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ui.py
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executable file
·137 lines (101 loc) · 5.09 KB
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from math import floor
import pygame
from pygame.locals import *
from q_learning import game_to_state
from shoot_game import Game, Status
# Interface graphique du jeu
class UI:
def __init__(self, game):
# "Vecteurs" unitaires du repère ayant pour origine l'emplacement de l'agent au repos
self.baseW = 64
self.baseH = 64
pygame.init()
# Chargement des graphismes (police, images)
self.font = pygame.font.SysFont("arial", self.baseH)
self.text = self.font.render("HIT !", True, (255, 0, 0))
self.fenetre = pygame.display.set_mode((self.baseW * (2 * game.width + 1), self.baseH * 5))
self.perso = pygame.image.load("imgs/frog.png").convert_alpha()
self.bullet = pygame.image.load("imgs/fireball.png").convert_alpha()
shieldint = pygame.image.load("imgs/shieldint.png").convert_alpha()
shieldext = pygame.image.load("imgs/shieldext.png").convert_alpha()
shieldboth = pygame.image.load("imgs/shieldboth.png").convert_alpha()
self.to_blit = [shieldboth, shieldint, shieldext]
self.disp_hits = None
# Contient les tirs présents
self.bullet_list = []
# Utilisés pour la position verticale de l'agent
self.new_jump = 0
self.jump_diff = 0
self.game = game
def render(self, array): # Affiche les images contenues dans array
origin = (self.baseW * self.game.width, self.baseH * 4)
for sprite, coords in array:
self.fenetre.blit(sprite, (origin[0] + coords[0] * self.baseW, origin[1] - coords[1] * self.baseH))
pygame.display.flip()
def render_hud(self, dt, frames_per_update): # Affiche le rechargement des boucliers et la proportion de touche
# Message de touche
if self.game.player_status == Status.HIT and dt <= ((frames_per_update * 2) // 3):
self.fenetre.blit(self.text, (((2 * self.game.width + 1) * self.baseW) // 2 - self.text.get_width() // 2, self.baseH * 2))
# Proportion
self.fenetre.blit(self.disp_hits, (((2 * self.game.width + 1) * self.baseW) - self.disp_hits.get_width(), 0))
# Rechagement des boucliers
for i in range(len(self.game.shields)):
for j in range(self.game.shields[i]):
self.fenetre.blit(self.to_blit[2 - i], (j * self.baseW, i * self.baseH))
def prepare_rendering(self, frames_per_update, dt): # Calcule les coordonnées des éléments à afficher
render_list = []
dt = self.inverse_dt(dt, frames_per_update)
# Tirs
for x, dir in self.bullet_list:
render_list += [(self.bullet, (x - dir * dt / frames_per_update, 0))]
# Agent
perso_coords = (0, self.new_jump - self.jump_diff * dt / frames_per_update)
render_list += [(self.perso, perso_coords)]
# Boucliers
for i in range(len(self.game.shields)):
if self.game.shields[i] == 0:
render_list += [(self.to_blit[i], perso_coords)]
break
self.render_hud(dt, frames_per_update)
self.render(render_list)
def inverse_dt(self, dt, frames_per_update): # Utilisé pour les interpolations
dt = frames_per_update - dt
return dt
def update(self, choose_action): # Met à jour le jeu
old_jump = self.game.is_jumping
state = game_to_state(self.game)
chosen_action = choose_action(state) # Choix de l'action en fonction de l'état du jeu
self.game.tick(chosen_action)
self.new_jump = self.game.is_jumping
self.jump_diff = self.new_jump - old_jump
self.bullet_list = [] # Récupération des tirs à afficher
for i in self.game.bullets: # Tirs pas encore arrivés au centre
self.bullet_list += [(i[0], i[1])]
for i in self.game.deadbullets: # Tirs déjà arrivés au centre (qui s'éloignent de l'agent)
self.bullet_list += [(i[0], i[1])]
proportion = (floor(100000 * self.game.nb_hit / self.game.shot_bullets) / 100) if self.game.shot_bullets > 0 else 0
message = str(proportion) + "‰"
self.disp_hits = self.font.render(message, True, (255, 255, 255))
# Démarre la simulation
# On passe la fonction permettant de choisir l'action à prendre en fonction de l'état du jeu pour plus de flexibilité
def start_simulation(choose_action, frames_per_update = 10, game=Game(0.33, 5)):
"""
:param choose_action: function, takes one parameter state, returns an Actions
:param frames_per_update:
:param game:
:return:
"""
continuer = 1
t = 0
game_ui = UI(game)
while continuer: # Boucle principale
for event in pygame.event.get(): # Gestionnaire d'évènements
if event.type == QUIT:
continuer = 0
game_ui.fenetre.fill((0, 0, 0)) # Efface le contenu de l'écran
dt = t % frames_per_update
if dt == 0: # On fait choisir une action et on met à jour le jeu
game_ui.update(choose_action)
game_ui.prepare_rendering(frames_per_update, dt) # On affiche le jeu
pygame.time.Clock().tick(60)
t += 1