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game.py
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game.py
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from pygame.locals import *
import pygame
import population, util
import math
WHITE = (255,255,255)
BLUE = (0,0,255 )
BLACK = (0,0,0)
PLAYERCOLOR = (150,150,150)
RED = (255,0,0)
class EllipseTrack:
# def __init__(self):
_WALL_CONFIG = [
pygame.Rect(100,100,600,100),
pygame.Rect(0,0,800,25),
pygame.Rect(0,275,800,25),
pygame.Rect(0,25,25,250),
pygame.Rect(775,25,800,250)
]
def __init__(self):
self.walls = pygame.sprite.Group()
for wall in self._WALL_CONFIG:
w = (Wall(BLUE, (wall.x, wall.y, wall.width, wall.height)))
self.walls.add(w)
# print pygame.mask.from_surface(w.image).outline(10)
def draw(self, screen):
self.walls.draw(screen)
(outer, inner) = self.getlines()
pygame.draw.lines(screen, RED, True, outer, 1)
pygame.draw.lines(screen, RED, True, inner, 1)
def collide(self, car):
collisions = pygame.sprite.spritecollide(car, self.walls, False)
return not(collisions is None or len(collisions) == 0)
def collide_guides(self, car):
# guide vectors:
vectors = car.guidelines_centered()
intersects = []
(outer, inner) = self.getlines()
outersegments = self._line_segments(outer)
innersegments = self._line_segments(inner)
p = []
for v in vectors:
vectorpoints = []
vectorpoints += self._collide_lines(v, outersegments)
vectorpoints += self._collide_lines(v, innersegments)
if len(vectorpoints) >0 :
minlength = 10000000
point = vectorpoints[0]
for x in vectorpoints:
l = util.length(car.rect.center, x)
if (l < minlength):
minlength = l
point = x
p += [point]
return p
# for (x,y) in p:
# pygame.draw.circle(screen, BLACK, (int(x), int(y)),5,5)
def _line_segments(self, lines):
lines1 = lines[:]
lines2 = lines[:]
lines1.pop(-1)
lines2.pop(0)
segments = zip(lines1,lines2)
return segments
def _collide_lines(self, vector, lines):
intersects = []
for line in (lines):
p = util.segment_intersect((vector.A,vector.B),line)
if p is not None:
intersects.append(p)
return intersects
def getlines(self):
outer = [(25,25),(775,25),(775,275),(25,275),(25,100)]
inner = [(100,100),(700,100),(700,200),(100,200),(100,100)]
return (outer, inner)
class Wall(pygame.sprite.Sprite):
def __init__(self, color, (x,y, width, height)):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface([width, height])
self.image.fill(WHITE)
self.image.set_colorkey(WHITE)
pygame.draw.rect(self.image, color, (0,0,width,height))
self.rect = pygame.Rect(x,y,width,height)
class CarDisplay(pygame.sprite.Sprite):
def initialize(self, carobj, x, y):
pygame.sprite.Sprite.__init__(self)
img = pygame.image.load("./assets/car_red_sprite.png")
self.image = pygame.transform.scale(img, (24,12))
self._image = self.image
self.rect = self.image.get_rect()
self.mask = pygame.mask.from_surface(self.image)
self._setpos(x,y)
self.obj = carobj
carobj.sprite = self
def _setpos(self, x,y):
self.rect.x = x
self.rect.y = y
def _rotate(self, angle):
center = self.rect.center
rot = pygame.transform.rotate(self._image, angle)
rotrect = rot.get_rect()
rotrect.center = center
self.image = rot
self.rect = rotrect
def draw(self, screen):
self._setpos(self.obj.x, self.obj.y)
self._rotate(self.obj.orientation)
screen.blit(self.image, self.rect)
if self.obj.selected:
self._draw_guidelines(screen)
def _draw_guidelines(self, screen, col=RED):
for p in self.intersectpoints:
pygame.draw.line(screen, col, (self.rect.center), p,1)
def guidelines_centered(self):
vectors = self.obj.guides()
carcenter = self.rect.center
vectors = map(lambda l: l.translate(carcenter), vectors)
return vectors
# def guidelines(self, screen):
# for v in self.guidelines_centered():
# pygame.draw.line(screen, RED, v.A,v.B,1)
population.CarSpecimen.set_display_handler(CarDisplay)
class App:
windowWidth = 800
windowHeight = 600
player = 0
_QUITSIG = False
loop_inputs = {}
def __init__(self, players=[]):
self.generation = 1
self._running = True
self._display_surf = None
self._image_surf = None
self.players = players
if len(self.players) == 0:
self.players = [population.CarSpecimen(50,50)]
self.track = EllipseTrack()
self._clicked_cars = []
def on_init(self):
pygame.init()
self._display_surf = pygame.display.set_mode((self.windowWidth, self.windowHeight), pygame.HWSURFACE)
pygame.display.set_caption('Pygame example')
self._running = True
# self._image_surf = pygame.image.load('pygame.png').convert()
def reload(self):
selection = self.getselection()
self.resetselection()
self.generation += 1
# breed new players
# get the brains
parent_brains = [x.brain for x in selection]
new_brains = population.breed(parent_brains, len(self.players), True)
# generate new cars
cars = [population.CarSpecimen(50,50, brain=new_brains[i], name="[{0}] Car {1}".format(self.generation, i)) for i in range(0,len(new_brains))]
# # print cars
# for b in new_brains:
# print b.dimension()
# set new cars and remove old ones
self.players = cars
def on_event(self, event):
if event.type == QUIT:
self._running = False
def on_loop(self):
self.check_collisions()
def on_render(self):
self._display_surf.fill(WHITE)
self.track.draw(self._display_surf)
for player in self.players:
player.draw(self._display_surf)
# self._display_surf.blit(self._image_surf, (self.player.x, self.player.y))
pygame.display.flip()
# for x in self.players:
# print "{0} on {1}".format(x.name, (x.x,x.y))
def check_collisions(self):
for player in self.players:
coll = self.track.collide(player.sprite)
if (coll) : player.kill()
points = self.track.collide_guides(player.sprite)
player.sprite.intersectpoints = points
self.loop_inputs[player] = [util.length(player.sprite.rect.center, x) for x in points]
def pointinsprites(self, point):
selected = []
for player in self.players:
if (player.sprite.rect.collidepoint(point)):
selected.append(player)
return selected
def on_cleanup(self):
pygame.quit()
def on_execute(self):
if self.on_init() == False:
self._running = False
while (self._running) :
pygame.event.pump()
events = pygame.event.get()
keys = pygame.key.get_pressed()
if (keys[K_ESCAPE]):
self._running = False
if (keys[K_c]):
# clear all cars
self.players = []
if (keys[K_r]):
# clear all cars
self.reload()
if (keys[K_RETURN]):
print self.getselection()
for event in events:
if (event.type == pygame.MOUSEBUTTONDOWN and event.button == 1):
self._clicked_cars += self.pointinsprites(event.pos)
[c.select() for c in self._clicked_cars]
# if (keys[K_a]):
# self.player.turn(1)
# if (keys[K_d]):
# self.player.turn(-1)
self.on_loop()
self.on_render()
for player in self.players:
player.act(self.loop_inputs[player])
if self._QUITSIG: return;
self.on_cleanup()
def resetselection(self):
self._clicked_cars = []
# getters
def getselection(self):
return self._clicked_cars
if __name__ == '__main__' :
theApp = App()
theApp.on_execute()