Esempio n. 1
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 def __init__(self, width, height, title):
     super().__init__(width, height, title)
     self.size_block = 20
     self.maze = make_maze(width//(self.size_block*3), height//(self.size_block*2))
     self.agents = []
     self.coins = []
     self.player = None
Esempio n. 2
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    def generatenewmaze(self):
        self.maze = mz.make_maze(self)
        # for (x, y), value in numpy.ndenumerate(self.maze):
        for (y, x), value in numpy.ndenumerate(self.maze):
            # value 2 represents  player start point
            if value == 2:
                self.startx = x
                self.starty = y
                # print("startx, starty", x, y)
                break

        self.walls, self.roads, self.start, self.end = mz.define_maze(
            self, self.maze)

        # Choose the monster born place
        for i in range(len(self.roads)):
            if random.randint(1, 2) == 1:
                # if random.randint(1,100) == 1:
                self.monster_born_coordinate.append(
                    [self.roads[i].rect.left, self.roads[i].rect.top])
                # print("monster born place",self.monster_born_coordinate)

        # Chosse the Non_Player_Character born place
        index_max = len(self.roads) - 1
        print("index_max: ", index_max)
        index = random.randint(0, index_max)
        self.npc_born_coordinate = self.roads[index].rect.left, self.roads[
            index].rect.top
 def generatenewmaze(self):
     self.maze = mz.make_maze(self)
     for (x, y), value in numpy.ndenumerate(self.maze):
         if value == 2:
             self.startx = x
             self.starty = y
             break
     self.walls, self.start, self.end = mz.define_maze(self, self.maze)
Esempio n. 4
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 def __init__(self, canvas, width=5, height=5):
     self.canvas = canvas
     self.load_tiles()
     self.config = maze.make_maze(width, height)
     self.objects = [];
     self.topleft = None
     self.width = 64 * width
     self.height  = 64 * height
     self.load_map()
     self.start = [64, 0]
     self.end = [self.width - 128, self.height - 64]
Esempio n. 5
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def main():
    m = make_maze(20, 20)
    s = Solver(m, (0, 0), (19, 19))
    print s
    while True:
        s.update()
        if s.stop == s.current:
            print 'yay'
            return True
        print s
        raw_input()
Esempio n. 6
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def render(w, h, out="a.png"):
    maze = make_maze(w, h)
    w, h = (i * 2 + 1 for i in (w, h))
    bitmap = np.zeros((h * SIZE_OF_SQUARE, w * SIZE_OF_SQUARE), dtype="uint8")
    for x, row in enumerate(maze):
        for y, cell in enumerate(row):
            colour = 255 if cell else 0
            bX, bY = (i * SIZE_OF_SQUARE for i in (x, y))
            for i in range(bX, bX + SIZE_OF_SQUARE):
                for j in range(bY, bY + SIZE_OF_SQUARE):
                    bitmap[i][j] = colour
    bitmap = np.array(bitmap, dtype="uint8")
    rendered_image = Image.fromarray(bitmap)
    rendered_image.save(out, "PNG")
Esempio n. 7
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 def main(self):
     while True:
         real_cells = maze.parse_to_my_stupid_format(
             *maze.make_maze(maze.X, maze.Y))
         targets_chain = [
             (0, 0),
             (maze.X // 2, maze.Y // 2),
             (0, maze.Y - 1),
             (maze.X - 1, maze.Y - 1),
             (maze.X - 1, 0),
             (0, 0),
         ]
         maze.main_run(real_cells, targets_chain)
         input('\nPRESS ANY KEY TO START NEXT RUN FROM')
Esempio n. 8
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def render(w, h, out='a.png'):
    maze = make_maze(w, h)
    w, h = (i * 2 + 1 for i in (w, h))
    bitmap = np.zeros((h * SIZE_OF_SQUARE, w * SIZE_OF_SQUARE), dtype='uint8')
    for x, row in enumerate(maze):
        for y, cell in enumerate(row):
            colour = 255 if cell else 0
            bX, bY = (i * SIZE_OF_SQUARE for i in (x, y))
            for i in range(bX, bX + SIZE_OF_SQUARE):
                for j in range(bY, bY + SIZE_OF_SQUARE):
                    bitmap[i][j] = colour
    bitmap = np.array(bitmap, dtype='uint8')
    rendered_image = Image.fromarray(bitmap)
    rendered_image.save(out, "PNG")
Esempio n. 9
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        pygame.display.flip()

