import pygame from config import * from agent import * from map_add_ons import * from mobs import * from bfs import * from nn import * from astar import * class Game: def __init__(self): pygame.init() self.state =[-1,-1,-1,-1,-1,-1,-1,-1] self.SCREEN = pygame.display.set_mode((WIDTH, HEIGHT)) self.running = True self.clock = pygame.time.Clock() self.BACKGROUND_IMG= pygame.image.load("./pozostale_zdjecia/podloze.jpg") self.BACKGROUND = pygame.transform.scale(self.BACKGROUND_IMG,(64,64)) self.LVL_ICON_PNG = pygame.image.load("./pozostale_zdjecia/lvl_icon.png") self.LVL_ICON = pygame.transform.scale(self.LVL_ICON_PNG,(24,24)) pygame.display.set_caption('Gra-SI') self.bfs = Bfs(self) self.nn = NeuralN() self.astar = Astar(self) self.cell_costs = [[1 for _ in range(TILE_SIZE)] for _ in range(TILE_SIZE)] self.obstacles = [[False for _ in range(TILE_SIZE)] for _ in range(TILE_SIZE)] def new(self): # tworzy się nowa sesja grania self.all_sprites = pygame.sprite.LayeredUpdates() self.rock_sprites = pygame.sprite.LayeredUpdates() self.grass_sprites = pygame.sprite.LayeredUpdates() self.archer_orks = pygame.sprite.LayeredUpdates() self.infantry_orks = pygame.sprite.LayeredUpdates() self.sauronL = pygame.sprite.LayeredUpdates() self.flowers = pygame.sprite.LayeredUpdates() self.little_rock_sprites = pygame.sprite.LayeredUpdates() self.agent = Agent(self,1,1) self.archer_ork = Archer_ork(self,10,10) self.obstacles[10][10] = True self.bfs.enemy_cells.append(self.bfs.get_cell_number(self.archer_ork.x,self.archer_ork.y)) self.infantry_ork = Infantry_ork(self,10,4) self.obstacles[10][4] = True self.bfs.enemy_cells.append(self.bfs.get_cell_number(self.infantry_ork.x,self.infantry_ork.y)) self.sauron = Sauron(self, 1, 10) self.obstacles[1][10] = True self.bfs.enemy_cells.append(self.bfs.get_cell_number(self.sauron.x,self.sauron.y)) self.flower = Health_flower(self, 8,2) for y in range (2,5): for x in range (2): self.grass = Grass(self,x,y) self.cell_costs[x][y] = 5 for y in range(5): self.rock = Rocks(self,3,y) self.obstacles[3][y] = True self.bfs.wall_cells.append(self.bfs.get_cell_number(self.rock.x,self.rock.y)) def update(self): self.all_sprites.update() def events(self): for event in pygame.event.get(): if event.type == pygame.QUIT: self.running = False pygame.quit() if event.type == pygame.KEYDOWN: if event.key == pygame.K_SPACE: self.start_pos = (self.agent.x//TILE_SIZE, self.agent.y//TILE_SIZE) self.goal_pos = (self.flower.x//TILE_SIZE, self.flower.y//TILE_SIZE) self.path = [] self.move_agent(self.astar.a_star(self.start_pos, self.goal_pos,self.path)) if event.type == pygame.MOUSEBUTTONDOWN: mouse_presses = pygame.mouse.get_pressed() if mouse_presses[0]: x = self.sauron.x y = self.sauron.y mob_image = self.sauron.SAURON_IMG while True: #do poprawienia poprawne rozpoznawanie póki co nie będzie działać dobrze, program się będzie zawieszać prediction = self.prediction_road(x,y,mob_image) if prediction == "SAURON": x = self.infantry_ork.x y = self.infantry_ork.y mob_image = self.infantry_ork.INFANTRY_ORK_IMG prediction = self.prediction_road(x,y,mob_image) if prediction == "ORK_INFANTRY": self.move_agent(self.bfs.bfs(self.bfs.get_cell_number(x,y))) x = self.archer_ork.x y = self.archer_ork.y mob_image = self.archer_ork.ARCHER_ORK_IMG prediction = self.prediction_road(x,y,mob_image) if prediction == "ORK_ARCHER": self.move_agent(self.bfs.bfs(self.bfs.get_cell_number(x,y))) x = self.sauron.x y = self.sauron.y mob_image = self.sauron.SAURON_IMG def prediction_road(self,x,y,mob_image): mob_goal = (self.bfs.get_cell_number(x,y)) if self.bfs.get_up_cell(mob_goal) == None: goal = self.bfs.get_down_cell(mob_goal) else: goal = self.bfs.get_up_cell(mob_goal) self.move_agent(self.bfs.bfs(goal)) prediction = self.nn.predict(mob_image) return prediction def move_agent(self,path): print("PATH:::::",path) for cell_to_move in path: x, y = self.bfs.get_coordinates(cell_to_move) print("Ruch do kratki : ", cell_to_move, " z x: ", x, ", y: ", y, ", agent.x: ", self.agent.rect.x, ", agent.y: ", self.agent.rect.y) if(self.bfs.get_cell_number(self.agent.x,self.agent.y)!=cell_to_move): if x > self.agent.rect.x: self.agent.direction = 0 elif y > self.agent.rect.y: self.agent.direction = 1 elif x < self.agent.rect.x: self.agent.direction = 2 elif y < self.agent.rect.y: self.agent.direction = 3 if self.agent.direction==0: print("DIRECTION: "+self.agent.AGENT_IMAGES[self.agent.direction]) self.agent.x_change += TILE_SIZE elif self.agent.direction==1: print("DIRECTION: "+self.agent.AGENT_IMAGES[self.agent.direction]) self.agent.y_change += TILE_SIZE elif self.agent.direction==2: print("DIRECTION: "+self.agent.AGENT_IMAGES[self.agent.direction]) self.agent.x_change -= TILE_SIZE elif self.agent.direction==3: print("DIRECTION: "+self.agent.AGENT_IMAGES[self.agent.direction]) self.agent.y_change -= TILE_SIZE self.agent.rotate() self.update() self.map() print("Polozenie agenta: agent.x: ", self.agent.rect.x, ", agent.y: ", self.agent.rect.y) self.clock.tick(2) def map(self): # tworzenie mapy self.clock.tick(FRAMERATE) for x in range(0, WIDTH, TILE_SIZE): for y in range(0, 768, TILE_SIZE): self.SCREEN.blit(self.BACKGROUND,(x,y)) self.rect = pygame.Rect(x, y, TILE_SIZE, TILE_SIZE) pygame.draw.rect(self.SCREEN, BLACK, self.rect, 1) self.flowers.draw(self.SCREEN) self.all_sprites.draw(self.SCREEN) self.rock_sprites.draw(self.SCREEN) self.grass_sprites.draw(self.SCREEN) self.SCREEN.blit(self.LVL_ICON, (340 ,780)) pygame.display.update() def main(self): self.events() self.update() self.map() g = Game() g.new() while g.running: g.main()