示例#1
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    def build(self, cost, inp):
        grads_noclip = tensor.grad(cost, self.params)
        grads, grad_norm = tools.clip(grads_noclip,
                                      self.config['clip'],
                                      params=self.params)

        update_ab = [(self.beta1t, self.beta1t * self.config['beta1_adam']),
                     (self.beta2t, self.beta2t * self.config['beta2_adam'])]
        update_gc = [(gc, gr) for gc, gr in zip(self.gc, grads)]
        update_gc = [(gc, gr) for gc, gr in zip(self.gc, grads)]
        m_up = [(m, self.config['beta1_adam'] * m +
                 (1. - self.config['beta1_adam']) * gr)
                for m, gr in zip(self.m, grads)]
        v_up = [(v, self.config['beta2_adam'] * v +
                 (1. - self.config['beta2_adam']) * (gr**2))
                for v, gr in zip(self.v, grads)]
        update_grads = theano.function(inp, [cost, grad_norm],
                                       updates=update_gc + m_up + v_up)
        param_up = [
            (p, p - self.config['alpha_adam'] * (m / (1. - self.beta1t)) /
             (tensor.sqrt(v / (1. - self.beta2t)) + self.config['eps_adam']))
            for p, m, v in zip(self.params, self.m, self.v)
        ]
        update_params = theano.function([], [], updates=update_ab + param_up)
        return update_grads, update_params
示例#2
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 def append(self, val) -> [int, int, int]:
     self.values.append(val)
     self.values = self.values[-self.memory_count:]
     max_values = max(self.values)
     color = convert_to_rgb(0, max_values + 400, clip(
         0, max_values, val)) if val != 0 else (0, 0, 0)
     return color
示例#3
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    def build(self, cost, inp):
        grads_noclip = tensor.grad(cost, self.params)
        grads, grad_norm = tools.clip(grads_noclip,
                                      self.config['clip'],
                                      params=self.params)

        gc_up = [(gc, gr) for gc, gr in zip(self.gc, grads)]
        g2_up = [
            (g2,
             self.config['rho'] * g2 + (1. - self.config['rho']) * (gr**2.))
            for g2, gr in zip(self.g2, grads)
        ]
        #noclip = theano.function(inp, [cost]+grads_noclip)
        #noupdate_grads = theano.function(inp, [cost, grad_norm])
        update_grads = theano.function(inp, [cost, grad_norm],
                                       updates=gc_up + g2_up)

        delta = [
            tensor.sqrt(u2 + self.config['epsilon']) /
            tensor.sqrt(g2 + self.config['epsilon']) * gr
            for g2, u2, gr in zip(self.g2, self.u2, self.gc)
        ]
        u2_up = [
            (u2, self.config['rho'] * u2 + (1. - self.config['rho']) * (d**2.))
            for u2, d in zip(self.u2, delta)
        ]
        param_up = [(p, p - d) for p, d in zip(self.params, delta)]
        #update_params = theano.function([], [], updates=param_up+u2_up)
        update_params = theano.function([], [], updates=param_up + u2_up)
        return update_grads, update_params
示例#4
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	def build(self, cost, inp):
		grads_noclip = tensor.grad(cost, self.params)
		grads, grad_norm = tools.clip(grads_noclip, self.config['clip'], square = False, params = self.params)

		gc_up = [(gc, gr) for gc, gr in zip(self.gc, grads)]
		update_grads = theano.function(inp, [cost, tensor.sqrt(grad_norm)], updates = gc_up)

		lr = numpy.float32(self.config['lr'])
		delta = [-lr * gr for gr in self.gc]
		params_up = [(p, p - lr * gr)
					for p, gr in zip(self.params, self.gc)]
		update_params = theano.function([], [], updates = params_up)
		return update_grads, update_params
示例#5
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    def __init__(self, path, tile, data, scale=1):
        self.image = pg.image.load(path).convert_alpha()
        self.tile = tile

