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Entity.py
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249 lines (196 loc) · 10.1 KB
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import math
import pygame
from App import Window, ConditionManager, SpriteLoader, EntitySprite, Condition
from Utils import Position
import random
from typing import Optional
class Entity:
def __init__(self, window: Window, sl: SpriteLoader, cm: ConditionManager):
self.window = window
self.sl = sl
self.cm = cm
class MenuAgent(Entity):
def __init__(self, window: Window, sl: SpriteLoader, cm: ConditionManager, sprite: EntitySprite,
sprite_scale: float, callback,
bound: tuple[tuple[int, int], tuple[int, int]] = None):
super().__init__(window, sl, cm)
self.bound_min = (0, 0)
self.bound_max = (self.window.width, self.window.height)
if bound is not None:
self.bound_min = bound[0]
self.bound_max = bound[1]
self.sprite_scale = sprite_scale
self.position = Position(self.bound_max[0] // 2, self.bound_max[1] // 2)
self.speed = 2
self.callback = callback
# Sprite vars & font
self.font1 = pygame.font.Font('assets/PressStart2P-Regular.ttf', 12)
self.sprite = sprite
self.current_frame = random.randint(0, self.sl.get_num_frame_in_entity_sprite(self.sprite) - 1)
self._pick_direction()
def move(self):
# Move
if (self.position.x <= self.bound_min[0]
or self.position.x >= self.bound_max[0]
or self.position.y <= self.bound_min[1]
or self.position.y >= self.bound_max[1]):
self._pick_direction()
self.position.x += self.speed * self.direction[0]
self.position.y += self.speed * self.direction[1]
# Clamp to screen edge
self.position.x = max(self.bound_min[0], min(self.bound_max[0], self.position.x))
self.position.y = max(self.bound_min[1], min(self.bound_max[1], self.position.y))
def render(self, events):
# Sprite orientation
current_sprite = self.sl.get_entity_sprite_at_frame(self.sprite, self.current_frame)
current_sprite = pygame.transform.scale(current_sprite,
(current_sprite.get_width() * self.sprite_scale,
current_sprite.get_height() * self.sprite_scale))
if self.direction[0] < 0:
current_sprite = pygame.transform.flip(current_sprite, True, False)
# Size for translation
sprite_width, sprite_height = current_sprite.get_size()
# Check on-click
for event in events:
if event.type == pygame.MOUSEBUTTONUP:
x, y = event.pos
if (self.position.x - 20 <= x <= self.position.x + sprite_width + 20
and self.position.y - 20 <= y <= self.position.y + sprite_height + 20):
sp = list(EntitySprite)
index = (sp.index(self.sprite) + 1) % len(sp)
self.sprite = sp[index]
self.callback(self.sprite)
# Text
name_size = self.font1.size(self.sprite.value)
name = self.font1.render(f'{self.sprite.value}', True, (0, 0, 0))
# Render
sprite_pos = (self.position.x - (sprite_width / 2), self.position.y - (sprite_height / 2))
text_pos = (sprite_pos[0] + (sprite_width // 2) - (name_size[0] // 2), sprite_pos[1] + 60)
self.window.screen.blit(current_sprite, sprite_pos)
self.window.screen.blit(name, text_pos)
# Clock tick
if pygame.time.get_ticks() % 10 == 0:
self.current_frame = pygame.time.get_ticks() % self.sl.get_num_frame_in_entity_sprite(self.sprite)
def _pick_direction(self):
angle = random.uniform(0, 2 * math.pi)
self.direction = (math.cos(angle), math.sin(angle))
class Agent(Entity):
def __init__(self, window: Window, sl: SpriteLoader, cm: ConditionManager, sprite: EntitySprite, agent_id: int,
generation: int, speed: int = -1, size: int = -1,
bound: tuple[tuple[int, int], tuple[int, int]] = None,
parent1: Optional["Agent"] = None, parent2: Optional["Agent"] = None):
super().__init__(window, sl, cm)
# Bound
self.bound_min = (0, 0)
self.bound_max = (self.window.width, self.window.height)
if bound is not None:
self.bound_min = bound[0]
self.bound_max = bound[1]
# Properties
self.id = agent_id
self.generation = generation
self.position = Position(self.bound_max[0] // 2, self.bound_max[1] // 2)
self.size = round(size, 2)
if size < 1:
self.size = random.randint(20, 50)
self.speed = round(speed, 2)
if speed < 1:
self.speed = round(1 / math.log(self.size, 10) * 4, 2)
self.energy = 100
