forked from s464965/WMICraft
worked on bfs;
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8196a5ec62
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57cdb87820
@ -30,10 +30,10 @@ def goal_test(state: State):
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def get_successors(state: State, map):
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def get_successors(state: State, map):
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successors = list()
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successors = list()
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state_left = State(state.row, state.column, state.direction.right())
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state_left = State(state.row, state.column, state.direction.left())
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successors.append((ACTION.get("rotate_left"), state_left))
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successors.append((ACTION.get("rotate_left"), state_left))
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state_right = State(state.row, state.column, state.direction.left())
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state_right = State(state.row, state.column, state.direction.right())
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successors.append((ACTION.get("rotate_right"), state_right))
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successors.append((ACTION.get("rotate_right"), state_right))
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target = go(state.row, state.column, state.direction)
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target = go(state.row, state.column, state.direction)
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@ -95,8 +95,7 @@ def graphsearch(initial_state: State, map, fringe: List[Node] = None, explored:
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# make sure not to fall into a cycle
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# make sure not to fall into a cycle
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successor_state = (successor[1].row, successor[1].column, successor[1].direction)
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successor_state = (successor[1].row, successor[1].column, successor[1].direction)
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if successor_state not in fringe_states and \
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if successor_state not in fringe_states and successor_state not in explored_states:
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successor_state not in explored_states:
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# create new Node and add it at the end of fringe
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# create new Node and add it at the end of fringe
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new_node = Node(state=successor[1],
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new_node = Node(state=successor[1],
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parent=element,
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parent=element,
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@ -122,7 +121,6 @@ def go(row, column, direction):
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def is_valid_move(map, target_row, target_column):
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def is_valid_move(map, target_row, target_column):
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# TODO: check collisions with objects
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if 0 <= target_row < ROWS and 0 <= target_column < COLUMNS:
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if 0 <= target_row < ROWS and 0 <= target_column < COLUMNS:
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return True
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return True
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@ -47,11 +47,11 @@ class Direction(Enum):
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DOWN = 2
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DOWN = 2
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LEFT = 3
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LEFT = 3
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def left(self):
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def right(self):
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v = (self.value + 1) % 4
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v = (self.value + 1) % 4
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return Direction(v)
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return Direction(v)
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def right(self):
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def left(self):
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v = (self.value - 1) % 4
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v = (self.value - 1) % 4
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return Direction(v)
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return Direction(v)
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@ -4,7 +4,6 @@ import pygame
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from common.constants import *
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from common.constants import *
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from common.helpers import print_numbers
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from common.helpers import print_numbers
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from logic.knights_queue import KnightsQueue
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from logic.level import Level
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from logic.level import Level
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from ui.logs import Logs
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from ui.logs import Logs
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from ui.screens.credits import Credits
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from ui.screens.credits import Credits
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@ -59,7 +58,7 @@ class Game:
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running = False
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running = False
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if event.key == 110: # clicked n letter on keyboard
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if event.key == 110: # clicked n letter on keyboard
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print_numbers_flag = not print_numbers_flag
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print_numbers_flag = not print_numbers_flag
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if event.type == NEXT_TURN: # is called every 't' milliseconds
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if event.type == NEXT_TURN: # is called every 'TURN_INTERVAL' milliseconds
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self.level.handle_turn()
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self.level.handle_turn()
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stats.draw(self.screen)
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stats.draw(self.screen)
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@ -63,15 +63,15 @@ class Level:
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if col == "w":
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if col == "w":
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texture_index = 5
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texture_index = 5
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texture_surface = textures[texture_index][1]
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texture_surface = textures[texture_index][1]
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Tile((row_index, col_index), texture_surface, self.sprites, 'w')
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Tile((col_index, row_index), texture_surface, self.sprites, 'w')
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elif col == "t":
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elif col == "t":
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texture_index = 6
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texture_index = 6
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texture_surface = textures[texture_index][1]
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texture_surface = textures[texture_index][1]
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Tile((row_index, col_index), texture_surface, self.sprites, 't')
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Tile((col_index, row_index), texture_surface, self.sprites, 't')
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else:
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else:
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texture_index = random.randint(0, 4)
