def __init__(self,
              x,
              y,
              image,
              speed,
              obstacles,
              floor,
              item_type,
              rise_from=None,
              animated=False):
     super(Item, self).__init__()
     if animated:
         self.animator = Animator(image)
         self.image = self.animator.get_image()
     else:
         self.animator = None
         self.image = image
     self.item_type = item_type
     self.rect = self.image.get_rect()
     self.rect.left, self.rect.top = x, y
     self.speed = speed
     self.jump_speed = 0
     self.obstacles = obstacles  # objects that the item may collide with
     self.floor = floor  # rects for the floor
     self.rise_from = rise_from
Beispiel #2
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    def initialize_custom_reset(self, alternate_route):
        """
        resets the environment with a custom route for the agent

        :param alternate_route:   list: list of alternate route nodes for car agent
        :return          state:   list: initial state of agent
        """
        # initialize the car and light state objects
        init_car_state = self.car_init_method(self.N,
                                              self.axis,
                                              car_id=self.agent,
                                              alternate_route=alternate_route)
        self.cars_object = Cars(init_state=init_car_state, axis=self.axis)

        if self.animate:
            # init animator
            self.animator = Animator(fig=self.fig,
                                     ax=self.ax,
                                     cars_object=self.cars_object,
                                     lights_object=self.lights_object,
                                     num=self.num)

        stateview = self.refresh_stateview()
        state = stateview.determine_state()[0]
        state = state.index(True)
        return state
Beispiel #3
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 def crushed_death_animation(self):
     print('ENEMY CRUSHED')
     time = pygame.time.get_ticks()
     print(str(time))
     print(str(self.last_frame))
     # Animate and keep on screen for half a second before killing sprite
     self.animator = Animator(self.crushed_images)
     if abs(time - self.last_frame) > 1000:
         self.player.score += 100
         self.kill()
 def __init__(self, x, y, screen, points=100):
     super(Coin, self).__init__()
     images = [
         'map/Coin-1.png', 'map/Coin-2.png', 'map/Coin-3.png',
         'map/Coin-4.png'
     ]
     self.animator = Animator(images)
     self.image = self.animator.get_image()
     self.rect = self.image.get_rect()
     self.rect.left, self.rect.top = x, y
     self.screen = screen
     self.points = points
Beispiel #5
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 def __init__(self, screen, x, y, player, floor, block, goombas, koopas):
     self.walk_images = [
         'images/enemies/goomba/GoombaLeftBoot.png',
         'images/enemies/goomba/GoombaRightBoot.png'
     ]
     self.upside_down_images = [
         'images/enemies/goomba/GoombaUD1.png',
         'images/enemies/goomba/GoombaUD2.png'
     ]
     self.crushed_images = ['images/enemies/goomba/GoombaCrushed.png']
     self.animator = Animator(self.walk_images)
     image = self.animator.get_image()
     super().__init__(screen, image, x, y, player, floor, block, goombas,
                      koopas)
Beispiel #6
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 def upside_down_death_animation(self):
     time = pygame.time.get_ticks()
     # Animate getting hit (Go up for two seconds)
     if self.death_animation_frame == 0:
         self.rect.y += (abs(self.ENEMY_DIRECTION) * self.ENEMY_SPEED)
     else:
         self.rect.y += (abs(self.ENEMY_DIRECTION) * self.ENEMY_SPEED * -1)
     # After two seconds fall down while upside down
     if self.death_animation_frame == 0 and abs(self.last_frame -
                                                time) > 2000:
         self.animator = Animator(self.UD_death_images)
         self.death_animation_frame += 1
     """MIGHT BE REDUNDANT WITH CHECK BOUNDARY"""
     # Kill off after 10 seconds (Enough to be off screen)
     if abs(self.last_frame - time) > 10000:
         self.player.score += 100
         self.kill()
Beispiel #7
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 def __init__(self, screen, x, y, player, floor, block, goombas, koopas):
     self.name_1, self.name_2 = None, None
     self.name_1 = Enemy.img_file('KoopaWalkLeft_1', 25, 40)
     self.name_2 = Enemy.img_file('KoopaWalkLeft_2', 25, 40)
     self.left_images = [self.name_1, self.name_2]
     self.name_1 = Enemy.img_file('KoopaWalkRight_1', 25, 40)
     self.name_2 = Enemy.img_file('KoopaWalkRight_2', 25, 40)
     self.right_images = [self.name_1, self.name_2]
     self.name_1 = Enemy.img_file('KoopaShell', 35, 30)
     self.death_images = [self.name_1]
     self.name_1 = Enemy.img_file('KoopaShellUD', 35, 30)
     self.UD_death_images = [self.name_1]
     self.name_1 = Enemy.img_file('KoopaLegs', 35, 30)
     self.feet_images = [self.name_1]
     self.animator = Animator(self.left_images)
     image = self.animator.get_image()
     super().__init__(screen, image, x, y, player, floor, block, goombas,
                      koopas)
     self.collision_flag = False
     self.feet_frame = 0
     self.counter = 0
class Coin(Sprite):
    """Represents a coin with an associated point value"""
    def __init__(self, x, y, screen, points=100):
        super(Coin, self).__init__()
        images = [
            'map/Coin-1.png', 'map/Coin-2.png', 'map/Coin-3.png',
            'map/Coin-4.png'
        ]
        self.animator = Animator(images)
        self.image = self.animator.get_image()
        self.rect = self.image.get_rect()
        self.rect.left, self.rect.top = x, y
        self.screen = screen
        self.points = points

