679 lines
27 KiB
Python
679 lines
27 KiB
Python
# graphicsDisplay.py
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# ------------------
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# Licensing Information: You are free to use or extend these projects for
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# educational purposes provided that (1) you do not distribute or publish
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# solutions, (2) you retain this notice, and (3) you provide clear
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# attribution to UC Berkeley, including a link to http://ai.berkeley.edu.
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#
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# Attribution Information: The Pacman AI projects were developed at UC Berkeley.
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# The core projects and autograders were primarily created by John DeNero
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# (denero@cs.berkeley.edu) and Dan Klein (klein@cs.berkeley.edu).
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# Student side autograding was added by Brad Miller, Nick Hay, and
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# Pieter Abbeel (pabbeel@cs.berkeley.edu).
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from graphicsUtils import *
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import math, time
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from game import Directions
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###########################
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# GRAPHICS DISPLAY CODE #
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###########################
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# Most code by Dan Klein and John Denero written or rewritten for cs188, UC Berkeley.
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# Some code from a Pacman implementation by LiveWires, and used / modified with permission.
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DEFAULT_GRID_SIZE = 30.0
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INFO_PANE_HEIGHT = 35
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BACKGROUND_COLOR = formatColor(0,0,0)
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WALL_COLOR = formatColor(0.0/255.0, 51.0/255.0, 255.0/255.0)
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INFO_PANE_COLOR = formatColor(.4,.4,0)
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SCORE_COLOR = formatColor(.9, .9, .9)
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PACMAN_OUTLINE_WIDTH = 2
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PACMAN_CAPTURE_OUTLINE_WIDTH = 4
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GHOST_COLORS = []
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GHOST_COLORS.append(formatColor(.9,0,0)) # Red
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GHOST_COLORS.append(formatColor(0,.3,.9)) # Blue
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GHOST_COLORS.append(formatColor(.98,.41,.07)) # Orange
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GHOST_COLORS.append(formatColor(.1,.75,.7)) # Green
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GHOST_COLORS.append(formatColor(1.0,0.6,0.0)) # Yellow
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GHOST_COLORS.append(formatColor(.4,0.13,0.91)) # Purple
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TEAM_COLORS = GHOST_COLORS[:2]
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GHOST_SHAPE = [
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( 0, 0.3 ),
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( 0.25, 0.75 ),
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( 0.5, 0.3 ),
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( 0.75, 0.75 ),
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( 0.75, -0.5 ),
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( 0.5, -0.75 ),
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(-0.5, -0.75 ),
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(-0.75, -0.5 ),
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(-0.75, 0.75 ),
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(-0.5, 0.3 ),
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(-0.25, 0.75 )
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]
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GHOST_SIZE = 0.65
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SCARED_COLOR = formatColor(1,1,1)
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GHOST_VEC_COLORS = map(colorToVector, GHOST_COLORS)
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PACMAN_COLOR = formatColor(255.0/255.0,255.0/255.0,61.0/255)
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PACMAN_SCALE = 0.5
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#pacman_speed = 0.25
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# Food
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FOOD_COLOR = formatColor(1,1,1)
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FOOD_SIZE = 0.1
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# Laser
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LASER_COLOR = formatColor(1,0,0)
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LASER_SIZE = 0.02
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# Capsule graphics
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CAPSULE_COLOR = formatColor(1,1,1)
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CAPSULE_SIZE = 0.25
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# Drawing walls
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WALL_RADIUS = 0.15
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class InfoPane:
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def __init__(self, layout, gridSize):
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self.gridSize = gridSize
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self.width = (layout.width) * gridSize
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self.base = (layout.height + 1) * gridSize
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self.height = INFO_PANE_HEIGHT
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self.fontSize = 24
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self.textColor = PACMAN_COLOR
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self.drawPane()
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def toScreen(self, pos, y = None):
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"""
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Translates a point relative from the bottom left of the info pane.