self.color = (0, 0, 255)
self.eaten = 0
# Optionals
self.parent1 = parent1
self.parent2 = parent2
self.mutated = False
self.mutation_speed_offset = 0.0
self.mutation_size_offset = 0.0
# Sprite vars
self.sprite = sprite
self.current_frame = random.randint(0, self.sl.get_num_frame_in_entity_sprite(self.sprite) - 1)
self.sprite_scale = self.size / 20
self._pick_direction()
def change_sprite(self, sprite):
self.sprite = sprite
def move(self, foods: list):
if self.energy > 0:
# Move
if not len(foods) == 0:
closest_food = foods[0]
closest_dist = math.inf
for food in foods:
dist = math.sqrt((self.position.x - food.position.x) ** 2 +
(self.position.y - food.position.y) ** 2)
if dist < closest_dist:
closest_food = food
closest_dist = dist
direction_x = closest_food.position.x - self.position.x
direction_y = closest_food.position.y - self.position.y
distance_to_food = (direction_x ** 2 + direction_y ** 2) ** 0.5
speed_modifier = 1
if self.cm.current == Condition.SNOW:
speed_modifier = 0.5
if self.cm.current == Condition.WIND:
self.position.x += self.cm.direction[0] * 1.2
self.position.y += self.cm.direction[1] * 1.2
if distance_to_food <= self.size:
# Normalize direction and move towards it
self.position.x += self.speed * speed_modifier * (direction_x / distance_to_food)
self.position.y += self.speed * speed_modifier * (direction_y / distance_to_food)
else:
if (self.position.x <= self.bound_min[0]
or self.position.x >= self.bound_max[0]
or self.position.y <= self.bound_min[1]
or self.position.y >= self.bound_max[1] - 50):
self._pick_direction()
self.position.x += self.speed * speed_modifier * self.direction[0]
self.position.y += self.speed * speed_modifier * self.direction[1]
# Clamp to screen edge
self.position.x = max(self.bound_min[0], min(self.bound_max[0], self.position.x))
self.position.y = max(self.bound_min[1], min(self.bound_max[1] - 50, self.position.y))
# Cost to move
speed_cost = 0.1 * self.speed
size_cost = 0.00001 * self.size
self.energy = self.energy - speed_cost - size_cost
return True
return False
def render(self, events, callback):
# Sprite orientation
current_sprite = self.sl.get_entity_sprite_at_frame(self.sprite, self.current_frame)
current_sprite = pygame.transform.scale(current_sprite,
(current_sprite.get_width() * self.sprite_scale,
current_sprite.get_height() * self.sprite_scale))
if self.direction[0] < 0:
current_sprite = pygame.transform.flip(current_sprite, True, False)
# Size for translation
sprite_width, sprite_height = current_sprite.get_size()
# Check on click
for event in events:
if event.type == pygame.MOUSEBUTTONUP and not getattr(event, 'handled', False):
x, y = event.pos
if (self.position.x - (sprite_width / 2) <= x <= self.position.x + (sprite_width / 2)
and self.position.y - (sprite_height / 2) <= y <= self.position.y + (sprite_height / 2)):
setattr(event, 'handled', True)
callback(self)
# Render
self.window.screen.blit(current_sprite, (self.position.x - (sprite_width / 2), self.position.y - (sprite_height / 2)))
circle_surface = pygame.Surface((self.size * 2, self.size * 2), pygame.SRCALPHA)
pygame.draw.circle(circle_surface, (180, 0, 0) + (int((self.energy / 100) * 255),),
(self.size, self.size), self.size, width=2)
self.window.screen.blit(circle_surface, (self.position.x - self.size, self.position.y - self.size))
# Clock tick
if pygame.time.get_ticks() % 10 == 0:
self.current_frame = pygame.time.get_ticks() % self.sl.get_num_frame_in_entity_sprite(self.sprite)
def _pick_direction(self):
angle = random.uniform(0, 2 * math.pi)
self.direction = (math.cos(angle), math.sin(angle))
class Food(Entity):
def __init__(self, window: Window, sl: SpriteLoader, cm: ConditionManager):
super().__init__(window, sl, cm)
self.size = 6
self.position = Position(random.randint(8, self.window.width - 8), random.randint(8, self.window.height - 58))
self.sprite_idx = sl.get_random_food_index()
def render(self):
sprite = self.sl.get_food_sprite(self.sprite_idx)
sprite_width, sprite_height = sprite.get_size()
self.window.screen.blit(sprite, (self.position.x - (sprite_width // 2), self.position.y - (sprite_height // 2)))