Esempio n. 1
0
    def display(self) -> None:
        """Procédure d'affichage de la cellule"""

        Display.drawCircle(pos=self.pos,
                           color=self.color,
                           radius=self.radius,
                           base_pos=Camera.pos)
Esempio n. 2
0
 def __init__(self):
     self.layout = Layout(Const.WORLD)
     Display.initGraphics(self.layout)
     self.model = Model(self.layout)
     self.carChanges = {}
     self.errorCounter = Counter()
     self.consecutiveLate = 0
Esempio n. 3
0
 def run(self):
     self.render()
     self.userThread = UserThread(self.model.junior, self.model)
     self.userThread.start()
     self.iteration = 0
     while not self.isGameOver():
         self.resetTimes()
         startTime = time.time()
         self.printStats()
         
         self.otherCarUpdate()
         self.calculateError()
                     
         duration = time.time() - startTime
         timeToSleep = Const.SECONDS_PER_HEARTBEAT - duration
         # self.checkLate(timeToSleep)
         timeToSleep = max(0.01, timeToSleep)
         Display.graphicsSleep(timeToSleep)
         self.iteration += 1
     if not self.userThread.quit and not self.isLearning:
         self.outputGameResult()
     self.userThread.stop()
     Display.graphicsSleep(0.1)
     self.userThread.join()
     return self.userThread.quit
Esempio n. 4
0
    def init(cls) -> None:
        """Initialisation de la caméra"""

        Display.execWhenResized(cls.whenResized)

        cls.pos = Vect2d(0, 0)
        cls.window_center = Vect2d(0, 0)
Esempio n. 5
0
 def updateBeliefs(self):
     if self.isLearning: return
     beliefs = []
     for car in self.model.getOtherCars():
         belief = car.getInference().getBelief()
         color = car.getColor()
         Display.updateBelief(color, belief)
         beliefs.append(belief)
     self.model.setProbCar(beliefs)
Esempio n. 6
0
 def render(self):
     Display.drawBelief(self.model)
     Display.drawBlocks(self.model.getBlocks())
     if Const.SHOW_CARS:
         for car in self.model.getCars():
             Display.drawCar(car)
     else:
         Display.drawCar(self.model.getJunior())
     Display.drawFinish(self.model.getFinish())
     view.graphicsUtils.refresh()
Esempio n. 7
0
 def outputGameResult(self):
     collided = self.userThread.hasCollided()
     for car in self.model.getCars():
         Display.drawCar(car)
     print '*********************************'
     print '* GAME OVER                     *'
     if collided:
         print '* CAR CRASH!!!!!'
     else:
         print '* You Win!'
     print '*********************************'    
Esempio n. 8
0
    def infer(self):
        start = time.time()

        try:
            self.elapseTime()
            self.observe()
        except  Exception, e:
            print 'caught'
            traceback.print_exc()
            Display.raiseEndGraphics()
            Display.graphicsSleep(0.01)
            self.userThread.quit = True
Esempio n. 9
0
    def display(cls) -> None:
        """Affichage du menu"""

        hand_cursor = False

        for i in range(len(cls.buttons)):
            hand_cursor = cls.buttons[i].display(cls.mouse_pos) or hand_cursor

        if hand_cursor:
            # Change le curseur selon le bouton sur lequel il est
            Display.setCursorHand()
        else:
            Display.setCursorArrow()
Esempio n. 10
0
def buttonWin_Display(
    button: Button,
    mouse_pos: Vect2d,
) -> None:
    """Affichage du texte de fin"""

    min_size = max(button.size.x, button.size.y)

    font_size = min_size * 50 / 400

    Display.drawRect(Vect2d(0, 0), Display.size, (0, 0, 0, button.alpha))

    if button.alpha < 127:
        button.alpha += 1
    elif button.alpha < 255 and Map.game_finished:
        button.alpha += 1

    score = Map.player_infos.get("score", 0)
    tps = Map.player_infos.get("time", 0)

    Display.drawText(button.text,
                     button.pos + button.size / 2,
                     color=button.color,
                     size=font_size)

    Display.drawText("Score : " + str(score),
                     button.pos + button.size / 2 + Vect2d(0, button.size.y),
                     color=button.color,
                     size=font_size)

