Example #1
0
    def __init__(self, name='Taxi Agent Editor', use_ai=False, map_name=None):
        self.name = name
        self.map_name = map_name
        self.use_ai = use_ai

        pygame.init()

        self.evManager = Event.EventManager()

        if self.name == 'Taxi Agent':
            self.player = Player.Player(self.evManager)

            self.character = Car.Car(Settings.CAR_IMAGE, self.evManager)
            self.map = Map.Map(self.evManager)

            if self.map_name is not None:
                self.map.load_map(self.map_name)
                self.mode = Game.Mode(Game.Mode.PLAY_MODE)
            else:
                self.mode = Game.Mode(Game.Mode.POINT_EDITING)

            self.game = Game.Game(self.player, self.character, self.map,
                                  self.mode, self.evManager)
            self.gameController = Game.GameController(self.game,
                                                      self.evManager)

            self.gameView = None

            self.evManager.post(Event.ChangeModeEvent(self.mode))
Example #2
0
    def step(self, action):
        self.evManager.post(
            Event.MovePlayerEvent(Vector2(action[0], action[1])))

        now = pygame.time.get_ticks()
        delta = (now - self.previous) / 1000.0
        self.previous = now

        self.evManager.post(Event.TickEvent(delta))

        car = self.game.character

        new_state = car.get_state()
        if car.is_on_path():
            self.reward = car.velocity[0] / car.max_front_velocity
        else:
            self.reward = -1.0
        self.score += self.reward
        done = not self.keepGoing

        self.step_counter += 1
        if self.step_counter == self.life_span:
            self.keepGoing = False

        if not car.is_on_path():
            self.step_outside_path_counter += 1
            if self.step_outside_path_counter == self.life_span_outside_path:
                self.keepGoing = False

        return new_state, self.reward, done, self.info
Example #3
0
    def create_point(self):
        # Add a new point
        mouse = pygame.mouse.get_pos()
        if self.is_space_available(mouse):
            self.points.append(Node.from_coord(mouse))

            self.evManager.post(Event.MapUpdatedEvent(self))
Example #4
0
    def run(self):

        while self.keepGoing:
            now = pygame.time.get_ticks()
            delta = (now - self.previous) / 1000.0
            self.previous = now

            self.evManager.post(Event.TickEvent(delta))

        pygame.quit()
Example #5
0
    def remove_point(self):
        # Remove the point and all lines connected to it
        mouse = pygame.mouse.get_pos()
        point_to_remove = self.get_point_selected(mouse)

        if point_to_remove is not None:
            self.points.remove(point_to_remove)

            for line in reversed(self.lines):
                if point_to_remove in line:
                    self.lines.remove(line)

            self.evManager.post(Event.MapUpdatedEvent(self))
Example #6
0
    def create_line(self):
        for point in self.points:
            mouse = pygame.mouse.get_pos()
            if Map.is_point_selected(point, mouse):

                # First point selected
                if self.firstPoint is None:
                    self.firstPoint = point

                # Second point selected
                elif point != self.firstPoint and not self.is_crossing(
                        self.get_building_line()):

                    # Creation of a new line
                    self.lines.append([self.firstPoint, point])
                    self.firstPoint = None
                    self.evManager.post(Event.MapUpdatedEvent(self))
Example #7
0
    def load_map(self, name):
        self.reset()

        with open(name, 'r') as file:
            for point in file.readline().split(' ')[:-1]:
                point = point.split(',')
                point = Node(int(point[0]), int(point[1]))
                self.points.append(point)

            for line in file.readlines():
                new_line = []
                for point in line.split(' ')[:-1]:
                    point = point.split(',')
                    point = Node(int(point[0]), int(point[1]))
                    new_line.append(point)
                self.lines.append(new_line)

        self.evManager.post(Event.MapUpdatedEvent(self))
Example #8
0
	def notify(self, event):
		if isinstance(event, Event.TickEvent):
			for event in pygame.event.get():

				ev = None

				# Quit event from pygame
				if event.type == pygame.QUIT:
					ev = Event.QuitEvent()

				# If keyboard key is pressed
				elif event.type == pygame.KEYDOWN:

					if event.key == Settings.KEY_QUIT:
						ev = Event.QuitEvent()

					elif event.key == Settings.KEY_POINT_EDITING:
						ev = Event.ChangeModeEvent(Game.Mode(Game.Mode.POINT_EDITING))

					elif event.key == Settings.KEY_LINE_EDITING:
						ev = Event.ChangeModeEvent(Game.Mode(Game.Mode.LINE_EDITING))

					elif event.key == Settings.KEY_PLAY_MODE:
						ev = Event.ChangeModeEvent(Game.Mode(Game.Mode.PLAY_MODE))

					elif event.key == Settings.KEY_TOGGLE_DEBUG:
						ev = Event.ToggleDebugEvent()

					elif event.key == Settings.KEY_SAVE_MAP:
						ev = Event.SaveMapEvent(input('Map name : '))

					elif event.key == Settings.KEY_LOAD_MAP:
						ev = Event.LoadMapEvent(input('Map name : '))

				# If mouse is pressed
				elif event.type == pygame.MOUSEBUTTONDOWN:

					if event.button == Settings.MOUSE_CREATE:
						ev = Event.CreationEvent()

					elif event.button == Settings.MOUSE_REMOVE:
						ev = Event.RemovingEvent()

				if ev is not None:
					self.evManager.post(ev)

			# Keyboard inputs that has to be maintained
			key_pressed = pygame.key.get_pressed()
			direction = Vector2(0, 0)

			if key_pressed[Settings.KEY_MOVE_FRONT]:
				direction += Vector2(1, 0)

			if key_pressed[Settings.KEY_MOVE_BACK]:
				direction += Vector2(-1, 0)

			if key_pressed[Settings.KEY_MOVE_LEFT]:
				direction += Vector2(0, 1)

			if key_pressed[Settings.KEY_MOVE_RIGHT]:
				direction += Vector2(0, -1)

			if direction.x != 0 or direction.y != 0:
				self.evManager.post(Event.MovePlayerEvent(direction))