Esempio n. 1
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 def place_tomatoes(self):
     cubby_vertices = self.current_maze.maze_graph.all_cubby_vertices()
     if len(cubby_vertices) > 0:
         for cubby_vertex in cubby_vertices:
             tomato = actor_obj.ActorObject(
                 **{
                     'x':
                     0,
                     'y':
                     0,
                     'height':
                     settings.TOMATO_STATE['height'],
                     'width':
                     settings.TOMATO_STATE['width'],
                     'sprite_sheet_key':
                     settings.TOMATO_STATE['sprite_sheet_key'],
                     'name_object':
                     'tomato',
                     'animation':
                     AnimationComponent(is_animating=True),
                     'pickupable':
                     PickupableComponent('tomato')
                 })
             x, y = self.current_maze.topleft_sprite_center_in_vertex(
                 cubby_vertex, tomato)
             tomato.set_pos(x, y)
             cubby_vertex.has_tomato = True
             self.current_objects['PICKUPS'].add(tomato)
Esempio n. 2
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 def set_game_objects(self, game, **kwargs):
     self.state_kwargs = kwargs
     self.prior_level_state = self.state_kwargs['prior_level_state']
     continue_button = actor_obj.ActorObject(
         **{
             'x':
             300,
             'y':
             200,
             'height':
             45,
             'width':
             190,
             'in_hud':
             False,
             'sprite_sheet_key':
             4,
             'name_object':
             'continue_button',
             'animation':
             AnimationComponent(),
             'clickable':
             ClickableComponent('rectangle', self.next_level, **
                                {"game": game})
         })
     game.current_objects['UI_BUTTONS'].add(continue_button)
Esempio n. 3
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 def add_ai_hoggy(self,
                  game,
                  ai_hoggy_name,
                  x,
                  y,
                  starting_vertex,
                  ai_hoggy_type='default',
                  random_start=False):
     nstates = (self.level_settings['reset_maze']['maze_width'] *
                self.level_settings['reset_maze']['maze_height'])
     ai_hoggy_stats = settings.AI_HOGGY_STARTING_STATS[ai_hoggy_type]
     ai_hoggy = actor_obj.ActorObject(
         **{
             'x':
             x - (settings.SPRITE_SIZE / 2),
             'y':
             y - (settings.SPRITE_SIZE / 2),
             'height':
             settings.SPRITE_SIZE,
             'width':
             settings.SPRITE_SIZE,
             'sprite_sheet_key':
             ai_hoggy_stats['sprite_sheet_key'],
             'name_object':
             ai_hoggy_name,
             'inventory':
             InventoryState('tomato'),
             'maze':
             MazeState('maze_state'),
             'animation':
             AnimationComponent(),
             'orientation':
             OrientationComponent('horizontal', 'right'),
             'movable':
             MovableComponent('ai_hoggy_move', ai_hoggy_stats['speed']),
             'ai':
             AIComponent(),
             'rilearning':
             RILearningComponent(
                 name_instance="ril_ai_hoggy",
                 gamma=ai_hoggy_stats['gamma'],
                 nstates=nstates,
                 action_space=game.action_space,
                 actions=game.actions,
                 reward_dict=ai_hoggy_stats['reward_dict'],
                 reward_func=game.current_maze.maze_graph.set_rewards_table,
                 pi_a_s_func=game.current_maze.maze_graph.get_pi_a_s)
         })
     if random_start:
         random.seed(settings.MAZE_SEED)
         random_state = random.choice(range(nstates))
         starting_vertex = game.current_maze.maze_graph.get_vertex_by_name(
             random_state)
         x, y = game.current_maze.topleft_sprite_center_in_vertex(
             starting_vertex, ai_hoggy)
         ai_hoggy.coords = (x, y)
     self.initialize_ai_hog(game, ai_hoggy, starting_vertex)
Esempio n. 4
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 def set_hud(self, game):
     tomato = actor_obj.ActorObject(
         **{
             'x': 10,
             'y': 10,
             'height': settings.TOMATO_STATE['height'],
             'width': settings.TOMATO_STATE['width'],
             'sprite_sheet_key': settings.TOMATO_STATE['sprite_sheet_key'],