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"""
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if y == None:
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x,y = pos
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else:
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x = pos
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x = self.gridSize + x # Margin
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y = self.base + y
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return x,y
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def drawPane(self):
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self.scoreText = text( self.toScreen(0, 0 ), self.textColor, "SCORE: 0", "Times", self.fontSize, "bold")
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def initializeGhostDistances(self, distances):
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self.ghostDistanceText = []
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size = 20
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if self.width < 240:
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size = 12
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if self.width < 160:
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size = 10
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for i, d in enumerate(distances):
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t = text( self.toScreen(self.width/2 + self.width/8 * i, 0), GHOST_COLORS[i+1], d, "Times", size, "bold")
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self.ghostDistanceText.append(t)
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def updateScore(self, score):
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changeText(self.scoreText, "SCORE: % 4d" % score)
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def setTeam(self, isBlue):
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text = "RED TEAM"
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if isBlue: text = "BLUE TEAM"
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self.teamText = text( self.toScreen(300, 0 ), self.textColor, text, "Times", self.fontSize, "bold")
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def updateGhostDistances(self, distances):
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if len(distances) == 0: return
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if 'ghostDistanceText' not in dir(self): self.initializeGhostDistances(distances)
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else:
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for i, d in enumerate(distances):
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changeText(self.ghostDistanceText[i], d)
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def drawGhost(self):
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pass
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def drawPacman(self):
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pass
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def drawWarning(self):
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pass
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def clearIcon(self):
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pass
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def updateMessage(self, message):
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pass
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def clearMessage(self):
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pass
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class PacmanGraphics:
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def __init__(self, zoom=1.0, frameTime=0.0, capture=False):
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self.have_window = 0
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self.currentGhostImages = {}
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self.pacmanImage = None
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self.zoom = zoom
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self.gridSize = DEFAULT_GRID_SIZE * zoom
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self.capture = capture
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self.frameTime = frameTime
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def checkNullDisplay(self):
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return False
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def initialize(self, state, isBlue = False):
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self.isBlue = isBlue
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self.startGraphics(state)
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# self.drawDistributions(state)
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self.distributionImages = None # Initialized lazily
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self.drawStaticObjects(state)
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self.drawAgentObjects(state)
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# Information
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self.previousState = state
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def startGraphics(self, state):
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self.layout = state.layout
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layout = self.layout
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self.width = layout.width
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self.height = layout.height
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self.make_window(self.width, self.height)
