Example #1
0
    def loadReferenceMap(self, filename):
        with open(filename, 'r') as file:
            lines = file.readlines()[1:-1]
            y = 1
            for line in lines:
                x = 1
                line = line[1:-2]
                for char in line:
                    if char == 'X':
                        SETTINGS.ObstacleTiles.append(
                            Tile(
                                vec2(x * SETTINGS.TILE_SCALE[0],
                                     y * SETTINGS.TILE_SCALE[1])))
                    if char == 'S':
                        self.start = vec2(x * SETTINGS.TILE_SCALE[0],
                                          y * SETTINGS.TILE_SCALE[1])
                    if char == 'G':
                        self.end = vec2(x * SETTINGS.TILE_SCALE[0],
                                        y * SETTINGS.TILE_SCALE[1])

                    x += 1
                y += 1

        for col in range(len(SETTINGS.Graph)):
            for row in range(len(SETTINGS.Graph[col])):
                node = SETTINGS.Graph[col][row]
                node.addNeighbours()
                node.validate()
Example #2
0
 def renderLine(self,
                start: vec2,
                end: vec2,
                color=(255, 255, 255),
                width=1):
     pygame.draw.line(self.surface, color,
                      vec2(start).tuple,
                      vec2(end).tuple, width)
Example #3
0
    def renderGrid(self):
        tWidth = SETTINGS.TILE_SCALE[0]
        tHeight = SETTINGS.TILE_SCALE[1]
        sWidth = (SETTINGS.SCREEN_WIDTH - tWidth)
        sHeight = (SETTINGS.SCREEN_HEIGHT - tHeight)

        for x in fori(tWidth, sWidth, tWidth):
            self.renderLine(vec2(x, tHeight), vec2(x, sHeight))
        for y in fori(tHeight, sHeight, tHeight):
            self.renderLine(vec2(tWidth, y), vec2(sWidth, y))
Example #4
0
    def __init__(self, filename, reference=None):
        self.tmx = pytmx.load_pygame(filename, pixelalpha=True)

        mapWidth = self.tmx.width * self.tmx.tilewidth
        mapHeight = self.tmx.height * self.tmx.tileheight
        SETTINGS.configure(mapWidth, mapHeight)

        self.start = vec2(0, 0)
        self.end = vec2(0, 0)
        self.loadPath()

        if reference:
            self.loadReferenceMap(reference)
Example #5
0
    def followTarget(cls, target: Entity):

        centerx = (-target.position.X + cls.width // 2) - cls.center.X
        centery = (-target.position.Y + cls.height // 2) - cls.center.Y

        cls.center += vec2(centerx, centery) * GameTime.fixedDeltaTime

        #  Make sure we're within map boundaries
        xMin = min(0, cls.center.X)
        yMin = min(0, cls.center.Y)

        xMax = max(-(cls.width - SETTINGS.SCREEN_WIDTH), xMin)
        yMax = max(-(cls.height - SETTINGS.SCREEN_HEIGHT), yMin)

        cls.center = vec2(xMax, yMax)
        cls.rect = pygame.Rect(cls.center.X, cls.center.Y, cls.width,
                               cls.height)
Example #6
0
    def loadMap(self, index):
        SETTINGS.CURRENT_LEVEL = index

        self.agents = []
        self.buildings = []

        if index == 4:
            #SETTINGS.SCREEN_WIDTH = SETTINGS.SCREEN_HEIGHT = 832
            #SETTINGS.SCREEN_WIDTH = 1024
            #SETTINGS.SCREEN_HEIGHT = 768
            self.map = Map(self.getRealFilePath(SETTINGS.MAP_OLD))
            self.scaleAssets()

            self.buildings = (getClub(), getDrink(),
                              getResturant(), getStore(), getStackHQ(),
                              getHotel(), getHangout(), getLTU())

            self.agents = [
                Entity("Alex", Collect(), Global(), self.entityImg,
                       vec2(359, 307))
            ]
            #Entity("Wendy", Collect(), Global(), self.entityImg, vec2(150, 610)),
            #Entity("John", Collect(), Global(), self.entityImg, vec2(700, 380)),
            #Entity("James", Collect(), Global(), self.entityImg, vec2(940, 400))]

        else:

            if index == 1:
                self.map = Map(self.getRealFilePath(SETTINGS.MAP_1),
                               self.getRealFilePath(SETTINGS.MAP_REF1))
                self.scaleAssets()

            elif index == 2:
                self.map = Map(self.getRealFilePath(SETTINGS.MAP_2),
                               self.getRealFilePath(SETTINGS.MAP_REF2))
                self.scaleAssets()

            elif index == 3:
                SETTINGS.SCREEN_WIDTH = SETTINGS.SCREEN_HEIGHT = 832
                self.map = Map(self.getRealFilePath(SETTINGS.MAP_3),
                               self.getRealFilePath(SETTINGS.MAP_REF3))
                self.scaleAssets()

            self.agents = [
                Entity("John", None, None, self.entityImg, self.map.start)
            ]

        self.setEnd(self.map.end)
        self.setStart(self.map.start)