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texture_index = random.randint(0, 4)
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texture_surface = textures[texture_index][1]
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texture_surface = textures[texture_index][1]
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Tile((row_index, col_index), texture_surface, self.sprites)
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Tile((col_index, row_index), texture_surface, self.sprites)
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def setup_objects(self):
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def setup_objects(self):
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castle_count = 0 # TODO: find some smarter method to print castle
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castle_count = 0 # TODO: find some smarter method to print castle
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@ -82,52 +82,55 @@ class Level:
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# add objects, e.g. knights, monsters, castle
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# add objects, e.g. knights, monsters, castle
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if col == "k_b":
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if col == "k_b":
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knight = Knight((row_index, col_index), self.sprites, "blue")
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knight = Knight((col_index, row_index), self.sprites, "blue")
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self.map[row_index][col_index] = knight
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self.map[row_index][col_index] = knight
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self.list_knights_blue.append(knight)
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self.list_knights_blue.append(knight)
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elif col == "k_r":
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elif col == "k_r":
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knight = Knight((row_index, col_index), self.sprites, "red")
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knight = Knight((col_index, row_index), self.sprites, "red")
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self.map[row_index][col_index] = knight
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self.map[row_index][col_index] = knight
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self.list_knights_red.append(knight)
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self.list_knights_red.append(knight)
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elif col == "m":
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elif col == "m":
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monster = Monster((row_index, col_index), self.sprites)
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monster = Monster((col_index, row_index), self.sprites)
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self.map[row_index][col_index] = monster
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self.map[row_index][col_index] = monster
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self.list_monsters.append(monster)
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self.list_monsters.append(monster)
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elif col == "c":
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elif col == "c":
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castle_count += 1
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castle_count += 1
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if castle_count == 4:
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if castle_count == 4:
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castle = Castle((row_index, col_index), self.sprites)
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castle = Castle((col_index, row_index), self.sprites)
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self.map[row_index][col_index] = castle
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self.map[row_index][col_index] = castle
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self.list_castles.append(castle)
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self.list_castles.append(castle)
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def handle_turn(self):
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def handle_turn(self):
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print("next turn")
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print("next turn")
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# current_knight = self.list_knights_red[0]
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current_knight = self.knights_queue.dequeue_knight()
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current_knight = self.knights_queue.dequeue_knight()
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knight_pos_x = current_knight.position[0]
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knight_pos_x = current_knight.position[0]
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knight_pos_y = current_knight.position[1]
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knight_pos_y = current_knight.position[1]
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state = State(knight_pos_x, knight_pos_y, current_knight.direction)
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state = State(knight_pos_y, knight_pos_x, current_knight.direction)
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action_list = graphsearch(state, self.map)
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action_list = graphsearch(state, self.map)
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print(action_list)
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print(action_list)
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if len(action_list) == 0:
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if len(action_list) == 0:
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return
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return
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if action_list[0] == ACTION.get("rotate_left"):
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next_action = action_list.pop(0)
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if next_action == ACTION.get("rotate_left"):
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current_knight.rotate_left()
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current_knight.rotate_left()
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elif action_list[0] == ACTION.get("rotate_right"):
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elif next_action == ACTION.get("rotate_right"):
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current_knight.rotate_right()
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current_knight.rotate_right()
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elif action_list[0] == ACTION.get("go"):
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elif next_action == ACTION.get("go"):
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current_knight.step_forward()
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current_knight.step_forward()
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self.map[knight_pos_x][knight_pos_y] = ' '
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self.map[knight_pos_y][knight_pos_x] = ' '
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# update knight on map
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if current_knight.direction.name == 'UP':
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if current_knight.direction.name == 'UP':
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self.map[knight_pos_x][knight_pos_y - 1] = current_knight
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self.map[knight_pos_y - 1][knight_pos_x] = current_knight
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elif current_knight.direction.name == 'RIGHT':
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elif current_knight.direction.name == 'RIGHT':
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self.map[knight_pos_x + 1][knight_pos_y] = current_knight
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self.map[knight_pos_y][knight_pos_x + 1] = current_knight
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elif current_knight.direction.name == 'DOWN':
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elif current_knight.direction.name == 'DOWN':
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self.map[knight_pos_x][knight_pos_y + 1] = current_knight
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self.map[knight_pos_y + 1][knight_pos_x] = current_knight
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elif current_knight.direction.name == 'LEFT':
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elif current_knight.direction.name == 'LEFT':