    render()
    while True:
        if s.stop != s.current:
            s.update()
        render()
        clock.tick(10)


def main():
    m = make_maze(20, 20)
    s = Solver(m, (0, 0), (19, 19))
    print s
    while True:
        s.update()
        if s.stop == s.current:
            print 'yay'
            return True
        print s
        raw_input()

if __name__ == '__main__':
    #main()
    m = make_maze(20, 20)
    s = Solver(m, (0, 0), (19, 19))
    game(s)



Esempio n. 10
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      _t  = find_tile_by_name(t['type'])
      _sz = _t['unit']['size']
      sq_t = ((t['x'], t['y']), (t['x'] + _sz, t['y'] + _sz))
      if _square_inside_square(sq_t, p, size):
        return False
    return True

  def stream_map(s, f):
    _p = s.p
    _p['x'] = s.width
    _p['y'] = s.height
    f.write(json.dumps(_p))

if __name__ == '__main__':
  import sys
  mz = make_maze(21,32)
  h = w = i = 0
  for c in mz:
    if c == '\n':
      w = i
      i = 0
      h += 1
      continue
    i += 1
  m = BaseMap(height=h, width=w)
  #m.add_b('start location', 1, (1,1))
  for y in range(h):
    for x in range(w):
      if val_maz(mz, x, y, w) == '+': m.add_t('tree 1', (x, y))
      if val_maz(mz, x, y, w) == '-': m.add_t('tree 2', (x, y))
      if val_maz(mz, x, y, w) == '|': m.add_t('tree 3', (x, y))
Esempio n. 11
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def level():
    global player
    player = mia.Mia(x=330,y=0)
    framework.space.add(player.body)
    for shape in player.shapes:
        framework.space.add(shape)
    player.add(framework.characters)    

    player2 = cassie.Cassie(x=630,y=0)
    framework.space.add(player2.body)
    for shape in player2.shapes:
        framework.space.add(shape)
    player2.add(framework.characters)    
    
    global playable
    playable = [player, player2]

    npcs = [doomimp.DoomImp(x=230, y=250, target=player), doomimp.DoomImp(x=630, y=150, target=player), doomimp.DoomImp(x=580,y=560,target=player)]
#    npcs = []
    for npc in npcs:
        framework.space.add(npc.body)
        for shape in npc.shapes:
            framework.space.add(shape)
        npc.add(framework.characters)
            
    bricks = []
    for i in range(1,8):
        bricks.append(brick.Brick(size=40, x=300 + 125*i, y=-400))
    for i in range(1,20):
        bricks.append(brick.Brick(size=10, y=150, x=130+21*i))
    for i in range(1,20):
        bricks.append(brick.Brick(size=10, y=250, x=130+21*i))
    for i in range(1,20):
        bricks.append(brick.Brick(size=10, y=350, x=130+21*i))
    
    for brickinstance in bricks:    
        framework.primitives.append(brickinstance)
        framework.space.add(brickinstance.body)
        framework.space.add(brickinstance.shape)    
    
    staticbricks = []
    staticbricks.append(brick.StaticBrick(x=455, y=50, width=50, height=10))
    staticbricks.append(brick.StaticBrick(x=380, y=270, width=10, height=420))
    staticbricks.append(brick.StaticBrick(x=400, y=640, width=800, height=10))
    for staticbrick in staticbricks:
        framework.primitives.append(staticbrick)
        framework.space.add(staticbrick.shape)
    
    maze.make_maze(130, 80, width=8, height=4, cellwidth=70, cellheight=65, wallthickness=10)    