             'in_hud': True,
             'name_object': 'hud_tomato'
         })
     game.current_objects['HUD'].add(tomato)
Esempio n. 5
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 def vertical_wall(self, x, y):
     vertical_wall = actor_obj.ActorObject(
         **{
             'x': x,
             'y': y,
             'width': settings.MAZE_WALL_STATE['width'],
             'height': settings.MAZE_WALL_STATE['height'],
             'sprite_sheet_key':
             settings.MAZE_WALL_STATE['sprite_sheet_key'],
             'name_object': 'maze_wall'
         })
     topleft = vertical_wall.rect.topleft
     vertical_wall.image = pygame.transform.scale(
         vertical_wall.image,
         (int(math.ceil(
             self.cell_width / self.wall_scale)), int(self.cell_height)))
     vertical_wall.rect = vertical_wall.image.get_rect()
     vertical_wall.rect.topleft = topleft
     return vertical_wall
Esempio n. 6
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 def horizontal_wall(self, x, y):
     horizontal_wall = actor_obj.ActorObject(
         **{
             'x': x,
             'y': y,
             'width': settings.MAZE_WALL_STATE['width'],
             'height': settings.MAZE_WALL_STATE['height'],
             'sprite_sheet_key':
             settings.MAZE_WALL_STATE['sprite_sheet_key'],
             'name_object': 'maze_wall'
         })
     topleft = horizontal_wall.rect.topleft
     horizontal_wall.image = pygame.transform.rotate(
         horizontal_wall.image, 90)
     horizontal_wall.image = pygame.transform.scale(
         horizontal_wall.image,
         (int(self.cell_width),
          int(math.ceil(self.cell_height / self.wall_scale))))
     horizontal_wall.rect = horizontal_wall.image.get_rect()
     horizontal_wall.rect.topleft = topleft
     return horizontal_wall
Esempio n. 7
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 def set_game_objects(self, game, **kwargs):
     self.state_kwargs = kwargs
     self.level_settings = settings.LEVEL_SETTINGS[game.level]
     game.reset_maze(**self.level_settings['reset_maze'])
     starting_vertex = game.current_maze.maze_graph.start_vertex
     (x, y) = game.current_maze.center_for_vertex(starting_vertex)
     print("CENTER X: {}, CENTER Y: {}".format(x, y))
     if self.level_settings['new_hoggy']:
         main_player = actor_obj.ActorObject(
             **{
                 'x':
                 x - (settings.SPRITE_SIZE / 2),
                 'y':
                 y - (settings.SPRITE_SIZE / 2),
                 'height':
                 settings.SPRITE_SIZE,
                 'width':
                 settings.SPRITE_SIZE,
                 'sprite_sheet_key':
                 settings.HOGGY_STARTING_STATS['sprite_sheet_key'],
                 'name_object':
                 'hoggy',
                 'animation':
                 AnimationComponent(),
                 'player_input':
                 PlayerInputComponent(),
                 'orientation':
                 OrientationComponent('horizontal', 'right'),
                 'movable':
                 MovableComponent('hoggy_move',
                                  settings.HOGGY_STARTING_STATS['speed']),
                 'inventory':
                 InventoryState('tomato')
             })
         print("HOGGY X: {}, HOGGY Y: {}".format(main_player.x,
                                                 main_player.y))
         game.main_player = main_player
     else:
         game.main_player.get_component("PLAYER_INPUT").reset_keys()
     randomize_button = actor_obj.ActorObject(
         **{
             'x':
             settings.WINDOW_WIDTH - 200,
             'y':
             0,
             'height':
             settings.SPRITE_SIZE * 2,
             'width':
             settings.SPRITE_SIZE * 2,
             'in_hud':
             True,
             'sprite_sheet_key':
             2,
             'name_object':
             'randomize_button',
             'animation':
             AnimationComponent(),
             'clickable':
             ClickableComponent('circle', game.reset_maze, **
                                self.level_settings['reset_maze'])
         })
     game.current_objects['UI_BUTTONS'].add(randomize_button)
     for ai_hoggy_name, ai_hoggy_type in self.level_settings[
             'ai_hogs'].items():
         self.add_ai_hoggy(game,
                           ai_hoggy_name,
                           x,
                           y,
                           starting_vertex,
                           ai_hoggy_type=ai_hoggy_type)
     self.set_hud(game)