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self.infoPane = InfoPane(layout, self.gridSize)
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self.currentState = layout
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def drawDistributions(self, state):
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walls = state.layout.walls
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dist = []
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for x in range(walls.width):
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distx = []
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dist.append(distx)
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for y in range(walls.height):
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( screen_x, screen_y ) = self.to_screen( (x, y) )
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block = square( (screen_x, screen_y),
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0.5 * self.gridSize,
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color = BACKGROUND_COLOR,
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filled = 1, behind=2)
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distx.append(block)
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self.distributionImages = dist
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def drawStaticObjects(self, state):
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layout = self.layout
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self.drawWalls(layout.walls)
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self.food = self.drawFood(layout.food)
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self.capsules = self.drawCapsules(layout.capsules)
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refresh()
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def drawAgentObjects(self, state):
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self.agentImages = [] # (agentState, image)
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for index, agent in enumerate(state.agentStates):
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if agent.isPacman:
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image = self.drawPacman(agent, index)
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self.agentImages.append( (agent, image) )
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else:
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image = self.drawGhost(agent, index)
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self.agentImages.append( (agent, image) )
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refresh()
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def swapImages(self, agentIndex, newState):
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"""
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Changes an image from a ghost to a pacman or vis versa (for capture)
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"""
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prevState, prevImage = self.agentImages[agentIndex]
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for item in prevImage: remove_from_screen(item)
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if newState.isPacman:
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image = self.drawPacman(newState, agentIndex)
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self.agentImages[agentIndex] = (newState, image )
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else:
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image = self.drawGhost(newState, agentIndex)
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self.agentImages[agentIndex] = (newState, image )
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refresh()
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def update(self, newState):
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agentIndex = newState._agentMoved
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agentState = newState.agentStates[agentIndex]
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if self.agentImages[agentIndex][0].isPacman != agentState.isPacman: self.swapImages(agentIndex, agentState)
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prevState, prevImage = self.agentImages[agentIndex]
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if agentState.isPacman:
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self.animatePacman(agentState, prevState, prevImage)
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else:
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self.moveGhost(agentState, agentIndex, prevState, prevImage)
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self.agentImages[agentIndex] = (agentState, prevImage)
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if newState._foodEaten != None:
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self.removeFood(newState._foodEaten, self.food)
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if newState._capsuleEaten != None:
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self.removeCapsule(newState._capsuleEaten, self.capsules)
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self.infoPane.updateScore(newState.score)
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if 'ghostDistances' in dir(newState):
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self.infoPane.updateGhostDistances(newState.ghostDistances)
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def make_window(self, width, height):
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grid_width = (width-1) * self.gridSize
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grid_height = (height-1) * self.gridSize