    Display.drawText("Temps : " + str(tps) + " secondes",
                     button.pos + button.size / 2 +
                     Vect2d(0, button.size.y * 2),
                     color=button.color,
                     size=font_size)
Esempio n. 11
0
    def handleKeys(cls) -> None:
        """Méthode permettant de traiter les entrées clavier"""

        keys = pygame.key.get_pressed()

        if keys[pygame.K_RETURN]:
            for k in Map.creatures.keys():
                if k == Map.player_id:
                    for creature in Map.creatures[k]:
                        creature.score += 100
                        #! à retirer

        if keys[pygame.K_ESCAPE]:
            # Si la touche ESC est pressée

            if cls.keytime.get(pygame.K_ESCAPE, 0) > cls.ESC_MAX_FRAMECOUNT:
                # Si l'on est au dessus de la valeur maximale pour quitter
                cls.finished = True
            else:
                cls.keytime[pygame.K_ESCAPE] = cls.keytime.get(
                    pygame.K_ESCAPE, 0) + 1
                # Sinon on incrémente le nombre d'images écoulées
        else:
            cls.keytime[pygame.K_ESCAPE] = 0
            # Si elle est relachée on remet le compteur à 0

        for event in pygame.event.get():
            if event.type == pygame.VIDEORESIZE:
                # Quand la fenêtre est redimensionnée
                Display.resize(event.w, event.h)

            if event.type == pygame.QUIT:
                # Détection de la fermeture de la fenêtre
                cls.finished = True

            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_F11:
                    # Quand F11 on se met en plein écran
                    Display.toggleFullscreen()

                if event.key == pygame.K_SPACE:
                    if Map.isPlayerAlive():
                        Map.splitPlayer()
Esempio n. 12
0
 def heartbeat(self):        
     oldDir = Vec2d(self.junior.dir.x, self.junior.dir.y)
     oldPos = Vec2d(self.junior.pos.x, self.junior.pos.y)
     quitAction = self.junior.action()
     carProb = self.model.getProbCar()
     if carProb and Const.AUTO:
         agentGraph = self.model.getJuniorGraph()
         self.junior.autonomousAction(carProb, agentGraph)
     if quitAction: 
         self.quit = True
         return
     self.junior.update()
     self.collision = self.model.checkCollision(self.junior)
     self.victory = self.model.checkVictory()
     newPos = self.junior.getPos()
     newDir = self.junior.getDir()
     deltaPos = newPos - oldPos
     deltaAngle = oldDir.get_angle_between(newDir)
     Display.move(self.junior, deltaPos)
     Display.rotate(self.junior, deltaAngle)
Esempio n. 13
0
 def heartbeat(self):
     oldDir = Vec2d(self.junior.dir.x, self.junior.dir.y)
     oldPos = Vec2d(self.junior.pos.x, self.junior.pos.y)
     quitAction = self.junior.action()
     carProb = self.model.getProbCar()
     if carProb and Const.AUTO:
         agentGraph = self.model.getJuniorGraph()
         self.junior.autonomousAction(carProb, agentGraph)
     if quitAction:
         self.quit = True
         return
     self.junior.update()
     self.collision = self.model.checkCollision(self.junior)
     self.victory = self.model.checkVictory()
     newPos = self.junior.getPos()
     newDir = self.junior.getDir()
     deltaPos = newPos - oldPos
     deltaAngle = oldDir.get_angle_between(newDir)
     Display.move(self.junior, deltaPos)
     Display.rotate(self.junior, deltaAngle)
Esempio n. 14
0
 def isGameOver(self):
     if self.isLearning:
         keys = Display.getKeys()
         if 'q' in keys: 
             self.userThread.quit = True
             return True
         return self.iteration > Const.TRAIN_ITERATIONS
     if self.userThread.quit:
         return True
     if self.userThread.victory:
         return True
     return self.userThread.hasCollided()
Esempio n. 15
0
def buttonEnd_Display(button: Button, mouse_pos: Vect2d) -> None:
    """Affichage du texte de fin"""

    min_size = max(button.size.x, button.size.y)

    font_size = min_size * 50 / 400
    # Taille de la police

    Display.drawRect(Vect2d(0, 0), Display.size, (0, 0, 0, button.alpha))
    # Fondu transparent

    if button.alpha < 127:
        # Si le jeu est en cours on a un fondu jusqu'à 50%
        button.alpha += 1
    elif button.alpha < 255 and Map.game_finished:
        # Sinon le fondu se fait jusqu'à 100%
        button.alpha += 1

    Display.drawText(button.text,
                     button.pos + button.size / 2,
                     color=button.color,
                     size=font_size)
Esempio n. 16
0
def buttonStart_Display(button: Button, mouse_pos: Vect2d) -> bool:
    """Affichage du bouton Start

    Args:
        button (Button): bouton start
        mouse_pos (Vect2d): position de la souris
    
