agent sam ukańcza plansze (predictions do poprawy)
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48
agent.py
48
agent.py
@ -9,7 +9,7 @@ class Agent(pygame.sprite.Sprite):
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self.game = game
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self.game = game
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self.groups = self.game.all_sprites
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self.groups = self.game.all_sprites
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pygame.sprite.Sprite.__init__(self, self.groups)
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pygame.sprite.Sprite.__init__(self, self.groups)
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# direction =['right','down','left','up'] 0 1 2 3 kierunek w ktory po kliknieciu do przodu pojdzie
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self.AGENT_IMAGES =['gandalf-prawo','gandalf-dol','gandalf-lewo','gandalf-gora']
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self.AGENT_IMAGES =['gandalf-prawo','gandalf-dol','gandalf-lewo','gandalf-gora']
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self.x = x * TILE_SIZE
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self.x = x * TILE_SIZE
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self.y = y * TILE_SIZE
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self.y = y * TILE_SIZE
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@ -19,7 +19,6 @@ class Agent(pygame.sprite.Sprite):
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self.x_change = 0
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self.x_change = 0
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self.y_change = 0
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self.y_change = 0
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#self.AGENT_IMG = pygame.image.load("./zdjecia/"+self.AGENT_IMAGES[self.direction]+".png")
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self.AGENT_IMG_RIGHT = pygame.image.load("./pozostale_zdjecia/gandalf-prawo.png")
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self.AGENT_IMG_RIGHT = pygame.image.load("./pozostale_zdjecia/gandalf-prawo.png")
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self.AGENT_RIGHT = pygame.transform.scale(self.AGENT_IMG_RIGHT,(64,64))
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self.AGENT_RIGHT = pygame.transform.scale(self.AGENT_IMG_RIGHT,(64,64))
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self.AGENT_IMG_DOWN = pygame.image.load("./pozostale_zdjecia/gandalf-dol.png")
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self.AGENT_IMG_DOWN = pygame.image.load("./pozostale_zdjecia/gandalf-dol.png")
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@ -41,12 +40,14 @@ class Agent(pygame.sprite.Sprite):
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self.level = 1
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self.level = 1
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self.current_health = 500
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self.current_health = 200
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self.max_health = 1000
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self.max_health = 200
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self.health_bar_length = 300
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self.health_bar_length = 200
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self.health_ratio = self.max_health/self.health_bar_length
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self.health_ratio = self.max_health/self.health_bar_length
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self._layer = AGENT_LAYER
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self._layer = AGENT_LAYER
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self.damage = 50*self.level
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self.artifact = True
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def update(self):
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def update(self):
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@ -54,7 +55,6 @@ class Agent(pygame.sprite.Sprite):
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self.movement()
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self.movement()
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self.collide_mob()
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self.collide_mob()
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self.collide_flower()
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self.collide_flower()
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#self.end_game() gra sie konczy gdy wie gdzie sa wszyscy
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self.disp_level()
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self.disp_level()
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self.rect.x += self.x_change
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self.rect.x += self.x_change
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@ -102,9 +102,6 @@ class Agent(pygame.sprite.Sprite):
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if self.direction==3 and self.rect.y > 0:
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if self.direction==3 and self.rect.y > 0:
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self.y_change -= TILE_SIZE
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self.y_change -= TILE_SIZE
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def end_game(self):
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if (-1 in self.game.state)==False:
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pygame.quit()