        if isinstance(data, list):
            # Se for uma lista, será um dicionário
            self.sprites = {}
            for x, name in enumerate(data):
                sprite = pg.transform.scale(
                    tools.clip(self.image, x * self.tile, 0, self.tile,
                               self.tile),
                    (self.tile * scale, self.tile * scale))
                self.sprites[name] = sprite.copy()
        else:
            # Caso contrário apenas uma lista
            self.sprites = []
            for x in range(data):
                sprite = pg.transform.scale(
                    tools.clip(self.image, x * self.tile, 0, self.tile,
                               self.tile),
                    (self.tile * scale, self.tile * scale))
                self.sprites.append(sprite.copy())
示例#6
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 def __init__(self, path, tile, data, scale=1):
     self.image = pg.image.load(path).convert_alpha()
     self.tile = tile
     self.sprites = {}
     self.durations = {}
     y = 0  # Deslocamento vertical (linhas)
     #for animation, y in zip(data.items(), range(len(data))): # {'animation_name': [frames...]}
     for y, animation in enumerate(data.items()):
         name = animation[0]
         frames = animation[1]
         self.sprites[name] = []
         self.durations[name] = []
         for x, frame in enumerate(frames):
             frame_image = tools.clip(self.image, x * self.tile,
                                      y * self.tile, self.tile, self.tile)
             frame_image = pg.transform.scale(
                 frame_image, (self.tile * scale, self.tile * scale))
             self.sprites[name].append(frame_image.copy())
             for _ in range(frame):
                 self.durations[name].append(x)
示例#7
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 def __init__(self, path):
     self.spacing = 1
     self.character_order = "ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789!\"#$%&'()*+,-./"
     font_img = pg.image.load(path).convert()
     font_img.set_colorkey((0, 0, 0))
     current_char_width = 0
     self.characters = {}
     character_count = 0
     for x in range(font_img.get_width()):
         c = font_img.get_at((x, 0))
         if c[0] == 127:
             char_img = tools.clip(font_img, x - current_char_width,
                                   0, current_char_width,
                                   font_img.get_height())
             self.characters[
                 self.character_order[character_count]] = char_img.copy()
             character_count += 1
             current_char_width = 0
         else:
             current_char_width += 1
     self.space_width = self.characters['A'].get_width()
     self.height = self.characters['A'].get_height()
示例#8
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    def spritecast(self, level, player):
        """
        Algoritmo de raycast de sprites baseado do seguinte tutorial em C++:
        https://lodev.org/cgtutor/raycasting.html
        """
        w, h = self.size
        self.middle = None

        for e in level.entities:
            e.distance = tools.basic_distance((e.x, e.y), (player.x, player.y))

        level.entities.sort(key=lambda e: e.distance, reverse=True)

        for entity in level.entities:
            if entity.type == "enemy":
                sprite = entity.next()
            else:
                sprite = entity.sprite

            tex_width, tex_height = sprite.get_size()
            sprite_x = entity.x - player.x
            sprite_y = entity.y - player.y

            inv_det = 1 / (player.px * player.dy - player.dx * player.py)

            transform_x = inv_det * (player.dy * sprite_x -
                                     player.dx * sprite_y)
            transform_y = inv_det * (-player.py * sprite_x +
                                     player.px * sprite_y)

            if transform_y == 0:
                transform_y = 0.1

            sprite_screen_x = int((w / 2) * (1 + transform_x / transform_y))

            # Limite para não deixar o jogo lento
            sprite_height = abs(int(h / transform_y))

            draw_start_y = int(-sprite_height / 2 + h / 2)
            draw_end_y = int(sprite_height / 2 + h / 2)

            # Limite para não deixar o jogo lento
            sprite_width = min(abs(int(h / transform_y)), 500)
            draw_start_x = int(-sprite_width / 2 + sprite_screen_x)
            draw_end_x = int(sprite_width / 2 + sprite_screen_x)

            if (draw_start_x < w / 2 < draw_end_x
                    and 0 < transform_y < self.zbuffer[int(w / 2)]
                    and entity.type == "enemy" and entity.health > 0):
                # O inimigo está na nossa mira
                self.middle = entity

            if draw_start_x < w and draw_end_x > 0:
                for stripe in range(max(draw_start_x, 0), min(draw_end_x, w)):
                    if (transform_y > 0 and stripe > 0 and stripe < w
                            and transform_y < self.zbuffer[stripe]):
                        tex_x = int(
                            (stripe - (-sprite_width / 2 + sprite_screen_x)) *
                            tex_width / sprite_width)
                        tex_y = (
                            (draw_end_y - 1) - h / 2 +
                            sprite_height / 2) * tex_height / sprite_height

                        vline = pg.transform.scale(
                            tools.clip(sprite, tex_x, 0, 1, tex_y),
                            (1, sprite_height))

