import pygame import prefs from classes.beerKeg import BeerKeg from classes.coffeMachine import CoffeMachine from classes.table import Table from pygame.locals import K_w, K_s, K_a, K_d, K_q, K_e, K_r, K_b,K_g 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") def initBoard(): global cells cells = [] for i in range(prefs.GRID_SIZE): row = [] for j in range(prefs.GRID_SIZE): cell = Cell(i, j, 1) # Wybierz kolor dla płytki na podstawie jej położenia if i == 0 or i == prefs.GRID_SIZE - 1 or j == 0 or j == prefs.GRID_SIZE - 1: color = (100, 20, 20) elif i == 1 or i == prefs.GRID_SIZE - 2 or j == 1 or j == prefs.GRID_SIZE - 2: color = (20, 100, 20) elif i == 2 or i == prefs.GRID_SIZE - 3 or j == 2 or j == prefs.GRID_SIZE - 3: color = (20, 20, 100) else: color = (150, 200, 200) cell.color = color row.append(cell) cells.append(row) # Test # Na potrzeby prezentacji tworzę sobie prostokątne ściany na które nie da się wejść x1 = 3 y1 = 6 for i in range(x1, x1+4): for j in range(y1, y1+2): cells[i][j].prepareTexture("sprites/wall.png") cells[i][j].blocking_movement = True cells[6][4].interactableItem = BeerKeg(cells[6][4], "Beer Keg") cells[4][10].interactableItem = CoffeMachine(cells[4][10], "Coffe Machine") cells[9][10].interactableItem = Table(cells[9][10], "Table") cells[8][2].interactableItem = Table(cells[8][2], "Table") cells[6][2].interactableItem = Table(cells[6][2], "Table") cells[4][2].interactableItem = Table(cells[4][2], "Table") for cell in cells: for cel in cell: cel.waga = Agent.get_cost((cel.X, cel.Y), cells) cells[9][9].waga = 2 cells[9][8].waga = 10 cells[8][8].waga = 10 cells[prefs.SPAWN_POINT[0]+1][prefs.SPAWN_POINT[1]].waga = 100 cells[prefs.SPAWN_POINT[0]][prefs.SPAWN_POINT[1]-1].waga = 100 cells[9][7].waga = 2 cells[10][6].waga = 2 cells[7][7].waga = 2 def draw_grid(window, cells, agent): for i in range(prefs.GRID_SIZE): for j in range(prefs.GRID_SIZE): cell = cells[i][j] color = cell.color pygame.draw.rect(window, cell.color, (i*prefs.CELL_SIZE, j*prefs.CELL_SIZE, prefs.CELL_SIZE, prefs.CELL_SIZE)) if(cells[i][j].interactableItem): cells[i][j].interactableItem.update(window) if(not cells[i][j].blocking_movement): cells[i][j].blit_text(cells[i][j].waga, i*50+6, j*52+6, 12,window) font = pygame.font.SysFont('Comic Sans MS', 30) scoreText = font.render("Score: {}".format(str(round(agent.score,2))), 1, (0, 0, 0)) multiplierText = font.render("Multiplier: {}".format(str(round(agent.multiplier,2))), 1, (0, 0, 0)) window.blit(scoreText, (0, 0)) window.blit(multiplierText, (0, 50)) initBoard() agent = Agent(prefs.SPAWN_POINT[0], prefs.SPAWN_POINT[1], cells) target_x, target_y = 9, 11 def watekDlaSciezkiAgenta(): time.sleep(3) while True: if len(path) > 0: element = path.pop(0) print(element) if element == "left": agent.rotate_left() if element == "right": agent.rotate_right() if element == "forward": agent.move_direction() elif isinstance(element, tuple): # Check if it's a tuple indicating movement coordinates x, y = element agent.moveto(x, y) time.sleep(1) running = True while running: for event in pygame.event.get(): if event.type == pygame.QUIT: running = False keys = pygame.key.get_pressed() if keys[K_w] and not agent.moved: agent.move_up() if keys[K_s] and not agent.moved: agent.move_down() if keys[K_a] and not agent.moved: agent.move_left() if keys[K_d] and not agent.moved: agent.move_right() if not any([keys[K_w], keys[K_s], keys[K_a], keys[K_d]]): agent.moved = False if keys[K_q]: agent.rotate_left() if keys[K_e]: agent.rotate_right() if keys[K_r]: agent.move_direction() if keys[K_b]: path = agent.bfs2(target_x, target_y) print("Najkrótsza ścieżka:", path) watek = threading.Thread(target=watekDlaSciezkiAgenta) watek.daemon = True watek.start() if keys[K_g]: path, cost = agent.astar((target_x, target_y), start_cost=0) print("Shortest path:", path) print("Total cost:", cost) watek = threading.Thread(target=watekDlaSciezkiAgenta) watek.daemon = True watek.start() if pygame.key.get_pressed()[pygame.K_e]: if agent.current_cell.interactableItem and pygame.time.get_ticks() - agent.last_interact_time > 500: agent.last_interact_time = pygame.time.get_ticks() agent.current_cell.interactableItem.interact(agent) window.fill((255, 0, 0)) draw_grid(window, cells, agent) agent.update(window) pygame.display.update() time.sleep(0.1) pygame.quit()