        CameraInstance.init()
        self.surface = pygame.display.set_mode(
            (SETTINGS.SCREEN_WIDTH, SETTINGS.SCREEN_HEIGHT))
        self.renderer = Renderer(self.surface)

        self.updatePaths()
Example #7
0
    def __init__(self, position: vec2, name: str, description: str = None):
        self.position = position
        self.name = name
        self.description = description

        threshold = 8
        temp = vec2(
            self.position.X + random.randrange(-threshold, threshold),
            self.position.Y + random.randrange(-threshold, threshold / 2))
        self.randomized = temp
Example #8
0
    def __init__(self, directory, folder):
        self.directory = directory
        self.folder = folder

        pygame.init()
        pygame.mixer.init()
        pygame.freetype.init()

        self.surface = pygame.display.set_mode(
            (SETTINGS.SCREEN_WIDTH, SETTINGS.SCREEN_HEIGHT))
        self.renderer = Renderer(self.surface)

        logo = pygame.image.load(self.getRealFilePath(SETTINGS.ICON_PATH))
        pygame.display.set_icon(logo)

        pygame.display.set_caption(SETTINGS.TITLE)

        self.clock = pygame.time.Clock()
        self.paused = False

        temp = pygame.mouse.get_pos()
        self.cursor = vec2(temp[0], temp[1])
        self.cursorSize = 9

        self.realCursorEnabled = False
        pygame.mouse.set_visible(self.realCursorEnabled)
        pygame.event.set_grab(not self.realCursorEnabled)

        self.startPos = vec2()
        self.endPos = vec2()

        self.agents = []
        self.buildings = []

        self.activePaths = []
        self.activeChildren = []

        self.loadMap(1)
Example #9
0
    def addNeighbours(self):
        self.neighbours.clear()

        adjacent = [
            vec2(1, 0),
            vec2(-1, 0),
            vec2(0, 1),
            vec2(0, -1),  # Vertical / Horizontal
            vec2(1, 1),
            vec2(-1, 1),
            vec2(1, -1),
            vec2(-1, -1)
        ]  # Diagonal

        for direction in adjacent:
            neighbour = self.position + vec2(
                direction.X * SETTINGS.TILE_SCALE[0],
                direction.Y * SETTINGS.TILE_SCALE[1])

            if neighbour not in self.neighbours:
                if 0 < neighbour.X < SETTINGS.SCREEN_WIDTH - SETTINGS.TILE_SCALE[
                        0] and 0 < neighbour.Y < SETTINGS.SCREEN_HEIGHT - SETTINGS.TILE_SCALE[
                            1]:
                    self.neighbours.append(neighbour)
Example #10
0
    def update(self):

        CameraInstance.followTarget(self.agents[0])

        #self.cursor.log()

        if not self.paused:
            pygame.display.set_caption(SETTINGS.TITLE + " | Speed: " +
                                       str(GameTime.timeScale) + " | FPS " +
                                       "{:.0f}".format(self.clock.get_fps()) +
                                       " | Date: " + GameTime.timeElapsed() +
                                       " | Algorithm: " +
                                       str(self.agents[0].getPathType()))

        if not self.realCursorEnabled:
            temp = pygame.mouse.get_pos()
            self.cursor = vec2(temp[0], temp[1])

        for agent in self.agents:
            agent.update()
Example #11
0
 def centeredVec(cls, vec):
     if SETTINGS.CURRENT_LEVEL >= 4:
         camPos = vec2(CameraInstance.center.X, CameraInstance.center.Y)
         return (camPos + vec).tuple
     else:
         return vec[0], vec[1]
Example #12
0
 def init(cls):
     cls.center = vec2()
     print(str(SETTINGS.MAP_WIDTH))
     cls.rect = pygame.Rect(0, 0, SETTINGS.MAP_WIDTH, SETTINGS.MAP_HEIGHT)
     cls.width = cls.rect[2]
     cls.height = cls.rect[3]
Example #13
0
    def loadPath(self):
        startTime = time.time()

        pathLayer = self.tmx.get_layer_by_name("Path")
        backgroundLayer = self.tmx.get_layer_by_name("Background")
        ti = self.tmx.get_tile_image_by_gid

        SETTINGS.TilesAll = []
        SETTINGS.PathTiles = []
        SETTINGS.ObstacleTiles = []
        SETTINGS.BackgroundTIles = []