    def update(self):
        """Update the coin image"""
        self.image = self.animator.get_image()

    def blit(self):
        """Blit the coin to the screen"""
        self.screen.blit(self.image, self.rect)
 def __init__(self,
              x,
              y,
              norm_images,
              explode_images,
              obstacles,
              floor,
              goomba,
              koopa,
              speed=5):
     self.norm_animator = Animator(norm_images)
     self.explode_animator = Animator(explode_images, repeat=False)
     self.image = self.norm_animator.get_image()
     self.rect = self.image.get_rect()
     self.rect.x, self.rect.y = x, y
     self.obstacles = obstacles
     self.floor = floor
     self.goomba, self.koopa = goomba, koopa
     self.speed_x = speed
     self.speed_y = speed
     self.active = True
     super(FireBall, self).__init__()
Beispiel #10
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 def __init__(self,
              x,
              y,
              screen,
              map_group,
              game_objects,
              item=MUSHROOM,
              static_img=None):
     if not static_img:
         images = [
             'map/Question-Block-1.png', 'map/Question-Block-2.png',
             'map/Question-Block-3.png'
         ]
         self.animator = Animator(images)
         initial_image = self.animator.get_image()
     else:
         initial_image = static_img
         self.animator = None
     self.game_objects = game_objects
     if item in (QuestionBlock.MUSHROOM, QuestionBlock.FIRE_FLOWER,
                 QuestionBlock.STARMAN, QuestionBlock.ONE_UP):
         self.item = item  # TODO: items
         coins = None
     else:
         self.item = None
         coins = 1
     super(QuestionBlock, self).__init__(x,
                                         y,
                                         initial_image,
                                         screen,
                                         map_group,
                                         coins=coins if coins else 0)
     if self.item:
         self.sound = mixer.Sound('audio/Powerup-Appear.wav')
     self.blank_img = image.load(
         'map/super-mario-empty-block.png')  # force blank image
     self.state['blank'] = False
Beispiel #11
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    def reset(self, num):
        """
        resets the environment

        :param    num: tuple: int, int
        :return state:   int
        """
        # initialize cars every reset
        init_cars = self.car_init_method(self.N, self.axis)
        self.cars_object = Cars(init_state=init_cars, graph=self.graph)
        stateview = self.refresh_stateview()
        state = stateview.determine_state()[0]
        state = state.index(True)

        if self.animate:
            # init animator
            self.num = num
            self.animator = Animator(fig=self.fig,
                                     ax=self.ax,
                                     cars_object=self.cars_object,
                                     lights_object=self.lights_object,
                                     num=self.num)

        return state
Beispiel #12
0
            else:
                self.yellow_ud_percent += self.yellow_percent_increment
        else:
            self.yellow_cooldown -= self.fire_update_delay
            if self.yellow_cooldown <= 0:
                pwm.set_duty_cycle(self.yellow, 0)
            else:
                pwm.set_duty_cycle(
                    self.yellow,
                    max(
                        min((abs(self.yellow_mean - numpy.random.normal(
                            self.yellow_mean, self.yellow_sigma)) *
                             self.yellow_mult), 100), 0))

    def clear(self):
        pwm.set_duty_cycle(self.red, 0)
        pwm.set_duty_cycle(self.yellow, 0)


if __name__ == "__main__":
    from animate import Animator
    import time

    f = Fire("XIO-P2", "XIO-P0")

    animator = Animator()
    animator.post_updater(f)

    while True:
        time.sleep(100)
Beispiel #13
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    def koopa_physics(self):
        """USE MARIO CURRENT POSITION TO GET LEFT OF SCREEN"""
        self.check_boundary()

        if not self.check_floor() and self.start_movement:
            self.rect.y += (abs(self.ENEMY_DIRECTION) * self.ENEMY_GRAVITY)
            self.rect.x = self.rect.x + (self.ENEMY_DIRECTION *
                                         (self.ENEMY_SPEED - 1))
        if self.check_floor() and self.start_movement:
            self.rect.x = self.rect.x + (self.ENEMY_DIRECTION *
                                         self.ENEMY_SPEED)

