0)
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if way=="move":
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self.saper.move()
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@ -171,7 +171,7 @@ class BFS:
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neighbours_list_of_our_node = self.successor(tmp_node_position) # lista możliwych akcij
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#print(neighbours_list_of_our_node)
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print(neighbours_list_of_our_node)
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for node_ in neighbours_list_of_our_node:
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# jesli pozucja wezla nie jest w fringe i nie jest w visited
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@ -179,4 +179,4 @@ class BFS:
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counter += 1
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x = node.Node(tmp_node, node_[0], node_[1]) # action
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heapq.heappush(fringe, (counter, x))
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self.window.draw_search([self.agent.position_x, self.agent.position_y], [node_[1][0], node_[1][1]])
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self.window.draw_search([self.agent.position_x, self.agent.position_y], [node_[1][0], node_[1][1]], self.agent.current_map.tile_size, self.agent.current_map, self.agent)
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@ -111,11 +111,11 @@ class Map:
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#od liczby zależy jaki teren, np. 0 - piasek
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rng = randrange(10)
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if ok and rng==0 and not (i<2 and j<3):
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matrix[i].append(10)
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matrix[i].append(10) #kamień
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elif ok and rng>8 and not (i<2 and j<3):
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matrix[i].append(5)
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matrix[i].append(5) #trawa
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elif ok and rng<2 and not (i<2 and j<3):
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matrix[i].append(0)
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matrix[i].append(0) #piasek
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rand_rotate = 0#randrange(4)*90
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if rand_rotate==0 and j+3<self.tiles_x and not (i==0 or i==self.tiles_y-1 or j==0 or j==self.tiles_x-1):
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cliff = Cliff(j,i,self.tile_size, rand_rotate, type=2)
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@ -45,13 +45,16 @@ class Window:
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if self.paused:
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self.window.blit(self.pause_menu,(0,0))
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pygame.display.update()
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#self.search.fill(pygame.Color(0,0,0,0))
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def draw_search(self, pos1:list=[0,0], pos2:list=[0,0], tile_size:int=64):
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#self.search.fill(pygame.Color(0,0,0,0))
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pos1 = [pos1[0]*tile_size, pos1[1]*tile_size]
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pos2 = [pos2[0]*tile_size, pos2[1]*tile_size]
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def draw_search(self, pos1:list=[0,0], pos2:list=[0,0], tile_size:int=64, map=None, saper=None):
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map.draw_tiles()
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map.draw_objects()
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saper.draw(self.window, 0.1)
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self.window.blit(self.pause_menu,(0,0))
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self.search = pygame.Surface((self.width, self.height), flags=pygame.SRCALPHA)
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pos1 = [pos1[0]*tile_size+(tile_size/2), pos1[1]*tile_size+(tile_size/2)]
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pos2 = [pos2[0]*tile_size+(tile_size/2), pos2[1]*tile_size+(tile_size/2)]
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pygame.draw.line(self.search, pygame.Color(255,0,0), pos1, pos2, 5)
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pygame.display.flip()
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self.search.blit(self.window, (0,0))
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pygame.draw.circle(self.search, pygame.Color(255,0,0), pos2, 10)
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self.window.blit(self.search, (0,0))
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pygame.display.update()
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