    maze.make_maze(570, 80, width=8, height=4, cellwidth=70, cellheight=65, wallthickness=10)

    maze.make_maze(870, 80, width=80, height=12, cellwidth=100, cellheight=75, wallthickness=20)
    
    
    framework.grabbables.append((brick.Balloon(radius=15, num_pts=6, x=330, y=500)))
    framework.grabbables[0].shape.layers = 0b1000
    framework.grabbables[0].shape.group = 2

    framework.primitives.append(framework.grabbables[0])
    framework.space.add(framework.grabbables[0].body)
    framework.space.add(framework.grabbables[0].shape)

    framework.grabbables.append((brick.Balloon(radius=15, num_pts=10, x=145, y=525)))
    framework.grabbables[1].shape.layers = 0b1000
    framework.grabbables[1].shape.group = 2

    framework.primitives.append(framework.grabbables[1])
    framework.space.add(framework.grabbables[1].body)
    framework.space.add(framework.grabbables[1].shape)

    candies = []
    for i in range(100):
        candies.append(sprite.Basic_Sprite("images/candy.png",530,300,width=10,height=8,mass=.1))
    for candy in candies:
        framework.space.add(candy.shape)
        framework.space.add(candy.body)
        candy.add(framework.characters)
    framework.grabbables.extend(candies)

    barrel = sprite.Basic_Sprite("images/barrel.png",460,0,width=15,height=33,mass=10,jumpable=1,elasticity=1,offset=(0,-1))
    framework.space.add(barrel.shape)
    framework.space.add(barrel.body)
    barrel.add(framework.characters)

    global airship1
    airship1 = airship.Airship()
    

    pygame.mixer.music.load("I-Want-Candy.wav")
    pygame.mixer.music.play(-1)
    pygame.mixer.music.set_volume(.15)
Esempio n. 12
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            _sz = _t['unit']['size']
            sq_t = ((t['x'], t['y']), (t['x'] + _sz, t['y'] + _sz))
            if _square_inside_square(sq_t, p, size):
                return False
        return True

    def stream_map(s, f):
        _p = s.p
        _p['x'] = s.width
        _p['y'] = s.height
        f.write(json.dumps(_p))


if __name__ == '__main__':
    import sys
    mz = make_maze(21, 32)
    h = w = i = 0
    for c in mz:
        if c == '\n':
            w = i
            i = 0
            h += 1
            continue
        i += 1
    m = BaseMap(height=h, width=w)
    #m.add_b('start location', 1, (1,1))
    for y in range(h):
        for x in range(w):
            if val_maz(mz, x, y, w) == '+': m.add_t('tree 1', (x, y))
            if val_maz(mz, x, y, w) == '-': m.add_t('tree 2', (x, y))
            if val_maz(mz, x, y, w) == '|': m.add_t('tree 3', (x, y))
Esempio n. 13
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        for i in range(len(moves) - 1):
            plot_maze(test_maze, x1, y1)
            if moves[i][1] + 1 == moves[i + 1][1]:
                x1, y1 = go_down(x1, y1)
            elif moves[i][0] + 1 == moves[i + 1][0]:
                x1, y1 = go_right(x1, y1)
            elif moves[i][0] - 1 == moves[i + 1][0]:
                x1, y1 = go_left(x1, y1)
            elif moves[i][1] - 1 == moves[i + 1][1]:
                x1, y1 = go_up(x1, y1)


test_maze = []

# size of maze
x = int(input('Provide x complexity (1-50): '))
y = int(input('Provide y complexity (1-50): '))

# Maze generation
test_maze = maze.make_maze(x, y)

# add host
x_host = 1.5
y_host = 0.5

# Find optimal path with all information
best_path = bfs(test_maze, (math.floor(x_host), math.floor(y_host)), 2)

# show path
execute_path(test_maze, best_path, x_host, y_host)
Esempio n. 14
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    for C in range(n * k):
        b = []
        for R in range(n * k):
            b.append(block[C % k][R % k])
        B.append(b)
    return np.array(B)