        # If collision
        if self.check_collisions():
            # Gets stomped on -> stop
            # Collides with player when in shell -> Movement
            if self.enemy_player_collide_flag and self.shell_mode:
                time = pygame.time.get_ticks()
                # Only put in shell if needed
                if self.death_animation_frame == 0:
                    self.animator = Animator(self.death_images)
                    self.image = self.animator.get_image()
                    tempx, tempy = self.rect.x, self.rect.y
                    self.rect = self.image.get_rect()
                    self.rect.x = tempx
                    self.rect.y = tempy
                    self.death_animation_frame += 1
                # Collide with player in shell mode causes movement
                if self.check_player_shell_collision():
                    self.shell_movement = True
                # Move shell depending on which side was hit
                if self.shell_movement:
                    if self.death_animation_frame == 1:
                        # Left side was hit
                        if self.rect.x >= self.player.rect.x:
                            self.ENEMY_DIRECTION = abs(self.ENEMY_DIRECTION)
                        # Right side hit
                        else:
                            self.ENEMY_DIRECTION = abs(
                                self.ENEMY_DIRECTION) * -1
                        self.death_animation_frame += 1
                    if self.check_block_collision():
                        pass
                    self.rect.x += (self.ENEMY_DIRECTION * self.ENEMY_SPEED)
                # Not being hit by player again makes koopa pop out of shell
                if not self.check_player_shell_collision() and abs(self.last_frame - time) > 8000 and not\
                        self.shell_movement:
                    if self.counter == 0:
                        self.animator = Animator(self.feet_images)
                        self.feet_frame = pygame.time.get_ticks()
                        self.counter += 1
                    if abs(self.feet_frame - time) > 3000:
                        self.counter = 0
                        self.ENEMY_DIRECTION = abs(self.ENEMY_DIRECTION) * -1
                        self.animator = Animator(self.left_images)
                        self.enemy_player_collide_flag = False
                        self.shell_mode = False
            # Collision with map or block
            elif self.enemy_block_collide_flag:
                # Killed by player hitting block
                if self.block_enemy_kill:
                    self.dead = True
                    self.upside_down_death_animation()
                # If colliding with map (i.e. Pipe) change direction
                else:
                    self.rect.x += (self.ENEMY_DIRECTION * self.ENEMY_SPEED)
                    self.enemy_block_collide_flag = False
            # If colliding with goomba change direction
            elif self.enemy_goomba_collide_flag:
                self.rect.x += (self.ENEMY_DIRECTION * self.ENEMY_SPEED)
                self.enemy_goomba_collide_flag = False
            elif self.enemy_koopa_collide_flag:
                # Colliding with koopa shell thats moving
                if self.shell_enemy_kill:
                    self.dead = True
                    self.upside_down_death_animation()
                # Colliding with koopa enemy or shell
                else:
                    self.rect.x += (self.ENEMY_DIRECTION * self.ENEMY_SPEED)
                    self.enemy_koopa_collide_flag = False
Beispiel #14
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class Koopa(Enemy):
    def __init__(self, screen, x, y, player, floor, block, goombas, koopas):
        self.name_1, self.name_2 = None, None
        self.name_1 = Enemy.img_file('KoopaWalkLeft_1', 25, 40)
        self.name_2 = Enemy.img_file('KoopaWalkLeft_2', 25, 40)
        self.left_images = [self.name_1, self.name_2]
        self.name_1 = Enemy.img_file('KoopaWalkRight_1', 25, 40)
        self.name_2 = Enemy.img_file('KoopaWalkRight_2', 25, 40)
        self.right_images = [self.name_1, self.name_2]
        self.name_1 = Enemy.img_file('KoopaShell', 35, 30)
        self.death_images = [self.name_1]
        self.name_1 = Enemy.img_file('KoopaShellUD', 35, 30)
        self.UD_death_images = [self.name_1]
        self.name_1 = Enemy.img_file('KoopaLegs', 35, 30)
        self.feet_images = [self.name_1]
        self.animator = Animator(self.left_images)
        image = self.animator.get_image()
        super().__init__(screen, image, x, y, player, floor, block, goombas,
                         koopas)
        self.collision_flag = False
        self.feet_frame = 0
        self.counter = 0

    def upside_down_death_animation(self):
        time = pygame.time.get_ticks()
        # Animate getting hit (Go up for two seconds)
        if self.death_animation_frame == 0:
            self.rect.y += (abs(self.ENEMY_DIRECTION) * self.ENEMY_SPEED)
        else:
            self.rect.y += (abs(self.ENEMY_DIRECTION) * self.ENEMY_SPEED * -1)
        # After two seconds fall down while upside down
        if self.death_animation_frame == 0 and abs(self.last_frame -
                                                   time) > 2000:
            self.animator = Animator(self.UD_death_images)
            self.death_animation_frame += 1
        """MIGHT BE REDUNDANT WITH CHECK BOUNDARY"""
        # Kill off after 10 seconds (Enough to be off screen)
        if abs(self.last_frame - time) > 10000:
            self.player.score += 100
            self.kill()

    def update(self):
        self.koopa_physics()
        self.image = self.animator.get_image()

    def check_player_shell_collision(self):
        # Check player collision when in shell
        if self.rect.colliderect(self.player.rect):
            return True

    def koopa_physics(self):
        """USE MARIO CURRENT POSITION TO GET LEFT OF SCREEN"""
        self.check_boundary()

        if not self.check_floor() and self.start_movement:
            self.rect.y += (abs(self.ENEMY_DIRECTION) * self.ENEMY_GRAVITY)
            self.rect.x = self.rect.x + (self.ENEMY_DIRECTION *
                                         (self.ENEMY_SPEED - 1))
        if self.check_floor() and self.start_movement:
            self.rect.x = self.rect.x + (self.ENEMY_DIRECTION *
                                         self.ENEMY_SPEED)

