Gra-SI/main.py

216 lines
9.2 KiB
Python

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.goal_pos = (self.flower.x//TILE_SIZE, self.flower.y//TILE_SIZE)
self.move_agent(self.astar.a_star(self.goal_pos))
if event.type == pygame.MOUSEBUTTONDOWN:
mouse_presses = pygame.mouse.get_pressed()
if mouse_presses[0]:
x = self.sauron.x
y = self.sauron.y
goal = x//TILE_SIZE,y//TILE_SIZE
mob_image = self.sauron.image_path
prediction = self.prediction_road(x,y,mob_image)
prediction = "SAURON"
while True: #do poprawienia poprawne rozpoznawanie póki co nie będzie działać dobrze, program się będzie zawieszać
if prediction == "SAURON" and self.agent.level < 3:
x = self.archer_ork.x
y = self.archer_ork.y
goal = x//TILE_SIZE,y//TILE_SIZE
mob_image = self.archer_ork.image_path
prediction = self.prediction_road(x,y,mob_image)
prediction = "ORK_ARCHER"
elif prediction == "SAURON" and self.agent.level >= 3:
self.obstacles[1][10] = False
self.move_agent(self.astar.a_star(goal))
elif prediction == "ORK_INFANTRY":
self.obstacles[10][4] = False
self.move_agent(self.astar.a_star(goal))
if self.agent.current_health < self.agent.max_health:
goal = (self.flower.x//TILE_SIZE, self.flower.y//TILE_SIZE)
self.move_agent(self.astar.a_star(goal))
x = self.sauron.x
y = self.sauron.y
goal = x//TILE_SIZE,y//TILE_SIZE
mob_image = self.sauron.image_path
prediction = self.prediction_road(x,y,mob_image)
prediction = "SAURON"
elif prediction == "ORK_ARCHER":
self.obstacles[10][10] = False
self.move_agent(self.astar.a_star(goal))
if self.agent.current_health < self.agent.max_health:
goal = (self.flower.x//TILE_SIZE, self.flower.y//TILE_SIZE)
self.move_agent(self.astar.a_star(goal))
x = self.infantry_ork.x
y = self.infantry_ork.y
goal = x//TILE_SIZE,y//TILE_SIZE
mob_image = self.infantry_ork.image_path
prediction = self.prediction_road(x,y,mob_image)
prediction = "ORK_INFANTRY"
def prediction_road(self,x,y,mob_image):
mob_goal_cell = (self.bfs.get_cell_number(x,y))
if self.bfs.get_up_cell(mob_goal_cell) == None:
goal_cell = self.bfs.get_down_cell(mob_goal_cell)
x,y = self.bfs.get_coordinates(goal_cell)
goal = x//TILE_SIZE,y//TILE_SIZE
self.move_agent(self.astar.a_star(goal))
prediction = self.nn.predict(mob_image)
else:
goal_cell = self.bfs.get_up_cell(mob_goal_cell)
x,y = self.bfs.get_coordinates(goal_cell)
goal = x//TILE_SIZE,y//TILE_SIZE
self.move_agent(self.astar.a_star(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.rect.x,self.agent.rect.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()