def play_notes(notes, s=0.15):
    for n in notes:
        d = 0.3 + random.random()
        ps.play(70 + n, release=d)
        t = ps.random.choice([0.125, 0.25, 0, 0.2])
        ps.sleep(t)


if __name__ == '__main__':
    block = block_generation(21, 6)
    board = board_generation(block, 4)
    print(board.shape)
    n, _ = board.shape
    L = mz.make_maze(n, n)
    e1 = L[0][0]
    e2 = L[n - 1][n - 1]
    w = mz.find_path(e1, e2)
    for x in w:
        x['state'] = 'Path'
    # mz.show(L)
    notes = [board[x['c']][x['r']] for x in w]
    play_notes(notes)
Esempio n. 15
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parser.add_argument('--method',
                    type=int,
                    default=0,
                    help='index of method: 0(QLEARN), 1(SARSA), 2(PG)')
parser.add_argument(
    '--agent',
    type=int,
    default=0,
    help='index of agent: 0(QTable), 1(QAgent), 2(GAgent), 3(AC)')
FLAGS, unparsed = parser.parse_known_args()
#FLAGS.maze = 2
#FLAGS.agent= 1
#FLAGS.method = 0
#print(FLAGS)

env = make_maze("space%d" % FLAGS.maze)
if FLAGS.agent == 0:
    agent = Agent(env)
elif FLAGS.agent == 1:
    agent = DAgent(env)
elif FLAGS.agent == 2:
    agent = GAgent(env)
else:
    agent = A2CAgent(env)
    FLAGS.method = 0

np.random.seed(0)
num_episodes = 50
max_number_of_steps = 30
if FLAGS.maze >= 2:
    num_episodes *= 10
Esempio n. 16
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def level():
    global player
    player = mia.Mia(x=330, y=0)
    framework.space.add(player.body)
    for shape in player.shapes:
        framework.space.add(shape)
    player.add(framework.characters)

    player2 = cassie.Cassie(x=630, y=0)
    framework.space.add(player2.body)
    for shape in player2.shapes:
        framework.space.add(shape)
    player2.add(framework.characters)

    global playable
    playable = [player, player2]

    npcs = [
        doomimp.DoomImp(x=230, y=250, target=player),
        doomimp.DoomImp(x=630, y=150, target=player),
        doomimp.DoomImp(x=580, y=560, target=player)
    ]
    #    npcs = []
    for npc in npcs:
        framework.space.add(npc.body)
        for shape in npc.shapes:
            framework.space.add(shape)
        npc.add(framework.characters)

    bricks = []
    for i in range(1, 8):
        bricks.append(brick.Brick(size=40, x=300 + 125 * i, y=-400))
    for i in range(1, 20):
        bricks.append(brick.Brick(size=10, y=150, x=130 + 21 * i))
    for i in range(1, 20):
        bricks.append(brick.Brick(size=10, y=250, x=130 + 21 * i))
    for i in range(1, 20):
        bricks.append(brick.Brick(size=10, y=350, x=130 + 21 * i))

    for brickinstance in bricks:
        framework.primitives.append(brickinstance)
        framework.space.add(brickinstance.body)
        framework.space.add(brickinstance.shape)

    staticbricks = []
    staticbricks.append(brick.StaticBrick(x=455, y=50, width=50, height=10))
    staticbricks.append(brick.StaticBrick(x=380, y=270, width=10, height=420))
    staticbricks.append(brick.StaticBrick(x=400, y=640, width=800, height=10))
    for staticbrick in staticbricks:
        framework.primitives.append(staticbrick)
        framework.space.add(staticbrick.shape)

    maze.make_maze(130,
                   80,
                   width=8,
                   height=4,
                   cellwidth=70,
                   cellheight=65,
                   wallthickness=10)

    maze.make_maze(570,
                   80,
                   width=8,
                   height=4,
                   cellwidth=70,
                   cellheight=65,
                   wallthickness=10)

    maze.make_maze(870,
                   80,
                   width=80,
                   height=12,
                   cellwidth=100,
                   cellheight=75,
                   wallthickness=20)