        # If collision
        if self.check_collisions():
            # Gets stomped on -> stop
            # Collides with player when in shell -> Movement
            if self.enemy_player_collide_flag and self.shell_mode:
                time = pygame.time.get_ticks()
                # Only put in shell if needed
                if self.death_animation_frame == 0:
                    self.animator = Animator(self.death_images)
                    self.image = self.animator.get_image()
                    tempx, tempy = self.rect.x, self.rect.y
                    self.rect = self.image.get_rect()
                    self.rect.x = tempx
                    self.rect.y = tempy
                    self.death_animation_frame += 1
                # Collide with player in shell mode causes movement
                if self.check_player_shell_collision():
                    self.shell_movement = True
                # Move shell depending on which side was hit
                if self.shell_movement:
                    if self.death_animation_frame == 1:
                        # Left side was hit
                        if self.rect.x >= self.player.rect.x:
                            self.ENEMY_DIRECTION = abs(self.ENEMY_DIRECTION)
                        # Right side hit
                        else:
                            self.ENEMY_DIRECTION = abs(
                                self.ENEMY_DIRECTION) * -1
                        self.death_animation_frame += 1
                    if self.check_block_collision():
                        pass
                    self.rect.x += (self.ENEMY_DIRECTION * self.ENEMY_SPEED)
                # Not being hit by player again makes koopa pop out of shell
                if not self.check_player_shell_collision() and abs(self.last_frame - time) > 8000 and not\
                        self.shell_movement:
                    if self.counter == 0:
                        self.animator = Animator(self.feet_images)
                        self.feet_frame = pygame.time.get_ticks()
                        self.counter += 1
                    if abs(self.feet_frame - time) > 3000:
                        self.counter = 0
                        self.ENEMY_DIRECTION = abs(self.ENEMY_DIRECTION) * -1
                        self.animator = Animator(self.left_images)
                        self.enemy_player_collide_flag = False
                        self.shell_mode = False
            # Collision with map or block
            elif self.enemy_block_collide_flag:
                # Killed by player hitting block
                if self.block_enemy_kill:
                    self.dead = True
                    self.upside_down_death_animation()
                # If colliding with map (i.e. Pipe) change direction
                else:
                    self.rect.x += (self.ENEMY_DIRECTION * self.ENEMY_SPEED)
                    self.enemy_block_collide_flag = False
            # If colliding with goomba change direction
            elif self.enemy_goomba_collide_flag:
                self.rect.x += (self.ENEMY_DIRECTION * self.ENEMY_SPEED)
                self.enemy_goomba_collide_flag = False
            elif self.enemy_koopa_collide_flag:
                # Colliding with koopa shell thats moving
                if self.shell_enemy_kill:
                    self.dead = True
                    self.upside_down_death_animation()
                # Colliding with koopa enemy or shell
                else:
                    self.rect.x += (self.ENEMY_DIRECTION * self.ENEMY_SPEED)
                    self.enemy_koopa_collide_flag = False
Beispiel #15
0
# cars = Cars(sim.init_culdesac_start_location(N, graph), graph)
cars = Cars(sim.init_random_node_start_location(N, graph), graph)
lights = TrafficLights(sim.init_traffic_lights(graph, prescale=15), graph)
""" for an example of learning using a single, convergent learner, initialize the sim using these cars and lights: """
# cars = Cars(cl.init_custom_agent(n=1, fig_axis=axis), axis=axis)
# lights = TrafficLights(cl.init_custom_lights(fig_axis=axis, prescale=None), axis)

# time of simulation (in seconds)
duration = int(input('Duration of time to simulate (in seconds): '))
frames_per_second = 60
n_frames = duration * frames_per_second

# initialize the Animator
animator = Animator(fig=graph.fig,
                    ax=graph.ax,
                    cars_object=cars,
                    lights_object=lights,
                    num=(1, 1),
                    n=N)
init = animator.reset
animate = animator.animate

print(f"{dt.now().strftime('%H:%M:%S')} Now running simulation... ")
# for creating HTML movies
ani = animation.FuncAnimation(graph.fig,
                              animate,
                              init_func=init,
                              frames=tqdm(range(n_frames), file=sys.stdout),
                              interval=30,
                              blit=True)
mywriter = animation.HTMLWriter(fps=frames_per_second)
ani.save(f'traffic_{dt.today().strftime("%Y_%m_%d")}.html', writer=mywriter)
Beispiel #16
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 def __init__(self):
     if IntDispatcher.__instance is None:
         IntDispatcher.__instance = IntDispatcher.__IntDispatcher()
         animator = Animator()
         animator.post_updater(IntDispatcher.__instance)
class FireBall(Sprite):
    """A fireball which can be thrown from Mario when he is in his fire flower state"""
    def __init__(self,
                 x,
                 y,
                 norm_images,
                 explode_images,
                 obstacles,
                 floor,
                 goomba,
                 koopa,
                 speed=5):
        self.norm_animator = Animator(norm_images)
        self.explode_animator = Animator(explode_images, repeat=False)
        self.image = self.norm_animator.get_image()
        self.rect = self.image.get_rect()
        self.rect.x, self.rect.y = x, y
        self.obstacles = obstacles
        self.floor = floor
        self.goomba, self.koopa = goomba, koopa
        self.speed_x = speed
        self.speed_y = speed
        self.active = True
        super(FireBall, self).__init__()