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screen_width = 2*self.gridSize + grid_width
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screen_height = 2*self.gridSize + grid_height + INFO_PANE_HEIGHT
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begin_graphics(screen_width,
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screen_height,
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BACKGROUND_COLOR,
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"CS188 Pacman")
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def drawPacman(self, pacman, index):
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position = self.getPosition(pacman)
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screen_point = self.to_screen(position)
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endpoints = self.getEndpoints(self.getDirection(pacman))
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width = PACMAN_OUTLINE_WIDTH
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outlineColor = PACMAN_COLOR
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fillColor = PACMAN_COLOR
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if self.capture:
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outlineColor = TEAM_COLORS[index % 2]
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fillColor = GHOST_COLORS[index]
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width = PACMAN_CAPTURE_OUTLINE_WIDTH
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return [circle(screen_point, PACMAN_SCALE * self.gridSize,
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fillColor = fillColor, outlineColor = outlineColor,
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endpoints = endpoints,
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width = width)]
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def getEndpoints(self, direction, position=(0,0)):
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x, y = position
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pos = x - int(x) + y - int(y)
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width = 30 + 80 * math.sin(math.pi* pos)
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delta = width / 2
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if (direction == 'West'):
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endpoints = (180+delta, 180-delta)
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elif (direction == 'North'):
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endpoints = (90+delta, 90-delta)
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elif (direction == 'South'):
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endpoints = (270+delta, 270-delta)
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else:
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endpoints = (0+delta, 0-delta)
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return endpoints
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def movePacman(self, position, direction, image):
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screenPosition = self.to_screen(position)
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endpoints = self.getEndpoints( direction, position )
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r = PACMAN_SCALE * self.gridSize
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moveCircle(image[0], screenPosition, r, endpoints)
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refresh()
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def animatePacman(self, pacman, prevPacman, image):
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if self.frameTime < 0:
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print 'Press any key to step forward, "q" to play'
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keys = wait_for_keys()
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if 'q' in keys:
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self.frameTime = 0.1
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if self.frameTime > 0.01 or self.frameTime < 0:
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start = time.time()
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fx, fy = self.getPosition(prevPacman)
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px, py = self.getPosition(pacman)
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frames = 4.0
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for i in range(1,int(frames) + 1):
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pos = px*i/frames + fx*(frames-i)/frames, py*i/frames + fy*(frames-i)/frames
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self.movePacman(pos, self.getDirection(pacman), image)
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refresh()
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sleep(abs(self.frameTime) / frames)
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else:
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self.movePacman(self.getPosition(pacman), self.getDirection(pacman), image)
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refresh()
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def getGhostColor(self, ghost, ghostIndex):
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if ghost.scaredTimer > 0:
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return SCARED_COLOR
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else:
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return GHOST_COLORS[ghostIndex]
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def drawGhost(self, ghost, agentIndex):