    framework.grabbables.append((brick.Balloon(radius=15,
                                               num_pts=6,
                                               x=330,
                                               y=500)))
    framework.grabbables[0].shape.layers = 0b1000
    framework.grabbables[0].shape.group = 2

    framework.primitives.append(framework.grabbables[0])
    framework.space.add(framework.grabbables[0].body)
    framework.space.add(framework.grabbables[0].shape)

    framework.grabbables.append((brick.Balloon(radius=15,
                                               num_pts=10,
                                               x=145,
                                               y=525)))
    framework.grabbables[1].shape.layers = 0b1000
    framework.grabbables[1].shape.group = 2

    framework.primitives.append(framework.grabbables[1])
    framework.space.add(framework.grabbables[1].body)
    framework.space.add(framework.grabbables[1].shape)

    candies = []
    for i in range(100):
        candies.append(
            sprite.Basic_Sprite("images/candy.png",
                                530,
                                300,
                                width=10,
                                height=8,
                                mass=.1))
    for candy in candies:
        framework.space.add(candy.shape)
        framework.space.add(candy.body)
        candy.add(framework.characters)
    framework.grabbables.extend(candies)

    barrel = sprite.Basic_Sprite("images/barrel.png",
                                 460,
                                 0,
                                 width=15,
                                 height=33,
                                 mass=10,
                                 jumpable=1,
                                 elasticity=1,
                                 offset=(0, -1))
    framework.space.add(barrel.shape)
    framework.space.add(barrel.body)
    barrel.add(framework.characters)

    global airship1
    airship1 = airship.Airship()

    pygame.mixer.music.load("I-Want-Candy.wav")
    pygame.mixer.music.play(-1)
    pygame.mixer.music.set_volume(.15)
Esempio n. 17
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    if wall[1] == wall[3]:
        return 'horizontal'
    else:
        return 'vertical'

def draw(walls, world, alex):
    number_of_walls = len(walls)
    walls_in_world = filter(lambda(e): e.startswith('wall_'),
                            world['entities'].keys())
    if len(walls_in_world) >= number_of_walls:
        return
    in_world = sorted(map(lambda(w): int(w.partition('al_')[2]),
                          walls_in_world))
    indexes = [i for i in range(number_of_walls) if i not in in_world][0:10]
    for index in indexes:
        draw_wall(index, walls[index], world['tick'], alex)

def send_movement(position, orientation, index, tick, alex):
    entity = 'wall_%s' % orientation
    name = '%s_%d' % (entity, index,)
    movement = {'tick': tick,
                'entity': entity, 'index': index,
                'from': position, 'to': position}
    alex.pubsub.publish('movement.' + name, movement)

alex = Alexandra(argv[1])
init(alex)
walls = list(make_maze(alex.config['field_width']/CELL_WIDTH,
                       alex.config['field_height']/CELL_WIDTH))
alex.pubsub.consume_topic('world', lambda w: draw(walls, w, alex))
Esempio n. 18
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    return neighbors


def sorted_neighbors(neighbors, goal):
    return sorted(neighbors, key=lambda neighbor: sqrt(pow(
        neighbor.x - goal.x, 2) + pow(neighbor.y - goal.y, 2)))


if __name__ == '__main__':
    # Define window
    screen = pygame.display.set_mode((500, 500))
    pygame.display.set_caption('Maze solver')
    clock = pygame.time.Clock()

    maze = make_maze(screen, 20)

    stack = []

    goal = maze[-1][-1]
    goal.color = (255, 0, 0)
    start = maze[0][0]
    start.visited = True
    stack.append(start)

    found = False
    running = True
    while running:
        # Events
        for event in pygame.event.get():
            if event.type == pygame.QUIT:  # Close window
Esempio n. 19
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import maze, stack

stack = stack.Stack()
maze = maze.make_maze(10, 10, 2)


def dfs(maze, stack):
    length = len(maze)
    start = maze[0][0]
    goal = (9, 9)
    stack.push(start)