    def check_hit_wall(self):
        """Check if the fireball has hit any walls"""
        for obs in self.obstacles:
            pts = [
                obs.rect.midleft, obs.rect.midright, obs.rect.bottomleft,
                obs.rect.bottomright
            ]
            for pt in pts:
                if self.rect.collidepoint(pt):
                    self.active = False
                    return
        for flr_rect in self.floor:
            pts = [
                flr_rect.midleft, flr_rect.midright, flr_rect.bottomleft,
                flr_rect.bottomright
            ]
            for pt in pts:
                if self.rect.collidepoint(pt):
                    self.active = False
                    return

    def check_hit_enemies(self):
        """Check if the fireball has hit any enemies"""
        for g_enemy in self.goomba:
            if collide_rect(
                    self,
                    g_enemy):  # FIXME: change kill() when animation works
                g_enemy.kill()
                self.active = False
                return
        for k_enemy in self.koopa:
            if collide_rect(self, k_enemy):
                k_enemy.kill()
                self.active = False
                return

    def apply_gravity(self):
        """Apply gravity to the fireball, bounce off of horizontal side of surfaces"""
        bounce = False
        for obs in self.obstacles:
            pts = [obs.rect.topleft, obs.rect.midtop, obs.rect.topright]
            for pt in pts:
                if self.rect.collidepoint(pt):
                    bounce = True
                    break
            if bounce:
                break
        if not bounce:
            for flr_rect in self.floor:
                # check if bottom is at the top of the floor rect and that the x pos is within floor area
                if self.rect.bottom >= flr_rect.top and (
                        flr_rect.left < self.rect.center[0] < flr_rect.right):
                    bounce = True
                    break
        if bounce:
            self.speed_y = -abs(
                self.speed_y)  # ensure speed in y-direction is negative
        else:
            self.speed_y += 2  # apply gravity
        self.rect.y += self.speed_y

    def update(self):
        """Update the position of the fireball"""
        if self.active:
            self.rect.x += self.speed_x
            self.apply_gravity()
            self.image = self.norm_animator.get_image()
            self.check_hit_wall()
            self.check_hit_enemies()
        elif self.explode_animator.is_animation_done():
            self.kill()
        else:
            self.image = self.explode_animator.get_image()
Beispiel #18
0
class Env:
    def __init__(self, n, graph, agent, dt, animate=False):
        """
        initializes an environment for a car in the system

        :param         n:       int: number of cars to simulate
        :param     graph:  OGraph object from
        :param     agent:       int: the ID of the car (agent)
        :param   animate:      bool: if the environment is to be animated while learning
        """
        self.N = n
        self.num = None
        self.graph = graph
        self.fig, self.ax = self.graph.fig, self.graph.ax
        self.agent = agent
        self.dt = dt
        self.animate = animate
        self.animator = None
        self.axis = self.ax.axis()
        self.route_times = []
        self.car_init_method = sim.init_random_node_start_location
        # self.car_init_method = sim.init_culdesac_start_location
        self.light_init_method = sim.init_traffic_lights
        # self.car_init_method = convergent_learner.init_custom_agent
        # self.light_init_method = convergent_learner.init_custom_lights
        self.cars_object = Cars(self.car_init_method(self.N, self.graph),
                                self.graph)
        self.lights_object = TrafficLights(
            self.light_init_method(self.graph, prescale=40), self.graph)
        self.high = 10
        self.low = 2
        self.shortest_route_thresh = 5

    def reset(self, num):
        """
        resets the environment

        :param    num: tuple: int, int
        :return state:   int
        """
        # initialize cars every reset
        init_cars = self.car_init_method(self.N, self.axis)
        self.cars_object = Cars(init_state=init_cars, graph=self.graph)
        stateview = self.refresh_stateview()
        state = stateview.determine_state()[0]
        state = state.index(True)

        if self.animate:
            # init animator
            self.num = num
            self.animator = Animator(fig=self.fig,
                                     ax=self.ax,
                                     cars_object=self.cars_object,
                                     lights_object=self.lights_object,
                                     num=self.num)

        return state

    def refresh_stateview(self):
        """
        this function prepares a fresh depiction of what state the car is in

        :return stateview: object
        """
        stateview = nav.StateView(graph=self.graph,
                                  car_index=self.agent,
                                  cars=self.cars_object.state,
                                  lights=self.lights_object.state)
        return stateview

    def initialize_custom_reset(self, alternate_route):
        """
        resets the environment with a custom route for the agent

        :param alternate_route:   list: list of alternate route nodes for car agent
        :return          state:   list: initial state of agent
        """
        # initialize the car and light state objects
        init_car_state = self.car_init_method(self.N,
                                              self.axis,
                                              car_id=self.agent,
                                              alternate_route=alternate_route)
        self.cars_object = Cars(init_state=init_car_state, axis=self.axis)

        if self.animate:
            # init animator
            self.animator = Animator(fig=self.fig,
                                     ax=self.ax,
                                     cars_object=self.cars_object,
                                     lights_object=self.lights_object,
                                     num=self.num)

        stateview = self.refresh_stateview()
        state = stateview.determine_state()[0]
        state = state.index(True)
        return state

    def step(self, action, num):
        """
        This function runs a full simulation of a car from origin to destination
        (if action, then use the alternate route)