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self.map[knight_pos_x - 1][knight_pos_y] = current_knight
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self.map[knight_pos_y][knight_pos_x - 1] = current_knight
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def update(self):
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def update(self):
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bg_width = (GRID_CELL_PADDING + GRID_CELL_SIZE) * COLUMNS + BORDER_WIDTH
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bg_width = (GRID_CELL_PADDING + GRID_CELL_SIZE) * COLUMNS + BORDER_WIDTH
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@ -8,6 +8,6 @@ class Castle(pygame.sprite.Sprite):
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super().__init__(group)
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super().__init__(group)
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self.image = pygame.image.load("./resources/textures/castle.png").convert_alpha()
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self.image = pygame.image.load("./resources/textures/castle.png").convert_alpha()
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self.image = pygame.transform.scale(self.image, (78, 78))
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self.image = pygame.transform.scale(self.image, (78, 78))
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position_in_px = (parse_cord(position[1]), parse_cord(position[0]))
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position_in_px = (parse_cord(position[0]), parse_cord(position[1]))
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self.rect = self.image.get_rect(center=position_in_px)
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self.rect = self.image.get_rect(center=position_in_px)
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self.health = 80
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self.health = 80
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@ -26,7 +26,7 @@ class Knight(pygame.sprite.Sprite):
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self.image = self.states[self.direction.value]
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self.image = self.states[self.direction.value]
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self.position = position
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self.position = position
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position_in_px = (parse_cord(position[1]), parse_cord(position[0]))
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position_in_px = (parse_cord(position[0]), parse_cord(position[1]))
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self.rect = self.image.get_rect(topleft=position_in_px)
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self.rect = self.image.get_rect(topleft=position_in_px)
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self.team = team
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self.team = team
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@ -36,19 +36,23 @@ class Knight(pygame.sprite.Sprite):
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self.points = 1
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self.points = 1
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def rotate_left(self):
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def rotate_left(self):
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self.direction = self.direction.right()
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self.direction = self.direction.left()
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self.image = self.states[self.direction.value]
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self.image = self.states[self.direction.value]
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def rotate_right(self):
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def rotate_right(self):
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self.direction = self.direction.left()
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self.direction = self.direction.right()
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self.image = self.states[self.direction.value]
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self.image = self.states[self.direction.value]
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def step_forward(self):
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def step_forward(self):
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if self.direction.name == 'UP':
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if self.direction.name == 'UP':
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self.position = (self.position[0], self.position[1] - 1)
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self.rect.y = self.rect.y - GRID_CELL_SIZE - 5
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self.rect.y = self.rect.y - GRID_CELL_SIZE - 5
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elif self.direction.name == 'RIGHT':
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elif self.direction.name == 'RIGHT':
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self.position = (self.position[0] + 1, self.position[1])
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self.rect.x = self.rect.x + GRID_CELL_SIZE + 5
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self.rect.x = self.rect.x + GRID_CELL_SIZE + 5
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elif self.direction.name == 'DOWN':
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elif self.direction.name == 'DOWN':
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self.position = (self.position[0], self.position[1] + 1)
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self.rect.y = self.rect.y + GRID_CELL_SIZE + 5
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self.rect.y = self.rect.y + GRID_CELL_SIZE + 5
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elif self.direction.name == 'LEFT':
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elif self.direction.name == 'LEFT':
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self.position = (self.position[0] - 1, self.position[1])
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self.rect.x = self.rect.x - GRID_CELL_SIZE - 5
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self.rect.x = self.rect.x - GRID_CELL_SIZE - 5
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@ -16,7 +16,7 @@ class Monster(pygame.sprite.Sprite):
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super().__init__(group)
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super().__init__(group)
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self.image = random.choice(monster_images)
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self.image = random.choice(monster_images)
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self.image = pygame.transform.scale(self.image, (40, 40))
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self.image = pygame.transform.scale(self.image, (40, 40))
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position_in_px = (parse_cord(position[1]), parse_cord(position[0]))
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position_in_px = (parse_cord(position[0]), parse_cord(position[1]))
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self.rect = self.image.get_rect(topleft=position_in_px)
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self.rect = self.image.get_rect(topleft=position_in_px)
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self.health = random.randrange(15, 25)
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self.health = random.randrange(15, 25)
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@ -7,6 +7,6 @@ class Tile(pygame.sprite.Sprite):
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def __init__(self, position, image, group, tile_type=' '):
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def __init__(self, position, image, group, tile_type=' '):
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super().__init__(group)
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super().__init__(group)
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self.image = image
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self.image = image
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position_in_px = (parse_cord(position[1]), parse_cord(position[0]))
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position_in_px = (parse_cord(position[0]), parse_cord(position[1]))
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self.rect = self.image.get_rect(topleft=position_in_px)
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self.rect = self.image.get_rect(topleft=position_in_px)
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self.tile_type = tile_type
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self.tile_type = tile_type
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