import pygame from config import * from agent import * from map_add_ons import * from archer_ork import * from infantry_ork import * from infantry_ork2 import * from sauron import * from health_flower import * #from unknown_mob import * #unknown mob 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("./zdjecia/podloze.jpg") self.BACKGROUND = pygame.transform.scale(self.BACKGROUND_IMG,(64,64)) self.LVL_ICON_PNG = pygame.image.load("./zdjecia/lvl_icon.png") self.LVL_ICON = pygame.transform.scale(self.LVL_ICON_PNG,(24,24)) pygame.display.set_caption('Gra-SI') def new(self): # tworzy się nowa sesja grania self.all_sprites = pygame.sprite.LayeredUpdates() self.rock_sprites = pygame.sprite.LayeredUpdates() self.archer_orks = pygame.sprite.LayeredUpdates() self.infantry_orks = pygame.sprite.LayeredUpdates() self.infantry_orks2 = pygame.sprite.LayeredUpdates() self.sauronL = pygame.sprite.LayeredUpdates() self.flowers = pygame.sprite.LayeredUpdates() #self.unknown_mobs = pygame.sprite.LayeredUpdates() #unknown mob self.agent = Agent(self,1,1) self.archer_ork = Archer_ork(self,10,10) self.enemy_cells.append(self.get_cell_number(self.archer_ork.x,self.archer_ork.y)) self.infantry_ork = Infantry_ork(self,10,4) self.enemy_cells.append(self.get_cell_number(self.infantry_ork.x,self.infantry_ork.y)) self.infantry_ork2 = Infantry_ork2(self,6,3) self.enemy_cells.append(self.get_cell_number(self.infantry_ork2.x,self.infantry_ork2.y)) self.sauron = Sauron(self, 1, 10) self.enemy_cells.append(self.get_cell_number(self.sauron.x,self.sauron.y)) self.flower = Health_flower(self, 8,2) #self.unknown_mob = Unknown_mob(self,8,8) #unknown mob for y in range(5): self.rock = Rocks(self,3,y) self.wall_cells.append(self.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.MOUSEBUTTONDOWN: mouse_presses = pygame.mouse.get_pressed() if mouse_presses[0]: self.search_in_breadth_first_approach() 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.all_sprites.draw(self.SCREEN) self.rock_sprites.draw(self.SCREEN) self.SCREEN.blit(self.LVL_ICON, (340 ,780)) pygame.display.update() def main(self): self.events() self.update() self.map() open_queue = [] close_queue = [] wall_cells = [] enemy_cells = [] def search_in_breadth_first_approach(self): print("x is: ", self.agent.x, "y is: ", self.agent.y) self.open_queue.append(self.get_cell_number(self.agent.x,self.agent.y)) goal_cell = self.get_cell_number(self.flower.x,self.flower.y) path = [] processing = True find_path = False while processing: # main loop for event in pygame.event.get(): if event.type == pygame.QUIT: exit() if len(self.open_queue) > 0 : current_node_cell = self.open_queue.pop(0) # remove and get first element of open_queue # check if this cell allready processed if(current_node_cell in self.close_queue): continue print("current cell number is: ", current_node_cell) print("goal cell/s is/are at: ", goal_cell) # cheking for goal if (current_node_cell == goal_cell): # add the goal cell to close queue too, this is helpfull to find the path self.close_queue.append(current_node_cell) found_goal_cell = current_node_cell print("goal found, now find the path from close_queue, close_queue is:", self.close_queue) processing = False find_path = True self.clock.tick(2) # stay some time here without closing the windoew else: # goal not found, continue processing child_node_cells = self.get_child_nodes(current_node_cell) # find possible child cells nodes to process self.close_queue.append(current_node_cell) # putting the processed node to closed queue # add child nodes to open queue only if they are already not in both open_queue and close_queue print("childe nodes: ", child_node_cells) for child_node in child_node_cells: if child_node not in self.open_queue and child_node not in self.close_queue: self.open_queue.append(child_node) # add children to END OF THE OPEN QUEUE (BFS) print("open queue: ", self.open_queue, "open_queue length: ", len(self.open_queue), "\n") else: print("no nodes to processe, open_queue length: ", len(self.open_queue), ", open queue: ",self. open_queue) print("closed queue (processed nodes) : ", self.close_queue) return self.close_queue dead_end_nodes = [] while find_path: path.append(self.close_queue[0]) # put the agent starting cell to path. for i in range(len(self.close_queue) -1): from_cell = path[-1] to_cell = self.close_queue[i+1] if to_cell in dead_end_nodes: continue if self.verify_to_cell_is_navigatable_from_from_cell(from_cell, to_cell): path.append(to_cell) if path[-1] == found_goal_cell: find_path = False else: # a dead end has occured, start finding path avoiding this dead end cell dead_end_nodes.append(path[-1]) path = [] # to start again print("path: ", path) self.move_agent(path) def get_cell_number(self,x, y): cell_number = None cell_number =(x // TILE_SIZE) + (NUM_ROWS * (( y// TILE_SIZE))) return cell_number def get_child_nodes(self,cell_number): children = [] up = self.get_up_cell(cell_number) if up is not None and up not in self.wall_cells and up not in self.enemy_cells: children.append(up) right = self.get_right_cell(cell_number) if right is not None and right not in self.wall_cells and up not in self.enemy_cells: children.append(right) down = self.get_down_cell(cell_number) if down is not None and down not in self.wall_cells and up not in self.enemy_cells: children.append(down) left = self.get_left_cell(cell_number) if left is not None and left not in self.wall_cells and up not in self.enemy_cells: children.append(left) return children def get_up_cell(self,cell_number): cell_row_number = cell_number // NUM_ROWS # current row number of agent if (cell_row_number - 1 < 0): # above /up row number of agent return None else: return (cell_number - NUM_ROWS) def get_right_cell(self,cell_number): cell_column_number = cell_number % NUM_ROWS # current column number of agent if (cell_column_number + 1 >= NUM_ROWS): # current cell is at the right edge, so no rigth child / right cell available return None else: return (cell_number + 1) # else return next cell number def get_down_cell(self,cell_number): cell_row_number = cell_number // NUM_ROWS # current row number of agent if (cell_row_number + 1 >= NUM_ROWS): # down / next row number of agent return None else: return (cell_number + NUM_ROWS) def get_left_cell(self,cell_number): cell_column_number = cell_number % NUM_ROWS # current column number of agent if (cell_column_number - 1 < 0): # current cell is at the left edge, so no left child / right cell available return None else: return (cell_number - 1) # else return previous cell number def verify_to_cell_is_navigatable_from_from_cell(self,from_cell, to_cell): if (to_cell in self.wall_cells or to_cell in self.enemy_cells): # if to_cell is a wall cell, return False return False if(from_cell + 1 == to_cell): # check to_cell is the right cell return True if(from_cell - 1 == to_cell): # check to_cell is the left cell return True if(from_cell - NUM_ROWS == to_cell): # check to_cell is the top / up cell return True if(from_cell + NUM_ROWS == to_cell): # check to_cell is the down / bottom cell return True return False # Else not navigatable, return False # trzeba poprawić poruszanie się agenta, sam bfs działa dobrze raczej def move_agent(self,path): for cell_to_move in path: x, y = self.get_top_left_cordinates_given_cell_number(cell_to_move) print("moving to cell : ", cell_to_move, " of cordinates x: ", x, ", y: ", y, ", line_width: ", TILE_SIZE) if x > self.agent.x and y == self.agent.y: self.agent.direction = 0 if x == self.agent.x and y > self.agent.y: self.agent.direction = 1 if x < self.agent.x and y == self.agent.y: self.agent.direction = 2 if x == self.agent.x and y < self.agent.y: self.agent.direction = 3 if self.agent.direction==0: self.agent.x += TILE_SIZE if self.agent.direction==1: self.agent.y += TILE_SIZE if self.agent.direction==2: self.agent.x -= TILE_SIZE if self.agent.direction==3: self.agent.y -= TILE_SIZE print("moved agent attributes: agent.x: ", self.agent.x, ", agent.y: ", self.agent.y) self.clock.tick(2) def get_top_left_cordinates_given_cell_number(self,cell_to_move): cell_row_number = cell_to_move // NUM_ROWS # cell row number cell_column_number = cell_to_move % NUM_ROWS # cell column number y = cell_row_number * TILE_SIZE x = cell_column_number * TILE_SIZE return x, y g = Game() g.new() while g.running: g.main()