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pos = self.getPosition(ghost)
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dir = self.getDirection(ghost)
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(screen_x, screen_y) = (self.to_screen(pos) )
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coords = []
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for (x, y) in GHOST_SHAPE:
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coords.append((x*self.gridSize*GHOST_SIZE + screen_x, y*self.gridSize*GHOST_SIZE + screen_y))
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colour = self.getGhostColor(ghost, agentIndex)
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body = polygon(coords, colour, filled = 1)
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WHITE = formatColor(1.0, 1.0, 1.0)
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BLACK = formatColor(0.0, 0.0, 0.0)
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dx = 0
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dy = 0
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if dir == 'North':
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dy = -0.2
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if dir == 'South':
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dy = 0.2
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if dir == 'East':
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dx = 0.2
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if dir == 'West':
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dx = -0.2
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leftEye = circle((screen_x+self.gridSize*GHOST_SIZE*(-0.3+dx/1.5), screen_y-self.gridSize*GHOST_SIZE*(0.3-dy/1.5)), self.gridSize*GHOST_SIZE*0.2, WHITE, WHITE)
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rightEye = circle((screen_x+self.gridSize*GHOST_SIZE*(0.3+dx/1.5), screen_y-self.gridSize*GHOST_SIZE*(0.3-dy/1.5)), self.gridSize*GHOST_SIZE*0.2, WHITE, WHITE)
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leftPupil = circle((screen_x+self.gridSize*GHOST_SIZE*(-0.3+dx), screen_y-self.gridSize*GHOST_SIZE*(0.3-dy)), self.gridSize*GHOST_SIZE*0.08, BLACK, BLACK)
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rightPupil = circle((screen_x+self.gridSize*GHOST_SIZE*(0.3+dx), screen_y-self.gridSize*GHOST_SIZE*(0.3-dy)), self.gridSize*GHOST_SIZE*0.08, BLACK, BLACK)
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ghostImageParts = []
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ghostImageParts.append(body)
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ghostImageParts.append(leftEye)
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ghostImageParts.append(rightEye)
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ghostImageParts.append(leftPupil)
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ghostImageParts.append(rightPupil)
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return ghostImageParts
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def moveEyes(self, pos, dir, eyes):
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(screen_x, screen_y) = (self.to_screen(pos) )
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dx = 0
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dy = 0
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if dir == 'North':
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dy = -0.2
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if dir == 'South':
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dy = 0.2
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if dir == 'East':
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dx = 0.2
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if dir == 'West':
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dx = -0.2
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moveCircle(eyes[0],(screen_x+self.gridSize*GHOST_SIZE*(-0.3+dx/1.5), screen_y-self.gridSize*GHOST_SIZE*(0.3-dy/1.5)), self.gridSize*GHOST_SIZE*0.2)
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moveCircle(eyes[1],(screen_x+self.gridSize*GHOST_SIZE*(0.3+dx/1.5), screen_y-self.gridSize*GHOST_SIZE*(0.3-dy/1.5)), self.gridSize*GHOST_SIZE*0.2)
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moveCircle(eyes[2],(screen_x+self.gridSize*GHOST_SIZE*(-0.3+dx), screen_y-self.gridSize*GHOST_SIZE*(0.3-dy)), self.gridSize*GHOST_SIZE*0.08)
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moveCircle(eyes[3],(screen_x+self.gridSize*GHOST_SIZE*(0.3+dx), screen_y-self.gridSize*GHOST_SIZE*(0.3-dy)), self.gridSize*GHOST_SIZE*0.08)
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def moveGhost(self, ghost, ghostIndex, prevGhost, ghostImageParts):
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old_x, old_y = self.to_screen(self.getPosition(prevGhost))
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new_x, new_y = self.to_screen(self.getPosition(ghost))
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delta = new_x - old_x, new_y - old_y
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for ghostImagePart in ghostImageParts:
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move_by(ghostImagePart, delta)
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refresh()
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if ghost.scaredTimer > 0:
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color = SCARED_COLOR
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else:
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color = GHOST_COLORS[ghostIndex]
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edit(ghostImageParts[0], ('fill', color), ('outline', color))