        # This creates an 2D array, very quickly, through copying the same immutable object over and over again
        rows, cols = (SETTINGS.MAP_WIDTH, SETTINGS.MAP_HEIGHT)
        SETTINGS.Graph = [i[:] for i in [[0] * rows] * cols]

        for x, y, gid in backgroundLayer:
            tile = ti(gid)
            if tile:
                tileObj = Tile(
                    vec2(x * SETTINGS.TILE_SCALE[0],
                         y * SETTINGS.TILE_SCALE[1]), gid)
                tileObj.addImage(tile)
                SETTINGS.BackgroundTIles.append(tileObj)

        for x, y, gid in pathLayer:
            tile = ti(gid)
            if tile:
                position = vec2(x * SETTINGS.TILE_SCALE[0],
                                y * SETTINGS.TILE_SCALE[1])

                tileObj = Tile(position, gid)
                tileObj.addImage(tile)
                SETTINGS.PathTiles.append(tileObj)

                nodeObj = Node(position)
                SETTINGS.Graph[y][x] = nodeObj

        for layer in self.tmx.visible_layers:
            for x, y, gid in layer:
                tile = ti(gid)
                if tile:
                    tileObj = Tile(
                        vec2(x * SETTINGS.TILE_SCALE[0],
                             y * SETTINGS.TILE_SCALE[1]), gid)
                    tileObj.addImage(tile)
                    SETTINGS.TilesAll.append(tileObj)

        temp = []
        #print(str(type(SETTINGS.Graph)))
        for x in SETTINGS.Graph:
            row = []
            for y in x:
                if str(y) != str(0):
                    row.append(y)
            if len(row) > 0:
                temp.append(row)

        SETTINGS.Graph = temp

        for col in range(len(SETTINGS.Graph)):
            for row in range(len(SETTINGS.Graph[col])):
                node = SETTINGS.Graph[col][row]
                node.addNeighbours()
                node.validate()

        timeElapsed = time.time() - startTime
        print("Loaded map in: " + str(truncate(timeElapsed * 1000)) + "ms")
Example #14
0
    def draw(self):

        self.renderer.clear()

        for tile in SETTINGS.BackgroundTIles:
            self.renderer.renderTileImg(tile.image, tile.position)

        for tile in SETTINGS.PathTiles:
            self.renderer.renderTileImg(tile.image, tile.position)

        for tile in SETTINGS.TilesAll:
            self.renderer.renderTileImg(tile.image, tile.position)

        #self.renderer.renderGrid()

        if SETTINGS.CURRENT_LEVEL <= 4:

            for obstacle in SETTINGS.ObstacleTiles:
                self.renderer.renderTileImg(self.obstacleImg,
                                            obstacle.position)

            self.renderer.renderTileImg(self.startImg, self.startPos)
            self.renderer.renderTileImg(self.goalImg, self.endPos)

            if self.activePaths:
                # children
                for child in self.activeChildren:
                    if child.position == self.endPos or child.position == self.startPos:
                        continue

                    self.renderer.renderRect(
                        (SETTINGS.TILE_SCALE[0], SETTINGS.TILE_SCALE[1]),
                        child.position.tuple, child.color)

                # path line
                for i in range(1, len(self.activePaths) - 1):
                    waypoint1 = (self.activePaths[i].position +
                                 SETTINGS.TILE_SCALE[0] / 2).toInt.tuple
                    waypoint2 = (self.activePaths[i + 1].position +
                                 SETTINGS.TILE_SCALE[1] / 2).toInt.tuple
                    self.renderer.renderLine(waypoint1, waypoint2)
                    pygame.draw.circle(self.surface, (152, 52, 23), waypoint1,
                                       2)

                # agents path
                for agent in self.agents:
                    waypoint1 = vec2(
                        agent.position.X + SETTINGS.TILE_SCALE[0] / 2,
                        agent.position.Y + SETTINGS.TILE_SCALE[1] / 2)
                    waypoint2 = vec2(
                        agent.nextNode.X + SETTINGS.TILE_SCALE[0] / 2,
                        agent.nextNode.Y + SETTINGS.TILE_SCALE[1] / 2)
                    self.renderer.renderLine(waypoint1, waypoint2,
                                             (152, 52, 152), 5)

        if not self.realCursorEnabled:
            intersection = self.selectedTile()
            if intersection:
                self.renderer.renderRect(SETTINGS.TILE_SCALE,
                                         intersection.position.tuple)

            self.renderer.renderRect((self.cursorSize, self.cursorSize),
                                     (self.cursor.X + self.cursorSize,
                                      self.cursor.Y + self.cursorSize),
                                     (37, 37, 38), 200)

        for agent in self.agents:
            self.renderer.renderTileImg(agent.image, agent.position)

        self.clock.tick(SETTINGS.MAX_FPS)