                        self.surface.blit(vline, (stripe, draw_start_y))
示例#9
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    def raycast(self, level, player):
        """
        Desenha o mundo em '3D', utilizando uma abordagem de
        iteração por todos os pixels horizontais
        Algoritmo de raycast baseado do seguinte tutorial em C++:
        https://lodev.org/cgtutor/raycasting.html
        Acredito que no futuro é possível torná-lo mais rápido, utilizando
        alguma implementação com numpy, porém não consegui fazer isso...
        """
        w, h = self.size  # Dimensões da tela

        self.zbuffer = []

        # Cores do chão e do teto
        self.surface.fill(level.color[0], pg.Rect(0, h / 2, w, h / 2))
        self.surface.fill(level.color[1], pg.Rect(0, 0, w, h / 2))

        for x in range(w):
            camera_x = 2 * x / w - 1

            # Definindo direção do raio
            ray_dx = player.dx + player.px * camera_x
            ray_dy = player.dy + player.py * camera_x

            # Salvando a posição atual do player (estimada com int)
            map_x = int(player.x)
            map_y = int(player.y)

            # Definindo os deltas
            # Deltas são a distância que um ponto precisa para chegar
            # até a próxima linha horizontal ou vertical (x ou y)

            delta_x = 0 if ray_dy == 0 else (1 if ray_dx == 0 else abs(1 /
                                                                       ray_dx))
            delta_y = 0 if ray_dx == 0 else (1 if ray_dy == 0 else abs(1 /
                                                                       ray_dy))

            # Definindo os valores que utilizaremos nos raios no raycasting
            if ray_dx < 0:
                step_x = -1
                side_x = (player.x - map_x) * delta_x
            else:
                step_x = 1
                side_x = (1 + map_x - player.x) * delta_x
            if ray_dy < 0:
                step_y = -1
                side_y = (player.y - map_y) * delta_y
            else:
                step_y = 1
                side_y = (1 + map_y - player.y) * delta_y

            # Enquanto não atingirmos uma parede
            hit = False
            while not hit:
                if side_x < side_y:
                    side_x += delta_x
                    map_x += step_x
                    horizontal = True
                else:
                    side_y += delta_y
                    map_y += step_y
                    horizontal = False
                if level.map[map_x][map_y] > 0:
                    hit = True

            # Checa se é horizontal ou vertical
            if horizontal:
                distance = (map_x - player.x + (1 - step_x) / 2) / ray_dx
            else:
                distance = (map_y - player.y + (1 - step_y) / 2) / ray_dy
            distance += 0.1

            self.zbuffer.append(distance)

            line_height = int(h / distance)

            if line_height > 2000:
                line_height = 2000

            # Definimos o começo e fim da parede (y)
            draw_start = -line_height / 2 + h / 2
            draw_end = line_height / 2 + h / 2
            # Salvamos a altura da parede, com base na diferença
            draw_height = int(draw_end - 1) - int(draw_start)

            # Definimos qual a textura da parede que atingimos
            tex_image = self.sprites['walls'].sprites[level.map[map_x][map_y] -
                                                      1]

            # Definimos qual o "ponto x" que atingimos da parede
            if horizontal:
                wall_x = player.y + distance * ray_dy
            else:
                wall_x = player.x + distance * ray_dx
            # Após isso, "wall_x" será entre 0 e 1
            wall_x -= math.floor(wall_x)

            # Qual o "ponto x" da textura que utilizaremos
            tex_x = int(wall_x * level.tex)
            if (horizontal and ray_dx > 0) or (not horizontal and ray_dy < 0):
                tex_x = level.tex - tex_x - 1

            # Definimos o step, para descobrirmos a altura da textura
            step = level.tex / line_height

            # Início da textura (y)
            tex_pos = (draw_start + line_height / 2 - h / 2) * step
            # Usamos "and" para caso de overflow
            tex_y = int(tex_pos) & (level.tex - 1)
            # Definimos a altura da textura (h)
            tex_height = step * draw_height

            # Recortamos a linha vertical da textura, e aumentamos a altura
            vline = pg.transform.scale(
                tools.clip(tex_image, tex_x, tex_y, 1, tex_height),
                (1, draw_height))

            # Sombra
            if level.dark:
                shadow = pg.Surface(vline.get_size())
                shadow.set_alpha(max(min(235 - 255 / distance, 255), 0))
                vline.blit(shadow, (0, 0))
            elif horizontal:
                shadow = pg.Surface(vline.get_size())
                shadow.set_alpha(100)
                vline.blit(shadow, (0, 0))

            # Blit da linha vertical na surface
            self.surface.blit(vline, (x, draw_start))