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self.moveEyes(self.getPosition(ghost), self.getDirection(ghost), ghostImageParts[-4:])
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refresh()
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def getPosition(self, agentState):
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if agentState.configuration == None: return (-1000, -1000)
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return agentState.getPosition()
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def getDirection(self, agentState):
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if agentState.configuration == None: return Directions.STOP
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return agentState.configuration.getDirection()
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def finish(self):
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end_graphics()
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def to_screen(self, point):
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( x, y ) = point
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#y = self.height - y
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x = (x + 1)*self.gridSize
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y = (self.height - y)*self.gridSize
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return ( x, y )
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# Fixes some TK issue with off-center circles
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def to_screen2(self, point):
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( x, y ) = point
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#y = self.height - y
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x = (x + 1)*self.gridSize
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y = (self.height - y)*self.gridSize
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return ( x, y )
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def drawWalls(self, wallMatrix):
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wallColor = WALL_COLOR
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for xNum, x in enumerate(wallMatrix):
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if self.capture and (xNum * 2) < wallMatrix.width: wallColor = TEAM_COLORS[0]
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if self.capture and (xNum * 2) >= wallMatrix.width: wallColor = TEAM_COLORS[1]
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for yNum, cell in enumerate(x):
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if cell: # There's a wall here
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pos = (xNum, yNum)
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screen = self.to_screen(pos)
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screen2 = self.to_screen2(pos)
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# draw each quadrant of the square based on adjacent walls
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wIsWall = self.isWall(xNum-1, yNum, wallMatrix)
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eIsWall = self.isWall(xNum+1, yNum, wallMatrix)
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nIsWall = self.isWall(xNum, yNum+1, wallMatrix)
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sIsWall = self.isWall(xNum, yNum-1, wallMatrix)
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nwIsWall = self.isWall(xNum-1, yNum+1, wallMatrix)
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swIsWall = self.isWall(xNum-1, yNum-1, wallMatrix)
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neIsWall = self.isWall(xNum+1, yNum+1, wallMatrix)
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seIsWall = self.isWall(xNum+1, yNum-1, wallMatrix)
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# NE quadrant
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if (not nIsWall) and (not eIsWall):
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# inner circle
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circle(screen2, WALL_RADIUS * self.gridSize, wallColor, wallColor, (0,91), 'arc')
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if (nIsWall) and (not eIsWall):
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# vertical line
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line(add(screen, (self.gridSize*WALL_RADIUS, 0)), add(screen, (self.gridSize*WALL_RADIUS, self.gridSize*(-0.5)-1)), wallColor)
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if (not nIsWall) and (eIsWall):
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# horizontal line
|
|
line(add(screen, (0, self.gridSize*(-1)*WALL_RADIUS)), add(screen, (self.gridSize*0.5+1, self.gridSize*(-1)*WALL_RADIUS)), wallColor)
|
|
if (nIsWall) and (eIsWall) and (not neIsWall):
|
|
# outer circle
|
|
circle(add(screen2, (self.gridSize*2*WALL_RADIUS, self.gridSize*(-2)*WALL_RADIUS)), WALL_RADIUS * self.gridSize-1, wallColor, wallColor, (180,271), 'arc')
|
|
line(add(screen, (self.gridSize*2*WALL_RADIUS-1, self.gridSize*(-1)*WALL_RADIUS)), add(screen, (self.gridSize*0.5+1, self.gridSize*(-1)*WALL_RADIUS)), wallColor)
|
|
line(add(screen, (self.gridSize*WALL_RADIUS, self.gridSize*(-2)*WALL_RADIUS+1)), add(screen, (self.gridSize*WALL_RADIUS, self.gridSize*(-0.5))), wallColor)
|
|
|
|
# NW quadrant
|
|
if (not nIsWall) and (not wIsWall):
|
|
# inner circle
|
|
circle(screen2, WALL_RADIUS * self.gridSize, wallColor, wallColor, (90,181), 'arc')
|
|
if (nIsWall) and (not wIsWall):
|
|
# vertical line
|
|
line(add(screen, (self.gridSize*(-1)*WALL_RADIUS, 0)), add(screen, (self.gridSize*(-1)*WALL_RADIUS, self.gridSize*(-0.5)-1)), wallColor)