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def collide_flower(self):
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def collide_flower(self):
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hits_flower = pygame.sprite.spritecollide(self, self.game.flowers, False)
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hits_flower = pygame.sprite.spritecollide(self, self.game.flowers, False)
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@ -133,14 +130,8 @@ class Agent(pygame.sprite.Sprite):
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hits_archer_ork = pygame.sprite.spritecollide(self, self.game.archer_orks, False)
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hits_archer_ork = pygame.sprite.spritecollide(self, self.game.archer_orks, False)
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hits_infantry_ork = pygame.sprite.spritecollide(self, self.game.infantry_orks, False)
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hits_infantry_ork = pygame.sprite.spritecollide(self, self.game.infantry_orks, False)
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#hits_infantry_ork2 = pygame.sprite.spritecollide(self, self.game.infantry_orks2, False)
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hits_sauron = pygame.sprite.spritecollide(self, self.game.sauronL, False)
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hits_sauron = pygame.sprite.spritecollide(self, self.game.sauronL, False)
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#hits_unknown_mob = pygame.sprite.spritecollide(self, self.game.unknown_mobs, False) #unknown mob
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#if hits_unknown_mob:
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# self.game.unknown_mob.kill()
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# self.game.archer_orks = pygame.sprite.LayeredUpdates()
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# self.game.archer_ork = Archer_ork(self,3,2)
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@ -186,23 +177,7 @@ class Agent(pygame.sprite.Sprite):
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self.level=self.level+1
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self.level=self.level+1
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pygame.quit()
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pygame.quit()
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'''
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if hits_infantry_ork2:
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if self.game.infantry_ork2.level > self.level or self.game.infantry_ork2.damage > self.current_health:
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self.game.state[4]=self.game.infantry_ork2.x
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self.game.state[5]=self.game.infantry_ork2.y
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print(self.game.state)
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self.kill()
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self.game.new()
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else:
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self.game.state[4]=self.game.infantry_ork2.x
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self.game.state[5]=self.game.infantry_ork2.y
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print(self.game.state)
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self.game.infantry_ork2.kill()
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self.get_damage(self.game.infantry_ork2.damage)
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self.level=self.level+1
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'''
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def get_damage(self,amount):
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def get_damage(self,amount):
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@ -210,9 +185,7 @@ class Agent(pygame.sprite.Sprite):
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self.current_health -= amount
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self.current_health -= amount
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if self.current_health <= 0:
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if self.current_health <= 0:
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self.current_health = 0
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self.current_health = 0
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#zmienic potem na smierc oraz później trzeba będzie tutaj ująć wszystkie statystyki
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#i ze statystyk obliczyć ile dmg dostanie agent
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def get_health(self, amount):
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def get_health(self, amount):
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if self.current_health < self.max_health:
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if self.current_health < self.max_health:
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@ -228,7 +201,6 @@ class Agent(pygame.sprite.Sprite):
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def disp_level(self):
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def disp_level(self):
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font = pygame.font.SysFont(None, 40)
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font = pygame.font.SysFont(None, 40)
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lvlDisplay = font.render(str(self.level)+" "+str(self.direction), 1, WHITE)
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lvlDisplay = font.render(str(self.level)+" "+str(self.direction), 1, WHITE)
