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new_game.py
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new_game.py
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#!/usr/bin/env python
# -*- coding:utf-8 -*-
# Author: Gao hongfei
# Time: 2018.03.01
# 全局变量
SCREEN_SIZE = (640, 480)
NEST_POSITION = (320, 240)
NEST_SIZE = 40
ANT_COUNT = 20
import pygame
from pygame.locals import *
from gameobjects.vector2 import Vector2
from random import randint, choice
from sys import exit
class Entity(object):
def __init__(self, world, name, image):
self.speed = 0
self.name = name
self.image = image
self.world = world
self.location = Vector2(0, 0)
self.brain = StateMachine()
self.destination = Vector2(0, 0)
def render(self, surface):
x, y = self.location
w, h = self.image.get_size()
# TODO CHANGE AFTER
surface.blit(self.image, (x, y))
def process(self, time_passed):
self.brain.think()
if self.speed > 0 and self.location != self.destination:
vec_to_destination = self.destination - self.location
distance_to_destination = vec_to_destination.get_length()
heading = vec_to_destination.get_normalized()
travel_distance = min(
distance_to_destination,
time_passed * self.speed)
self.location = self.location + heading * travel_distance
class World(object):
def __init__(self):
self.entities = {}
self.entity_id = 0
self.background = pygame.surface.Surface(SCREEN_SIZE).convert()
self.background.fill((255, 255, 255))
pygame.draw.circle(self.background, (200, 255, 200),
NEST_POSITION, int(NEST_SIZE))
def process(self, time_passed):
time_passed_seconds = time_passed / 1000.0
for entity in self.entities.itervalues():
entity.process(time_passed_seconds)
def render(self, surface):
surface.blit(self.background, (0, 0))
for entity in self.entities.itervalues():
entity.render(surface)
def add_entity(self, entity):
self.entities[self.entity_id] = entity
entity.id = self.entity_id
self.entity_id += 1
def remove_entity(self, entity):
del self.entities[entity.id]
def get_close_entity(self, name, location, range=100.):
location = Vector2(*location)
for entity in self.entities.itervalues():
if entity.name == name:
distance = location.get_distance_to(entity.location)
if distance < range:
return entity
return None
class Ant(Entity):
def __init__(self, world, image):
Entity.__init__(self, world, "ant", image)
self.carry_image = None
exploring_state = AntStateExploring(self)
# seeking_state = AntStateSeeking(self)
# delivering_state = AntStateDelivering(self)
# hunting_state = AntStateHunting(self)
self.brain.add_state(exploring_state)
# self.brain.add_state(seeking_state)
# self.brain.add_state(delivering_state)
# self.brain.add_state(hunting_state)
self.carry_image = None
def carry(self, image):
self.carry_image = image
def render(self, surface):
Entity.render(self, surface)
if self.carry_image:
x, y = self.location
w, h = self.carry_image.get_size()
surface.blit(self.carry_image, (x - w, y - h / 2))
def drop(self, surface):
if self.carry_image:
x, y = self.location
w, h = self.carry_image.get_size()
surface.blit(self.carry_image, (x - w, h - h / 2))
self.carry_image = None
class Spider(Entity):
def __init__(self):
pass
class Leaf(Entity):
def __init__(self, world, image):
Entity.__init__(self, world, "leaf", image)
class State(object):
def __init__(self, name):
self.name = name
def do_action(self):
pass
def check_conditions(self):
pass
def entry_actions(self):
pass
def exit_actions(self):
pass
class AntStateExploring(State):
def __init__(self, ant):
State.__init__(self, "exploring")
self.ant = ant
def random_destination(self):
w, h = SCREEN_SIZE
self.ant.destination = Vector2(randint(0, w), randint(0, h))
def do_actions(self):
if randint(1, 20) == 1:
self.random_destination()
def check_conditions(self):
leaf = self.ant.world.get_close_entity("leaf", self.ant.location)
if leaf is not None:
self.ant.leaf_id = leaf.id
return "seeking"
spider = self.ant.world.get_close_entity(
"spider", NEST_POSITION, NEST_SIZE)
if spider is not None:
if self.ant.location.get_distance_to(spider.location) < 100.:
self.ant.spider_id = spider.id
return "hunting"
return None
def entry_actions(self):
self.ant.speed = 120. + randint(-30, 30)
self.random_destination()
class StateMachine(object):
def __init__(self):
self.states = {}
self.active_state = None
def add_state(self, state):
self.states[state.name] = state
def think(self):
if self.active_state is None:
return
self.active_state.do_actions()
new_state_name = self.active_state.check_conditions()
if new_state_name is not None:
self.set_state(new_state_name)
def set_state(self, new_state_name):
if self.active_state is not None:
self.active_state.exit_actions()
self.active_state = self.states[new_state_name]
self.active_state.entry_actions()
def run_game():
pygame.init()
w, h = SCREEN_SIZE
screen = pygame.display.set_mode((SCREEN_SIZE), 0, 32)
world = World()
world.render(screen)
ant_image = pygame.image.load("ant.png").convert_alpha()
leaf_image = pygame.image.load("leaf.png").convert_alpha()
clock = pygame.time.Clock()
# generate ant
for i in range(ANT_COUNT):
ant = Ant(world, ant_image)
ant.location = Vector2(randint(0, w), randint(0, h))
# ant.render(screen)
ant.brain.set_state("exploring")
world.add_entity(ant)
done = True
while done:
for event in pygame.event.get():
if event.type == QUIT:
exit()
time_passed = clock.tick(30)
# if randint(1,10) == 1:
# leaf = Leaf(world, leaf_image)
# # leaf.render(screen)
# leaf.location = Vector2(randint(0,w),randint(0,h))
# world.add_entiyt(leaf)
world.process(time_passed)
world.render(screen)
pygame.display.update()
if __name__ == "__main__":
run_game()