        :param                      action:   int: 0 or 1
        :param                         num: tuple: the simulation number out of the total number of simulations
        :return new_state, reward, done, _:  list: the end of the return is free to contain debugging info
        """
        debug_report = []

        if self.animate:
            self.animator.reset(self.num)

        stateview = self.refresh_stateview()
        state, new_route, new_xpath, new_ypath = stateview.determine_state()

        if action:
            new_state = self.initialize_custom_reset(
                alternate_route=(new_route, new_xpath, new_ypath))
        else:
            new_state = state.index(True)

        arrived = False
        i = 0
        while not arrived:
            arrived = self.simulation_step(i)
            i += 1

        route_time = self.cars_object.state.loc[self.agent]['route-time']
        self.route_times.append(route_time)
        # TODO: need new way of identifying shortest route time.
        if len(self.route_times) < self.shortest_route_thresh:
            shortest_route_found_reward = 0
            done = False
        elif np.isclose(0,
                        self.route_times[-1] - np.min(self.route_times),
                        atol=5 * self.dt).all():
            """
            If the route time achieved after the simulation is within 5 x dt second of the minimum time achieved.
            Define this environment condition as having found the shortest route (locally). 
            """
            shortest_route_found_reward = self.high
            done = True
        else:
            shortest_route_found_reward = 0
            done = False

        if num[0] < 1:
            reward = 0
        else:
            time_delta = self.route_times[num[0] - 1] - self.route_times[
                num[0]] + shortest_route_found_reward
            if time_delta > 0:
                reward = time_delta
            else:
                reward = 0

        return new_state, reward, done, debug_report

    def simulation_step(self, i):
        """
        make one step in the simulation

        :param         i: simulation step
        :return  arrived: bool
        """
        frontview = nav.FrontView(self.cars_object.state.loc[self.agent],
                                  self.graph)
        end_of_route = frontview.end_of_route()
        if not end_of_route:
            if self.animate:
                self.animator.animate(i)
            else:
                self.lights_object.update(self.dt)
                self.cars_object.update(self.dt, self.lights_object.state)
            arrived = False
        else:
            arrived = True

        return arrived
class Item(Sprite):
    """Represents a generic item object in the mario game"""
    MUSHROOM = 'mushroom'
    ONE_UP = '1-up'
    FIRE_FLOWER = 'fire-flower'
    STARMAN = 'starman'

    def __init__(self,
                 x,
                 y,
                 image,
                 speed,
                 obstacles,
                 floor,
                 item_type,
                 rise_from=None,
                 animated=False):
        super(Item, self).__init__()
        if animated:
            self.animator = Animator(image)
            self.image = self.animator.get_image()
        else:
            self.animator = None
            self.image = image
        self.item_type = item_type
        self.rect = self.image.get_rect()
        self.rect.left, self.rect.top = x, y
        self.speed = speed
        self.jump_speed = 0
        self.obstacles = obstacles  # objects that the item may collide with
        self.floor = floor  # rects for the floor
        self.rise_from = rise_from

    def rise(self):
        """Have the item rise up from another object"""
        if not self.rise_from:
            raise ValueError(
                'Cannot rise from an object when that object is None')
        if self.rect.bottom <= self.rise_from.rect.top:
            self.rise_from = None
        else:
            self.rect.bottom -= 2

    def jump(self):
        """Have the item jump into the air"""
        if self.speed >= 0:
            self.jump_speed = -(self.speed * 5)
        else:
            self.jump_speed = (self.speed * 5)

    def flip_direction(self):
        """Flip the direction the item is moving on the x-axis"""
        self.speed = -self.speed
        self.rect.left += self.speed

    def bounce_off_obstacles(self):
        """Check if the item has hit any obstacles which cause it to bounce the other direction"""
        for obs in self.obstacles:
            pts = [
                obs.rect.bottomleft, obs.rect.midleft, obs.rect.bottomright,
                obs.rect.midright
            ]
            for pt in pts:
                if self.rect.collidepoint(pt):
                    self.flip_direction()
                    return
        for rect in self.floor:
            pts = [
                rect.midleft, rect.midright, rect.bottomleft, rect.bottomright
            ]
            y_cap = rect.top
            for pt in pts:
                if self.rect.collidepoint(pt) or \
                        ((self.rect.left == rect.right or self.rect.right == rect.left) and self.rect.top > y_cap):
                    self.flip_direction()
                    return

    def fall(self):
        """If the item is not supported by any floor rects, then fall down"""
        falling = True
        for rect in self.floor:
            # check if bottom is at the top of the floor rect and that the x pos is within floor area
            if self.rect.bottom == rect.top and (
                    rect.left < self.rect.center[0] < rect.right):
                self.rect.bottom = rect.top
                falling = False
                break
        if falling:
            for obj in self.obstacles:
                pts = [obj.rect.topleft, obj.rect.midtop, obj.rect.topright]
                for pt in pts:
                    if self.rect.collidepoint(pt):
                        falling = False
                        break
                if not falling:
                    break
        if falling:
            self.rect.bottom += abs(self.speed)

    def update(self):
        """Update the item position based on its speed variables"""
        if self.animator:
            self.image = self.animator.get_image()
        if not self.rise_from:
            if abs(self.jump_speed) > 0:
                self.rect.top += self.jump_speed
                self.jump_speed += 1  # simulate gravity reducing speed
            self.rect.left += self.speed
            self.bounce_off_obstacles()
            self.fall()
        else:
            self.rise()
Beispiel #20
0
from star import Star
from animate import Animator

sensor_ctl = "CSID1"
relay_ctl = "CSID2"
star_ctl = "CSID7"

