2024-03-13 23:25:49 +01:00
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import pygame
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2024-05-08 19:19:52 +02:00
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import prefs
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2024-03-14 13:53:26 +01:00
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from classes.beerKeg import BeerKeg
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2024-03-14 14:22:16 +01:00
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from classes.coffeMachine import CoffeMachine
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2024-04-15 10:43:01 +02:00
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from classes.table import Table
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2024-05-08 19:50:30 +02:00
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from pygame.locals import K_w, K_s, K_a, K_d, K_q, K_e, K_r, K_b,K_g
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2024-03-13 23:25:49 +01:00
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from classes.cell import Cell
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from classes.agent import Agent
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from collections import deque
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2024-04-13 11:53:13 +02:00
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import threading
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import time
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2024-05-26 10:12:10 +02:00
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import random
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2024-05-08 19:50:30 +02:00
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2024-03-13 23:25:49 +01:00
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pygame.init()
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window = pygame.display.set_mode((prefs.WIDTH, prefs.HEIGHT))
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pygame.display.set_caption("Game Window")
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2024-05-26 10:12:10 +02:00
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table_coords = [(4, 4), (4, prefs.GRID_SIZE-5), (prefs.GRID_SIZE-5, 4), (prefs.GRID_SIZE-5, prefs.GRID_SIZE-5)]
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2024-03-13 23:25:49 +01:00
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def initBoard():
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wall_probability = 0.001
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2024-03-13 23:25:49 +01:00
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global cells
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cells = []
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for i in range(prefs.GRID_SIZE):
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row = []
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for j in range(prefs.GRID_SIZE):
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2024-05-26 10:12:10 +02:00
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waga = random.choices([1, 4, 5], weights=[0.7, 0.1, 0.1], k=1)[0]
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cell = Cell(i, j, waga)
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if (i, j) not in table_coords:
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if waga == 5:
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cell.prepareTexture("sprites/plama.png")
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if waga == 4:
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cell.prepareTexture("sprites/dywan.png")
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if random.random() < wall_probability:
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cell.prepareTexture("sprites/wall.png")
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cell.blocking_movement = True
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2024-05-09 10:08:41 +02:00
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# Wybierz kolor dla płytki na podstawie jej położenia
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2024-03-13 23:25:49 +01:00
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row.append(cell)
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cells.append(row)
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# Test
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# Na potrzeby prezentacji tworzę sobie prostokątne ściany na które nie da się wejść
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# x1 = 3
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# y1 = 6
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# for i in range(x1, x1+4):
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# for j in range(y1, y1+2):
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# cells[i][j].prepareTexture("sprites/wall.png")
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# cells[i][j].blocking_movement = True
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for i in range(prefs.GRID_SIZE):
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for j in range(prefs.GRID_SIZE):
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if i == 0 or j==0 or j==prefs.GRID_SIZE-1 or (i == prefs.GRID_SIZE-1 and j != 17):
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cells[i][j].prepareTexture("sprites/wall.png")
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cells[i][j].blocking_movement = True
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cells[6][6].interactableItem = BeerKeg(cells[6][6], "Beer Keg")
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2024-03-14 14:33:51 +01:00
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cells[4][10].interactableItem = CoffeMachine(cells[4][10], "Coffe Machine")
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cells[4][4].interactableItem = Table(cells[4][4], "Table")
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cells[4][prefs.GRID_SIZE-5].interactableItem = Table(cells[4][prefs.GRID_SIZE-5], "Table")
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cells[prefs.GRID_SIZE-5][4].interactableItem = Table(cells[prefs.GRID_SIZE-5][4], "Table")
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cells[prefs.GRID_SIZE-5][prefs.GRID_SIZE-5].interactableItem = Table(cells[prefs.GRID_SIZE-5][prefs.GRID_SIZE-5], "Table")
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2024-05-09 14:51:58 +02:00
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2024-05-26 10:12:10 +02:00
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# cells[9][9].waga = 2
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# cells[9][8].waga = 10
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# cells[8][8].waga = 10
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# cells[prefs.SPAWN_POINT[0]+1][prefs.SPAWN_POINT[1]].waga = 100
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# cells[prefs.SPAWN_POINT[0]][prefs.SPAWN_POINT[1]-1].waga = 100
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# cells[9][7].waga = 2
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# cells[10][6].waga = 2
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# cells[7][7].waga = 2
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2024-05-05 12:39:12 +02:00
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2024-03-14 14:50:46 +01:00
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def draw_grid(window, cells, agent):
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for i in range(prefs.GRID_SIZE):
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for j in range(prefs.GRID_SIZE):
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cells[i][j].update(window)
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if(cells[i][j].interactableItem):
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cells[i][j].interactableItem.update(window)
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2024-05-09 14:45:32 +02:00
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if(not cells[i][j].blocking_movement):
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cells[i][j].blit_text(cells[i][j].waga, i*50+6, j*52+6, 12,window)
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font = pygame.font.SysFont('Comic Sans MS', 30)
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scoreText = font.render("Score: {}".format(str(round(agent.score,2))), 1, (0, 0, 0))
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multiplierText = font.render("Multiplier: {}".format(str(round(agent.multiplier,2))), 1, (0, 0, 0))
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window.blit(scoreText, (0, 0))
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window.blit(multiplierText, (0, 50))
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initBoard()
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2024-04-15 22:49:39 +02:00
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agent = Agent(prefs.SPAWN_POINT[0], prefs.SPAWN_POINT[1], cells)
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target_x, target_y = 18, 18
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2024-05-04 13:30:12 +02:00
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def watekDlaSciezkiAgenta():
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time.sleep(3)
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while True:
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if len(path) > 0:
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element = path.pop(0)
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print(element)
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if element == "left":
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agent.rotate_left()
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if element == "right":
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agent.rotate_right()
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if element == "forward":
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agent.move_direction()
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elif isinstance(element, tuple): # Check if it's a tuple indicating movement coordinates
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x, y = element
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agent.moveto(x, y)
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time.sleep(1)
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running = True
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while running:
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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running = False
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keys = pygame.key.get_pressed()
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if keys[K_w] and not agent.moved:
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agent.move_up()
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if keys[K_s] and not agent.moved:
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agent.move_down()
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if keys[K_a] and not agent.moved:
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agent.move_left()
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if keys[K_d] and not agent.moved:
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agent.move_right()
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if not any([keys[K_w], keys[K_s], keys[K_a], keys[K_d]]):
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agent.moved = False
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2024-04-20 11:05:31 +02:00
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if keys[K_q]:
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agent.rotate_left()
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if keys[K_e]:
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agent.rotate_right()
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2024-04-20 13:38:47 +02:00
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if keys[K_r]:
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agent.move_direction()
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if keys[K_b]:
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path = agent.bfs2(target_x, target_y)
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print("Najkrótsza ścieżka:", path)
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watek = threading.Thread(target=watekDlaSciezkiAgenta)
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watek.daemon = True
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watek.start()
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2024-05-09 10:08:41 +02:00
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2024-03-14 13:53:26 +01:00
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if pygame.key.get_pressed()[pygame.K_e]:
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if agent.current_cell.interactableItem and pygame.time.get_ticks() - agent.last_interact_time > 500:
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agent.last_interact_time = pygame.time.get_ticks()
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agent.current_cell.interactableItem.interact(agent)
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window.fill((255, 0, 0))
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draw_grid(window, cells, agent)
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agent.update(window)
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pygame.display.update()
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time.sleep(0.1)
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pygame.quit()
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