    Returns:
        hand_cursor (bool): si la souris doit être affichée comme une main ou un curseur
    """

    if button.isMouseOver(mouse_pos):
        # Arc-en-ciel
        hand_cursor = True
        button.color_sat = (button.color_sat - 3 + 100) % 100
    else:
        # Flash épileptique
        hand_cursor = False
        button.color_sat = 100
        button.color_hue = (button.color_hue + 1) % 360

    button_color = Color.HSVToRGB(button.color_hue, button.color_sat, 100)

    min_size = max(button.size.x, button.size.y)
    # Taille minimale entre la largeur et la hauteur

    font_size = min_size * 50 / 400

    Display.drawRect(button.pos, button.size, color=button_color, fill=True)
    # Rectangle du bouton

    Display.drawText(button.text,
                     button.pos + button.size / 2,
                     color=Color.BLACK,
                     size=font_size)
    # Texte du bouton

    return hand_cursor
Esempio n. 17
0
def buttonEndChoice_Display(button: Button, mouse_pos: Vect2d) -> bool:
    """Affichage du bouton rejouer"""

    min_size = max(button.size.x, button.size.y)

    font_size = min_size * 50 / 400

    if button.isMouseOver(mouse_pos):
        hand_cursor = True
        c = Color.BLACK
        f = True
    else:
        hand_cursor = False
        c = button.color
        f = False

    Display.drawRect(button.pos, button.size, color=button.color, fill=f)

    Display.drawText(button.text,
                     button.pos + button.size / 2,
                     color=c,
                     size=font_size)

    return hand_cursor
Esempio n. 18
0
    def display(self) -> None:
        """Affichage du buisson"""

        c = Color.linearGradient(Color.BUSH_COLOR_FULL,
                                 Color.BUSH_COLOR_DEAD,
                                 1-(self.health-1)/(Bush.BASE_HEALTH-1))

        for i in range(self.health):
            # Les pics du buisson
            angle = i/self.health*2*math.pi + self.angle

            offset = Vect2d(math.cos(angle), math.sin(angle))*Bush.RADIUS*(1+Bush.SHARPNESS/3)

            Display.drawTriangle(pos=self.pos + offset,
                                 color=c,
                                 radius=Bush.RADIUS*Bush.SHARPNESS,
                                 angle=2*math.pi/self.health*i + self.angle,
                                 base_pos=Camera.pos)

        # Le cercle du buisson
        Display.drawCircle(pos=self.pos,
                           color=c,
                           radius=Bush.RADIUS,
                           base_pos=Camera.pos)
Esempio n. 19
0
    def display(self) -> None:
        """Permet d'afficher la créature"""

        if Creature.ALLOW_SKINS:
            Display.drawImg(img=self.img,
                            pos=self.pos,
                            radius=self.radius,
                            base_pos=Camera.pos)
        else:
            Display.drawCircle(pos=self.pos,
                               color=self.color,
                               radius=self.radius,
                               base_pos=Camera.pos)


        Display.drawText(text=self.name,
                         size=self.radius*0.75,
                         color=self.opposite_color,
                         pos=self.pos,
                         base_pos=Camera.pos)
Esempio n. 20
0
# Fenêtre

from view.camera import Camera
# Caméra

from view.skins import Skins
# Skins

pygame.init()
# Initialisation de pygame

Camera.init()
# Initialisation de la caméra

Display.init(width=config.WINDOW_WIDTH,
             height=config.WINDOW_HEIGHT,
             framerate=config.FRAMERATE)
# Initialisation de la fenêtre

Menu.init()
# Initialisation du menu

Skins.init()
# Initialisation et chargement des skins

Map.init(width=config.MAP_WIDTH, height=config.MAP_HEIGHT)
# Initialisation du terrain de jeu

Game.run()
# Lancement du jeu
Esempio n. 21
0
    def run(cls) -> None:
        """Méthode principale permettant de faire tourner le jeu"""

        cls.finished = False

        cls.keytime = {}

        cls.state = GameState.MENU

        while not cls.finished:
            cls.ESC_MAX_FRAMECOUNT = Display.real_framerate * 0.25
            # On veut quitter après 0.25 secondes

            cls.handleKeys()

            mx, my = pygame.mouse.get_pos()
            mouse_pos = Vect2d(mx, my)
            # Position de la souris

            mouse_pressed = pygame.mouse.get_pressed()[0]
            # Clic ou non

            Menu.state = GameState.MENU

            if cls.state == GameState.MENU:
                # Affichage du menu

                Menu.update(mouse_pos, mouse_pressed)

                if Menu.can_play:
                    # Si l'on veut rejouer
                    cls.state = GameState.GAME

                if Menu.can_quit:
                    # Si l'on veut quitter
                    cls.finished = True