# each fire is identified by a touple (red, yellow)
fires_ctl = [
        ("XIO-P3", "XIO-P1"), 
        ("XIO-P2", "XIO-P0")
]

CHIP_IO.Utilities.unexport_all()

animator = Animator()

relay = Relay(relay_ctl, False, False)
relay.c()

sensor = sensor.get_sensor(sensor_ctl, gpio.PUD_UP, 180)

sensor.register_callback(relay.c, False)

for f in fires_ctl:
    fire = Fire(f[0], f[1])
    animator.post_updater(fire)
    sensor.register_callbacks(fire.go, fire.stop)

s = Star(star_ctl)
animator.post_updater(s)
Beispiel #21
0
class Goomba(Enemy):
    def __init__(self, screen, x, y, player, floor, block, goombas, koopas):
        self.walk_images = [
            'images/enemies/goomba/GoombaLeftBoot.png',
            'images/enemies/goomba/GoombaRightBoot.png'
        ]
        self.upside_down_images = [
            'images/enemies/goomba/GoombaUD1.png',
            'images/enemies/goomba/GoombaUD2.png'
        ]
        self.crushed_images = ['images/enemies/goomba/GoombaCrushed.png']
        self.animator = Animator(self.walk_images)
        image = self.animator.get_image()
        super().__init__(screen, image, x, y, player, floor, block, goombas,
                         koopas)

    def crushed_death_animation(self):
        print('ENEMY CRUSHED')
        time = pygame.time.get_ticks()
        print(str(time))
        print(str(self.last_frame))
        # Animate and keep on screen for half a second before killing sprite
        self.animator = Animator(self.crushed_images)
        if abs(time - self.last_frame) > 1000:
            self.player.score += 100
            self.kill()

    def upside_down_death_animation(self):
        time = pygame.time.get_ticks()
        # Animate getting hit (Go up for two seconds)
        if self.death_animation_frame == 0:
            self.rect.y += (abs(self.ENEMY_DIRECTION) * self.ENEMY_SPEED)
        else:
            self.rect.y += (abs(self.ENEMY_DIRECTION) * self.ENEMY_SPEED * -1)
        # After two seconds fall down while upside down
        if self.death_animation_frame == 0 and abs(self.last_frame -
                                                   time) > 2000:
            self.animator = Animator(self.upside_down_images)
            self.death_animation_frame += 1
        """MIGHT BE REDUNDANT WITH CHECK BOUNDARY"""
        # Kill off after 10 seconds (Enough to be off screen)
        if abs(self.last_frame - time) > 10000:
            self.player.score += 100
            self.kill()

    def update(self):
        if not self.dead:
            self.goomba_physics()
        else:
            if self.player_enemy_kill is True:
                self.crushed_death_animation()
            elif self.block_enemy_kill is True:
                self.upside_down_death_animation()
            elif self.shell_enemy_kill is True:
                self.upside_down_death_animation()
        self.image = self.animator.get_image()

    def goomba_physics(self):
        self.check_boundary()
        # If no blocks are touching enemy -> Fall Down
        if not self.check_floor() and self.start_movement:
            self.rect.y += (abs(self.ENEMY_DIRECTION) * self.ENEMY_GRAVITY)
            self.rect.x = self.rect.x + (self.ENEMY_DIRECTION *
                                         (self.ENEMY_SPEED - 1))
        if self.check_floor() and self.start_movement:
            self.rect.x = self.rect.x + (self.ENEMY_DIRECTION *
                                         self.ENEMY_SPEED)

        # print('Player ' + str(self.check_player_collision()))
        # print('Block ' + str(self.check_block_collision()))
        # print('Enemy' + str(self.check_friendly_collision()))