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#lvlDisplay = font.render(str(self.level), 1, WHITE)
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pygame.draw.rect(self.game.SCREEN, BLACK, (370, 780, 40, 40))
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pygame.draw.rect(self.game.SCREEN, BLACK, (370, 780, 40, 40))
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self.game.SCREEN.blit(lvlDisplay, (370,780))
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self.game.SCREEN.blit(lvlDisplay, (370,780))
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9
astar.py
9
astar.py
@ -28,10 +28,13 @@ class Astar():
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if current in came_from:
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if current in came_from:
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path = self.print_path(came_from, came_from[current],path)
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path = self.print_path(came_from, came_from[current],path)
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path.append(self.g.bfs.get_cell_number(current[0]*TILE_SIZE,current[1]*TILE_SIZE))
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path.append(self.g.bfs.get_cell_number(current[0]*TILE_SIZE,current[1]*TILE_SIZE))
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print("Budowanie ścieżki: ",path)
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#print("Budowanie ścieżki: ",path)
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return path
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return path
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def a_star(self,start, goal,path):
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def a_star(self, goal):
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path = []
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start = (self.g.agent.rect.x//TILE_SIZE, self.g.agent.rect.y//TILE_SIZE)
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print(start,goal)
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open_set = []
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open_set = []
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heapq.heappush(open_set, (0, start)) # Priority queue with the start position
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heapq.heappush(open_set, (0, start)) # Priority queue with the start position
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came_from = {}
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came_from = {}
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@ -40,7 +43,7 @@ class Astar():
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while open_set:
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while open_set:
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_, current = heapq.heappop(open_set)
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_, current = heapq.heappop(open_set)
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if current == goal:
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if current == goal:
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# Goal reached, print the path
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# Goal reached, print the path
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path = self.print_path(came_from, goal,path)
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path = self.print_path(came_from, goal,path)
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4
bfs.py
4
bfs.py
@ -10,10 +10,10 @@ class Bfs():
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def heuristic(a,b):
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def heuristic(a,b):
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return abs(a[0]-b[0])+abs(a[1]-b[1])
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return abs(a[0]-b[0])+abs(a[1]-b[1])
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def bfs(self,goal_cell):
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def bfs(self,goal_cell):
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print("x: ", self.game.agent.x, "y: ", self.game.agent.y)
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print("x: ", self.game.agent.rect.x, "y: ", self.game.agent.rect.y)
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visited = set()
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visited = set()
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q = queue.Queue()
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q = queue.Queue()
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start_position = self.get_cell_number(self.game.agent.x,self.game.agent.y)
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start_position = self.get_cell_number(self.game.agent.rect.x,self.game.agent.rect.y)
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q.put(start_position)
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q.put(start_position)
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parent = {}
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parent = {}
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78
main.py
78
main.py
@ -83,10 +83,8 @@ class Game:
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pygame.quit()
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pygame.quit()
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if event.type == pygame.KEYDOWN:
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if event.type == pygame.KEYDOWN:
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if event.key == pygame.K_SPACE:
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if event.key == pygame.K_SPACE:
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self.start_pos = (self.agent.x//TILE_SIZE, self.agent.y//TILE_SIZE)
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self.goal_pos = (self.flower.x//TILE_SIZE, self.flower.y//TILE_SIZE)
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self.goal_pos = (self.flower.x//TILE_SIZE, self.flower.y//TILE_SIZE)
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self.path = []
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self.move_agent(self.astar.a_star(self.goal_pos))
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self.move_agent(self.astar.a_star(self.start_pos, self.goal_pos,self.path))
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@ -96,35 +94,63 @@ class Game:
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x = self.sauron.x
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x = self.sauron.x
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y = self.sauron.y
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y = self.sauron.y
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mob_image = self.sauron.SAURON_IMG
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goal = x//TILE_SIZE,y//TILE_SIZE
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mob_image = self.sauron.image_path
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prediction = self.prediction_road(x,y,mob_image)
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prediction = "SAURON"
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while True: #do poprawienia poprawne rozpoznawanie póki co nie będzie działać dobrze, program się będzie zawieszać
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while True: #do poprawienia poprawne rozpoznawanie póki co nie będzie działać dobrze, program się będzie zawieszać
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prediction = self.prediction_road(x,y,mob_image)
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if prediction == "SAURON" and self.agent.level < 3:
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if prediction == "SAURON":
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x = self.infantry_ork.x
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y = self.infantry_ork.y
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mob_image = self.infantry_ork.INFANTRY_ORK_IMG
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prediction = self.prediction_road(x,y,mob_image)
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if prediction == "ORK_INFANTRY":
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self.move_agent(self.bfs.bfs(self.bfs.get_cell_number(x,y)))
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x = self.archer_ork.x
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x = self.archer_ork.x
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y = self.archer_ork.y
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y = self.archer_ork.y
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mob_image = self.archer_ork.ARCHER_ORK_IMG
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goal = x//TILE_SIZE,y//TILE_SIZE
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mob_image = self.archer_ork.image_path
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prediction = self.prediction_road(x,y,mob_image)
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prediction = self.prediction_road(x,y,mob_image)
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if prediction == "ORK_ARCHER":
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prediction = "ORK_ARCHER"
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self.move_agent(self.bfs.bfs(self.bfs.get_cell_number(x,y)))
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elif prediction == "SAURON" and self.agent.level >= 3:
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self.obstacles[1][10] = False
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self.move_agent(self.astar.a_star(goal))
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elif prediction == "ORK_INFANTRY":
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self.obstacles[10][4] = False
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self.move_agent(self.astar.a_star(goal))
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if self.agent.current_health < self.agent.max_health:
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goal = (self.flower.x//TILE_SIZE, self.flower.y//TILE_SIZE)
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self.move_agent(self.astar.a_star(goal))
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x = self.sauron.x
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x = self.sauron.x
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y = self.sauron.y
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y = self.sauron.y
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mob_image = self.sauron.SAURON_IMG
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goal = x//TILE_SIZE,y//TILE_SIZE
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mob_image = self.sauron.image_path
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prediction = self.prediction_road(x,y,mob_image)
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prediction = "SAURON"
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elif prediction == "ORK_ARCHER":
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self.obstacles[10][10] = False
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self.move_agent(self.astar.a_star(goal))
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if self.agent.current_health < self.agent.max_health:
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goal = (self.flower.x//TILE_SIZE, self.flower.y//TILE_SIZE)