                Menu.display()

                if Menu.can_play:
                    # Si l'on veut rejouer on remet le curseur normal
                    Display.setCursorArrow()

            elif cls.state == GameState.END:
                # Partie perdue

                Menu.update(mouse_pos, mouse_pressed)

                if not Map.game_finished:
                    # On update la map tant que la partie n'est pas terminée pour de bon
                    # afin de faire jouer les IA
                    Map.update()

                if Menu.can_play:
                    cls.state = GameState.GAME

                if Menu.can_quit:
                    cls.finished = True

                Map.display()
                Menu.display()
                # Affichage du menu et de l'effet de transparence au dessus de la map

                if Menu.can_play:
                    Display.setCursorArrow()
            elif cls.state == GameState.WIN:
                # Victoire

                Menu.update(mouse_pos, mouse_pressed)

                if Menu.can_play:
                    cls.state = GameState.GAME

                if Menu.can_quit:
                    cls.finished = True

                Menu.display()

                if Menu.can_play:
                    Display.setCursorArrow()
            elif cls.state == GameState.GAME:
                # Jeu en cours

                Map.setMousePos(mouse_pos / Display.zoom_factor)
                # On envoie la position de la souris à la map

                Map.update()
                Map.display()

                if Map.isPlayerAlive():
                    if Map.game_finished:
                        cls.state = GameState.WIN
                        Menu.applyState(GameState.WIN)
                else:
                    cls.state = GameState.END
                    Menu.applyState(GameState.END)
            else:
                raise ValueError("État inconnu")

            alpha = cls.keytime.get(pygame.K_ESCAPE,
                                    0) / cls.ESC_MAX_FRAMECOUNT * 255

            Display.drawText("Quitter...",
                             Vect2d(50, 25),
                             color=(255, 0, 0, alpha),
                             size=16,
                             base_pos=Vect2d(0, 0))

            # Affichage du "Quitter" rouge en haut à gauche proportionnellement au temps d'appui de la touche ESC

            Display.updateFrame()
Esempio n. 22
0
 def freezeFrame(self):
     while True:
         keys = Display.getKeys()
         if 'q' in keys: return
         Display.graphicsSleep(0.1)
Esempio n. 23
0
    def display(cls):
        """Affichage de la map"""

        w = cls.size.x
        h = cls.size.y

        for x in range(1, cls.grid_size.x):
            # Lignes entre la grille
            Display.drawLine(Vect2d(x * w / cls.grid_size.x, 0),
                             Vect2d(x * w / cls.grid_size.x, h),
                             color=Color.DARK_GRAY,
                             base_pos=Camera.pos)

        for y in range(1, cls.grid_size.y):
            Display.drawLine(Vect2d(0, y * h / cls.grid_size.y),
                             Vect2d(w, y * h / cls.grid_size.y),
                             color=Color.DARK_GRAY,
                             base_pos=Camera.pos)

        Display.drawLine(Vect2d(0, 0),
                         Vect2d(w, 0),
                         color=Color.RED,
                         base_pos=Camera.pos)
        Display.drawLine(Vect2d(w, 0),
                         Vect2d(w, h),
                         color=Color.RED,
                         base_pos=Camera.pos)
        Display.drawLine(Vect2d(w, h),
                         Vect2d(0, h),
                         color=Color.RED,
                         base_pos=Camera.pos)
        Display.drawLine(Vect2d(0, h),
                         Vect2d(0, 0),
                         color=Color.RED,
                         base_pos=Camera.pos)

        cls.displayCell()

        for k in cls.creatures.keys():
            enemy_list = cls.creatures[k]

            if k != cls.player_id:
                for enemy in enemy_list:
                    enemy.display()

        if cls.isPlayerAlive():
            for player in cls.creatures[cls.player_id]:
                player.display()

        for i in range(len(cls.bushes)):
            cls.bushes[i].display()

        x = Display.size.x / 2
        y = Display.size.y / 2
        r = min(x, y) / 50

        Display.drawLine(Vect2d(x - r, y - r),
                         Vect2d(x + r, y + r),
                         color=Color.RED)
        Display.drawLine(Vect2d(x - r, y + r),
                         Vect2d(x + r, y - r),
                         color=Color.RED)

        Camera.setPos(cls.getFocusedPos())

        r = cls.getFocusedRadius() - Creature.BASE_RADIUS
        r = abs(r)
        r = r**0.1
        z = math.exp(-r + 1)
        Display.zoom(z)
Esempio n. 24
0
    def init(cls) -> None:
        """Initialisation"""

        cls.applyState(GameState.MENU)
        Display.execWhenResized(cls.createButtons)
Esempio n. 25
0
 def moveCarDisplay(self, car, deltaPos, deltaAngle):
     start = time.time()
     Display.move(car, deltaPos)
     Display.rotate(car, deltaAngle)
     self.drawTime += time.time() - start
Esempio n. 26
0
    def play(cls) -> None:
        """Lorsqu'un bouton pour rejouer est cliqué"""

        Display.setCursorArrow()
        Map.reset()
        cls.can_play = True