        if self.check_collisions():
            # Collides with player
            if self.enemy_player_collide_flag:
                # Enemy dead
                if self.player_enemy_kill:
                    self.dead = True
                    self.last_frame = pygame.time.get_ticks()
                    self.crushed_death_animation()
                else:
                    self.enemy_player_collide_flag = False
            # Collision with map or block
            elif self.enemy_block_collide_flag:
                # Killed by player hitting block
                if self.block_enemy_kill:
                    self.dead = True
                    self.upside_down_death_animation()
                # If colliding with map (i.e. Pipe) change direction
                else:
                    self.rect.x += (self.ENEMY_DIRECTION * self.ENEMY_SPEED)
                    self.enemy_block_collide_flag = False
            # If colliding with goomba change direction
            elif self.enemy_goomba_collide_flag:
                self.rect.x += (self.ENEMY_DIRECTION * self.ENEMY_SPEED)
                self.enemy_goomba_collide_flag = False
            # If colliding with koopa
            elif self.enemy_koopa_collide_flag:
                # Colliding with koopa shell thats moving
                if self.shell_enemy_kill:
                    self.dead = True
                    self.upside_down_death_animation()
                # Colliding with koopa enemy or shell
                else:
                    self.rect.x += (self.ENEMY_DIRECTION * self.ENEMY_SPEED)
                    self.enemy_koopa_collide_flag = False
Beispiel #22
0
# grab the dimensions of the figure
axis = ax.axis()
""" initialize the car and light state objects """
N = 33  # cars
# cars = Cars(sim.init_culdesac_start_location(N, axis), axis)
cars = Cars(sim.init_random_node_start_location(N, axis), axis)
lights = TrafficLights(sim.init_traffic_lights(axis, prescale=40), axis)
""" for an example of learning using a single, convergent learner, initialize the sim using these cars and lights: """
# cars = Cars(cl.init_custom_agent(n=1, fig_axis=axis), axis=axis)
# lights = TrafficLights(cl.init_custom_lights(fig_axis=axis, prescale=None), axis)

# initialize the Animator
animator = Animator(fig=fig,
                    ax=ax,
                    cars_object=cars,
                    lights_object=lights,
                    num=(1, 10),
                    n=N)
init = animator.reset
animate = animator.animate

# for creating HTML frame-movies
# ani = animation.FuncAnimation(fig, animate, init_func=init, frames=1200, interval=30, blit=True)
# ani.save('traffic.html', fps=300, extra_args=['-vcodec', 'libx264'])

# for creating mp4 movies
ani = animation.FuncAnimation(fig, animate, init_func=init, frames=10000)
mywriter = animation.FFMpegWriter(fps=120)
ani.save('movie.mp4', writer=mywriter)
Beispiel #23
0
class QuestionBlock(CoinBlock):
    """Represents a question block which can be hit to release an item"""
    MUSHROOM = 'mushroom'
    ONE_UP = '1-up'
    FIRE_FLOWER = 'fire-flower'
    STARMAN = 'starman'

    def __init__(self,
                 x,
                 y,
                 screen,
                 map_group,
                 game_objects,
                 item=MUSHROOM,
                 static_img=None):
        if not static_img:
            images = [
                'map/Question-Block-1.png', 'map/Question-Block-2.png',
                'map/Question-Block-3.png'
            ]
            self.animator = Animator(images)
            initial_image = self.animator.get_image()
        else:
            initial_image = static_img
            self.animator = None
        self.game_objects = game_objects
        if item in (QuestionBlock.MUSHROOM, QuestionBlock.FIRE_FLOWER,
                    QuestionBlock.STARMAN, QuestionBlock.ONE_UP):
            self.item = item  # TODO: items
            coins = None
        else:
            self.item = None
            coins = 1
        super(QuestionBlock, self).__init__(x,
                                            y,
                                            initial_image,
                                            screen,
                                            map_group,
                                            coins=coins if coins else 0)
        if self.item:
            self.sound = mixer.Sound('audio/Powerup-Appear.wav')
        self.blank_img = image.load(
            'map/super-mario-empty-block.png')  # force blank image
        self.state['blank'] = False

    @classmethod
    def q_block_from_tmx_obj(cls, obj, screen, map_group, game_objects):
        """Create a question block using tmx data"""
        item_type = obj.properties.get('item', None)
        if obj.properties.get('invisible', None):
            return cls(obj.x,
                       obj.y,
                       screen,
                       map_group,
                       game_objects,
                       item_type,
                       static_img=obj.image)
        return cls(obj.x, obj.y, screen, map_group, game_objects, item_type)

    def check_hit(self, other):
        points = super(QuestionBlock, self).check_hit(other)
        if self.item and self.state['meta'] == CoinBlock.HIT_STATE:
            obstacles, floor = self.game_objects[
                'collide_objs'], self.game_objects['floors']
            if self.item == QuestionBlock.MUSHROOM and not other.state_info[
                    'big']:
                n_item = Mushroom(self.rect.x,
                                  self.rect.y,
                                  obstacles,
                                  floor,
                                  rise_from=self)
            elif self.item == QuestionBlock.ONE_UP:
                n_item = OneUp(self.rect.x,
                               self.rect.y,
                               obstacles,
                               floor,
                               rise_from=self)
            elif self.item == QuestionBlock.FIRE_FLOWER or self.item == QuestionBlock.MUSHROOM:
                n_item = FireFlower(self.rect.x,
                                    self.rect.y,
                                    obstacles,
                                    floor,
                                    rise_from=self)
            else:
                n_item = StarMan(self.rect.x,
                                 self.rect.y,
                                 obstacles,
                                 floor,
                                 rise_from=self)
            self.game_objects['items'].add(n_item)
            self.map_group.add(n_item)
            self.item = None
            self.state['blank'] = True
            self.sound.play()
        elif points:
            return points

    def update(self):
        """Update the question block to its next animated image"""
        if not self.state['blank'] and self.animator:
            self.image = self.animator.get_image()
        elif self.state['blank']:
            self.image = self.blank_img
        super(QuestionBlock, self).update()