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self.move_agent(self.astar.a_star(goal))
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x = self.infantry_ork.x
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y = self.infantry_ork.y
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goal = x//TILE_SIZE,y//TILE_SIZE
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mob_image = self.infantry_ork.image_path
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prediction = self.prediction_road(x,y,mob_image)
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prediction = "ORK_INFANTRY"
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def prediction_road(self,x,y,mob_image):
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def prediction_road(self,x,y,mob_image):
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mob_goal = (self.bfs.get_cell_number(x,y))
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mob_goal_cell = (self.bfs.get_cell_number(x,y))
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if self.bfs.get_up_cell(mob_goal) == None:
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if self.bfs.get_up_cell(mob_goal_cell) == None:
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goal = self.bfs.get_down_cell(mob_goal)
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goal_cell = self.bfs.get_down_cell(mob_goal_cell)
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x,y = self.bfs.get_coordinates(goal_cell)
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goal = x//TILE_SIZE,y//TILE_SIZE
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self.move_agent(self.astar.a_star(goal))
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prediction = self.nn.predict(mob_image)
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else:
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else:
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goal = self.bfs.get_up_cell(mob_goal)
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goal_cell = self.bfs.get_up_cell(mob_goal_cell)
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self.move_agent(self.bfs.bfs(goal))
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x,y = self.bfs.get_coordinates(goal_cell)
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goal = x//TILE_SIZE,y//TILE_SIZE
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self.move_agent(self.astar.a_star(goal))
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prediction = self.nn.predict(mob_image)
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prediction = self.nn.predict(mob_image)
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return prediction
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return prediction
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@ -133,7 +159,7 @@ class Game:
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for cell_to_move in path:
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for cell_to_move in path:
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x, y = self.bfs.get_coordinates(cell_to_move)
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x, y = self.bfs.get_coordinates(cell_to_move)
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print("Ruch do kratki : ", cell_to_move, " z x: ", x, ", y: ", y, ", agent.x: ", self.agent.rect.x, ", agent.y: ", self.agent.rect.y)
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print("Ruch do kratki : ", cell_to_move, " z x: ", x, ", y: ", y, ", agent.x: ", self.agent.rect.x, ", agent.y: ", self.agent.rect.y)
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if(self.bfs.get_cell_number(self.agent.x,self.agent.y)!=cell_to_move):
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if(self.bfs.get_cell_number(self.agent.rect.x,self.agent.rect.y)!=cell_to_move):
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if x > self.agent.rect.x:
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if x > self.agent.rect.x:
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self.agent.direction = 0
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self.agent.direction = 0
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elif y > self.agent.rect.y:
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elif y > self.agent.rect.y:
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@ -143,16 +169,16 @@ class Game:
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elif y < self.agent.rect.y:
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elif y < self.agent.rect.y:
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self.agent.direction = 3
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self.agent.direction = 3
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if self.agent.direction==0:
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if self.agent.direction==0:
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print("DIRECTION: "+self.agent.AGENT_IMAGES[self.agent.direction])
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#print("DIRECTION: "+self.agent.AGENT_IMAGES[self.agent.direction])
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self.agent.x_change += TILE_SIZE
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self.agent.x_change += TILE_SIZE
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elif self.agent.direction==1:
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elif self.agent.direction==1:
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print("DIRECTION: "+self.agent.AGENT_IMAGES[self.agent.direction])
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#print("DIRECTION: "+self.agent.AGENT_IMAGES[self.agent.direction])
