feat: agent moves normally now, Added features to handle agent self-traffic and threads

Fix: agent move and errors
This commit is contained in:
MlodyJ 2024-04-13 11:53:13 +02:00
parent fee1eddb8a
commit 687a630576
2 changed files with 27 additions and 18 deletions

43
app.py
View File

@ -6,6 +6,8 @@ from pygame.locals import K_w, K_s, K_a, K_d
from classes.cell import Cell
from classes.agent import Agent
from collections import deque
import threading
import time
pygame.init()
window = pygame.display.set_mode((prefs.WIDTH, prefs.HEIGHT))
pygame.display.set_caption("Game Window")
@ -45,17 +47,12 @@ def draw_grid(window, cells, agent):
window.blit(scoreText, (0, 0))
window.blit(multiplierText, (0, 50))
initBoard()
def bfs(start, target, cells):
queue = deque([(start,[])])
visited = set()
while queue:
current, path = queue.popleft()
if current==target:
@ -85,13 +82,12 @@ def get_neighbors(cell, cells):
return neighbors
#Wpisujemy miejsce w ktorym znajduje sie agent i miejsce docelowe
#Wpisujemy miejsce w ktorym znajduje sie agent i miejsce docelowe do funkcji znajdujacej najkrotsza sciezke
start_cell = cells[5][5]
target_cell = cells[10][10]
target_cell = cells[3][3]
shortest_path = bfs(start_cell, target_cell, cells)
if shortest_path:
print("Sciezka: ", [(cell.X, cell.Y) for cell in shortest_path])
else:
@ -106,7 +102,7 @@ def convert_to_coordinates(shortest_path):
path = convert_to_coordinates(shortest_path)
#Wyjmuje pierwsze koordynaty do ruszenia agenta a potem usuwa je z listy
#Wyjmuje pierwsze koordynaty do ruszenia agenta a potem usuwa go z listy
def pop_first_coordinates(coordinates):
if coordinates:
x, y = coordinates.pop(0)
@ -118,6 +114,25 @@ def pop_first_coordinates(coordinates):
agent = Agent(prefs.SPAWN_POINT[0], prefs.SPAWN_POINT[1], cells)
#Funkcja pomocnicza dla watku bo chcemy zeby agent poruszal sie ale zeby to normalnie wygladalo
def sciezkaAgenta():
x,y =pop_first_coordinates(path)
if x is not None and y is not None:
agent.moveto(x,y)
#osobny watek dla sciezki agenta zeby co *iles czasu* poruszal sie tam gdzie mowi path
def watekDlaSciezkiAgenta():
while True:
sciezkaAgenta()
time.sleep(1)
watek = threading.Thread(target=watekDlaSciezkiAgenta)
watek.daemon = True
watek.start()
running = True
while running:
for event in pygame.event.get():
@ -144,17 +159,11 @@ while running:
if not agent.moved:
first_x, first_y = pop_first_coordinates(path)
if first_x is not None and first_y is not None:
agent.moveto(first_x,first_y)
window.fill((255, 0, 0))
draw_grid(window, cells, agent)
agent.update(window)
pygame.display.update()
time.sleep(0.1)
pygame.quit()

View File

@ -65,7 +65,7 @@ class Agent:
self.multiplier = 1
def moveto(self,x,y):
if pygame.time.get_ticks()-self.last_move_time > 125 and self.current_cell.X < prefs.GRID_SIZE-1 and not self.cells[x][y].blocking_movement:
if not self.cells[x][y].blocking_movement:
self.current_cell = self.cells[x][y]
self.moved=True
self.last_move_time=pygame.time.get_ticks()