    while stack.isEmpty() == False:
        node = stack.pop()
        node.searched = True
        for x, y in (node.x + 1, node.y), (node.x - 1,
                                           node.y), (node.x,
                                                     node.y - 1), (node.x,
                                                                   node.y + 1):
            if (0 <= x < length and 0 <= y < length) and (
                    maze[x][y].wall == False) and (maze[x][y].searched
                                                   == False):
                if (x, y) == goal:
                    return True
                else:
                    maze[x][y].parent = node
                    stack.push(maze[x][y])
    return False


print(dfs(maze, stack))
Esempio n. 20
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    def run(self):
        self.is_receiver = False
        try:
            while 1:
                data = self.socket.recv(1024)
                data = data.decode("utf-8")

                if not data:
                    break
                else:
                    if data == "receive":
                        with clients_lock:
                            self.is_receiver = True
                            clients.add(self.socket)

                    reply = "received:"
                    reply += data
                    print(data)
                    if data == "feed_paper_in":
                        reply += "feeding paper in"
                        lego_printer.manual_paper_feed(1)
                    elif data == "feed_paper_out":
                        reply += "feeding paper out"
                        lego_printer.manual_paper_feed(-1)
                    elif data == "stop_feed":
                        reply += "stop feeding paper"
                        lego_printer.stop_paper_feed()
                    elif data == "feed_paper_in_inc":
                        lego_printer.manual_paper_feed_inc(1)
                    elif data == "feed_paper_out_inc":
                        lego_printer.manual_paper_feed_inc(-1)
                    elif data == "feed_paper_stop_inc":
                        lego_printer.manual_paper_feed_inc_stop()
                    elif data == "move_right":
                        lego_printer.manual_move_x(1)
                    elif data == "move_left":
                        lego_printer.manual_move_x(-1)
                    elif data == "move_stop":
                        lego_printer.manual_stop_x()
                    elif data == "switch_pen_pos":
                        lego_printer.switch_pen_pos()
                    elif data == "move_pen_up":
                        lego_printer.pen_up()
                    elif data == "move_pen_down":
                        lego_printer.pen_down()
                    elif data == "set_pen_position":
                        lego_printer.set_pen_position()
                    elif data == "switch_pen_state":
                        lego_printer.switch_pen_state()
                        print("pen state is", lego_printer.pen_is_adjustable)
                    elif data == "get_info":
                        reply += brick_info.get_info()
                    elif data == "calibrate":
                        lego_printer.calibrate()
                    elif data == "force_stop":
                        lego_printer.force_stop()
                    elif data.startswith(
                            "draw_maze") and lego_printer.is_busy is False:
                        lego_printer.stop_paper_feed()

                        maze_data = data.split('|')
                        rows = int(maze_data[1])
                        cols = int(maze_data[2])
                        grid_size = int(maze_data[3])

                        s, h, v = make_maze(rows, cols)
                        reply += s
                        draw_list = parse_maze(rows, cols, grid_size, s, h, v)
                        lego_printer.draw(list(draw_list))
                    elif data.startswith(
                            "draw_svg") and lego_printer.is_busy is False:
                        svg_data = data.split('|')

                        if os.path.isfile(svg_data[1]):
                            svg_path = svg_data[1]
                        else:
                            svg_path = "../" + svg_data[1]

                        reply += svg_path

                        svg_parser = SvgParser()
                        parser = xml.sax.make_parser()
                        parser.setFeature(xml.sax.handler.feature_namespaces,
                                          0)
                        parser.setContentHandler(svg_parser)
                        parser.parse(svg_path)

                        lego_printer.draw(list(svg_parser.draw_list))

                    with clients_lock:
                        if self.is_receiver is False:
                            self.socket.sendall(bytes(reply, 'UTF-8'))
                        for c in clients:
                            c.sendall(bytes(reply, 'UTF-8'))
        finally:
            with clients_lock:
                if self.is_receiver is True:
                    clients.remove(self.socket)
                self.socket.close()