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self.agent.y_change += TILE_SIZE
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self.agent.y_change += TILE_SIZE
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elif self.agent.direction==2:
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elif self.agent.direction==2:
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print("DIRECTION: "+self.agent.AGENT_IMAGES[self.agent.direction])
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#print("DIRECTION: "+self.agent.AGENT_IMAGES[self.agent.direction])
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self.agent.x_change -= TILE_SIZE
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self.agent.x_change -= TILE_SIZE
|
||||||
elif self.agent.direction==3:
|
elif self.agent.direction==3:
|
||||||
print("DIRECTION: "+self.agent.AGENT_IMAGES[self.agent.direction])
|
#print("DIRECTION: "+self.agent.AGENT_IMAGES[self.agent.direction])
|
||||||
self.agent.y_change -= TILE_SIZE
|
self.agent.y_change -= TILE_SIZE
|
||||||
|
|
||||||
self.agent.rotate()
|
self.agent.rotate()
|
||||||
|
44
mobs.py
44
mobs.py
@ -14,7 +14,8 @@ class Archer_ork(pygame.sprite.Sprite):
|
|||||||
self.width = TILE_SIZE
|
self.width = TILE_SIZE
|
||||||
self.height = TILE_SIZE
|
self.height = TILE_SIZE
|
||||||
|
|
||||||
self.ARCHER_ORK_IMG = pygame.image.load("./pozostale_zdjecia/ork_lucznik.png")
|
self.image_path = "./pozostale_zdjecia/ork_lucznik.png"
|
||||||
|
self.ARCHER_ORK_IMG = pygame.image.load(self.image_path)
|
||||||
self.ARCHER_ORK = pygame.transform.scale(self.ARCHER_ORK_IMG,(64,64))
|
self.ARCHER_ORK = pygame.transform.scale(self.ARCHER_ORK_IMG,(64,64))
|
||||||
|
|
||||||
self.image = pygame.Surface([self.width, self.height])
|
self.image = pygame.Surface([self.width, self.height])
|
||||||
@ -27,6 +28,7 @@ class Archer_ork(pygame.sprite.Sprite):
|
|||||||
|
|
||||||
self.level = 1
|
self.level = 1
|
||||||
self.damage = 50*self.level
|
self.damage = 50*self.level
|
||||||
|
self.health = 50
|
||||||
|
|
||||||
class Infantry_ork(pygame.sprite.Sprite):
|
class Infantry_ork(pygame.sprite.Sprite):
|
||||||
|
|
||||||
@ -41,7 +43,8 @@ class Infantry_ork(pygame.sprite.Sprite):
|
|||||||
self.width = TILE_SIZE
|
self.width = TILE_SIZE
|
||||||
self.height = TILE_SIZE
|
self.height = TILE_SIZE
|
||||||
|
|
||||||
self.INFANTRY_ORK_IMG = pygame.image.load("./pozostale_zdjecia/ork-piechota.png")
|
self.image_path = "./pozostale_zdjecia/ork-piechota.png"
|
||||||
|
self.INFANTRY_ORK_IMG = pygame.image.load(self.image_path)
|
||||||
self.INFANTRY_ORK = pygame.transform.scale(self.INFANTRY_ORK_IMG,(64,64))
|
self.INFANTRY_ORK = pygame.transform.scale(self.INFANTRY_ORK_IMG,(64,64))
|
||||||
|
|
||||||
self.image = pygame.Surface([self.width, self.height])
|
self.image = pygame.Surface([self.width, self.height])
|
||||||
@ -54,37 +57,9 @@ class Infantry_ork(pygame.sprite.Sprite):
|
|||||||
|
|
||||||
self.level = 2
|
self.level = 2
|
||||||
self.damage = 50*self.level
|
self.damage = 50*self.level
|
||||||
|
self.health = 100
|
||||||
'''
|
|
||||||
|
|
||||||
class Infantry_ork2(pygame.sprite.Sprite):
|
|
||||||
|
|
||||||
|
|
||||||
def __init__(self, game, x, y):
|
|
||||||
self.game = game
|
|
||||||
self.groups = self.game.all_sprites, self.game.infantry_orks2
|
|
||||||
pygame.sprite.Sprite.__init__(self, self.groups)
|
|
||||||
|
|
||||||
self.x = x * TILE_SIZE
|
|
||||||
self.y = y * TILE_SIZE
|
|
||||||
self.width = TILE_SIZE
|
|
||||||
self.height = TILE_SIZE
|
|
||||||
|
|
||||||
self.INFANTRY_ORK2_IMG = pygame.image.load("./zdjecia/ork-piechota2.png")
|
|
||||||
self.INFANTRY_ORK2 = pygame.transform.scale(self.INFANTRY_ORK2_IMG,(64,64))
|
|
||||||
|
|
||||||
self.image = pygame.Surface([self.width, self.height])
|
|
||||||
self.image.blit(self.INFANTRY_ORK2, (0,0))
|
|
||||||
self.image.set_colorkey((0, 0, 0))
|
|
||||||
|
|
||||||
self.rect = self.image.get_rect()
|
|
||||||
self.rect.x = self.x
|
|
||||||
self.rect.y = self.y
|
|
||||||
|
|
||||||
self.level = 3
|
|
||||||
self.damage = 50*self.level
|
|
||||||
|
|
||||||
'''
|
|
||||||
class Sauron(pygame.sprite.Sprite):
|
class Sauron(pygame.sprite.Sprite):
|
||||||
|
|
||||||
|
|
||||||
@ -98,7 +73,8 @@ class Sauron(pygame.sprite.Sprite):
|
|||||||
self.width = TILE_SIZE
|
self.width = TILE_SIZE
|
||||||
self.height = TILE_SIZE
|
self.height = TILE_SIZE
|
||||||
|
|
||||||
self.SAURON_IMG = pygame.image.load("./pozostale_zdjecia/sauron.png")
|
self.image_path = "./pozostale_zdjecia/sauron.png"
|
||||||
|
self.SAURON_IMG = pygame.image.load(self.image_path)
|
||||||
self.SAURON = pygame.transform.scale(self.SAURON_IMG,(64,64))
|
self.SAURON = pygame.transform.scale(self.SAURON_IMG,(64,64))
|
||||||
|
|
||||||
self.image = pygame.Surface([self.width, self.height])
|
self.image = pygame.Surface([self.width, self.height])
|
||||||
@ -109,6 +85,6 @@ class Sauron(pygame.sprite.Sprite):
|
|||||||
self.rect.x = self.x
|
self.rect.x = self.x
|
||||||
self.rect.y = self.y
|
self.rect.y = self.y
|
||||||
|
|
||||||
self.level = 4
|
self.level = 3
|
||||||
self.damage = 50*self.level
|
self.damage = 50*self.level
|
||||||
|
self.health = 150
|
2
nn.py
2
nn.py
@ -12,7 +12,7 @@ import pathlib
|
|||||||
|
|
||||||
class NeuralN:
|
class NeuralN:
|
||||||
# @staticmethod
|
# @staticmethod
|
||||||
def predict(self,image):
|
def predict(self,image_path):
|
||||||
data_dir = pathlib.Path('zdjecia')
|
data_dir = pathlib.Path('zdjecia')
|
||||||
saved_model_path = pathlib.Path('trained_model.h5')
|
saved_model_path = pathlib.Path('trained_model.h5')
|
||||||
class_names_path = pathlib.Path("class_names.pkl")
|
class_names_path = pathlib.Path("class_names.pkl")
|
||||||
|
Loading…
Reference in New Issue
Block a user