|
|
if (not nIsWall) and (wIsWall):
|
|
# horizontal line
|
|
line(add(screen, (0, self.gridSize*(-1)*WALL_RADIUS)), add(screen, (self.gridSize*(-0.5)-1, self.gridSize*(-1)*WALL_RADIUS)), wallColor)
|
|
if (nIsWall) and (wIsWall) and (not nwIsWall):
|
|
# outer circle
|
|
circle(add(screen2, (self.gridSize*(-2)*WALL_RADIUS, self.gridSize*(-2)*WALL_RADIUS)), WALL_RADIUS * self.gridSize-1, wallColor, wallColor, (270,361), 'arc')
|
|
line(add(screen, (self.gridSize*(-2)*WALL_RADIUS+1, self.gridSize*(-1)*WALL_RADIUS)), add(screen, (self.gridSize*(-0.5), self.gridSize*(-1)*WALL_RADIUS)), wallColor)
|
|
line(add(screen, (self.gridSize*(-1)*WALL_RADIUS, self.gridSize*(-2)*WALL_RADIUS+1)), add(screen, (self.gridSize*(-1)*WALL_RADIUS, self.gridSize*(-0.5))), wallColor)
|
|
|
|
# SE quadrant
|
|
if (not sIsWall) and (not eIsWall):
|
|
# inner circle
|
|
circle(screen2, WALL_RADIUS * self.gridSize, wallColor, wallColor, (270,361), 'arc')
|
|
if (sIsWall) and (not eIsWall):
|
|
# vertical line
|
|
line(add(screen, (self.gridSize*WALL_RADIUS, 0)), add(screen, (self.gridSize*WALL_RADIUS, self.gridSize*(0.5)+1)), wallColor)
|
|
if (not sIsWall) and (eIsWall):
|
|
# horizontal line
|
|
line(add(screen, (0, self.gridSize*(1)*WALL_RADIUS)), add(screen, (self.gridSize*0.5+1, self.gridSize*(1)*WALL_RADIUS)), wallColor)
|
|
if (sIsWall) and (eIsWall) and (not seIsWall):
|
|
# outer circle
|
|
circle(add(screen2, (self.gridSize*2*WALL_RADIUS, self.gridSize*(2)*WALL_RADIUS)), WALL_RADIUS * self.gridSize-1, wallColor, wallColor, (90,181), 'arc')
|
|
line(add(screen, (self.gridSize*2*WALL_RADIUS-1, self.gridSize*(1)*WALL_RADIUS)), add(screen, (self.gridSize*0.5, self.gridSize*(1)*WALL_RADIUS)), wallColor)
|
|
line(add(screen, (self.gridSize*WALL_RADIUS, self.gridSize*(2)*WALL_RADIUS-1)), add(screen, (self.gridSize*WALL_RADIUS, self.gridSize*(0.5))), wallColor)
|
|
|
|
# SW quadrant
|
|
if (not sIsWall) and (not wIsWall):
|
|
# inner circle
|
|
circle(screen2, WALL_RADIUS * self.gridSize, wallColor, wallColor, (180,271), 'arc')
|
|
if (sIsWall) and (not wIsWall):
|
|
# vertical line
|
|
line(add(screen, (self.gridSize*(-1)*WALL_RADIUS, 0)), add(screen, (self.gridSize*(-1)*WALL_RADIUS, self.gridSize*(0.5)+1)), wallColor)
|
|
if (not sIsWall) and (wIsWall):
|
|
# horizontal line
|
|
line(add(screen, (0, self.gridSize*(1)*WALL_RADIUS)), add(screen, (self.gridSize*(-0.5)-1, self.gridSize*(1)*WALL_RADIUS)), wallColor)
|
|
if (sIsWall) and (wIsWall) and (not swIsWall):
|
|
# outer circle
|
|
circle(add(screen2, (self.gridSize*(-2)*WALL_RADIUS, self.gridSize*(2)*WALL_RADIUS)), WALL_RADIUS * self.gridSize-1, wallColor, wallColor, (0,91), 'arc')
|
|
line(add(screen, (self.gridSize*(-2)*WALL_RADIUS+1, self.gridSize*(1)*WALL_RADIUS)), add(screen, (self.gridSize*(-0.5), self.gridSize*(1)*WALL_RADIUS)), wallColor)
|
|
line(add(screen, (self.gridSize*(-1)*WALL_RADIUS, self.gridSize*(2)*WALL_RADIUS-1)), add(screen, (self.gridSize*(-1)*WALL_RADIUS, self.gridSize*(0.5))), wallColor)
|
|
|
|
def isWall(self, x, y, walls):
|
|
if x < 0 or y < 0:
|
|
return False
|
|
if x >= walls.width or y >= walls.height:
|
|
return False
|
|
return walls[x][y]
|
|
|
|
def drawFood(self, foodMatrix ):
|
|
foodImages = []
|
|
color = FOOD_COLOR
|
|
for xNum, x in enumerate(foodMatrix):
|
|
if self.capture and (xNum * 2) <= foodMatrix.width: color = TEAM_COLORS[0]
|
|
if self.capture and (xNum * 2) > foodMatrix.width: color = TEAM_COLORS[1]
|
|
imageRow = []
|
|
foodImages.append(imageRow)
|
|
for yNum, cell in enumerate(x):
|
|
if cell: # There's food here
|
|
screen = self.to_screen((xNum, yNum ))
|
|
dot = circle( screen,
|
|
FOOD_SIZE * self.gridSize,
|
|
outlineColor = color, fillColor = color,
|
|
width = 1)
|
|
imageRow.append(dot)
|
|
else:
|
|
imageRow.append(None)
|
|
return foodImages
|
|
|
|
def drawCapsules(self, capsules ):
|
|
capsuleImages = {}
|
|
for capsule in capsules:
|
|
( screen_x, screen_y ) = self.to_screen(capsule)
|
|
dot = circle( (screen_x, screen_y),
|
|
CAPSULE_SIZE * self.gridSize,
|
|
outlineColor = CAPSULE_COLOR,
|
|
fillColor = CAPSULE_COLOR,
|
|
width = 1)
|
|
capsuleImages[capsule] = dot
|
|
return capsuleImages
|
|
|
|
def removeFood(self, cell, foodImages ):
|
|
x, y = cell
|
|
remove_from_screen(foodImages[x][y])
|
|
|
|
def removeCapsule(self, cell, capsuleImages ):
|
|
x, y = cell
|
|
remove_from_screen(capsuleImages[(x, y)])
|
|
|
|
def drawExpandedCells(self, cells):
|
|
"""
|
|
Draws an overlay of expanded grid positions for search agents
|
|
"""
|
|
n = float(len(cells))
|
|
baseColor = [1.0, 0.0, 0.0]
|
|
self.clearExpandedCells()
|
|
self.expandedCells = []
|
|
for k, cell in enumerate(cells):
|
|
screenPos = self.to_screen( cell)
|
|
cellColor = formatColor(*[(n-k) * c * .5 / n + .25 for c in baseColor])
|
|
block = square(screenPos,
|
|
0.5 * self.gridSize,
|
|
color = cellColor,
|
|
filled = 1, behind=2)
|
|
self.expandedCells.append(block)
|
|
if self.frameTime < 0:
|
|
refresh()
|
|
|
|
def clearExpandedCells(self):
|
|
if 'expandedCells' in dir(self) and len(self.expandedCells) > 0:
|
|
for cell in self.expandedCells:
|
|
remove_from_screen(cell)
|
|
|
|
|
|
def updateDistributions(self, distributions):
|
|
"Draws an agent's belief distributions"
|
|
# copy all distributions so we don't change their state
|
|
distributions = map(lambda x: x.copy(), distributions)
|
|
if self.distributionImages == None:
|
|
self.drawDistributions(self.previousState)
|
|
for x in range(len(self.distributionImages)):
|
|
for y in range(len(self.distributionImages[0])):
|
|
image = self.distributionImages[x][y]
|
|
weights = [dist[ (x,y) ] for dist in distributions]
|
|
|
|
if sum(weights) != 0:
|
|
pass
|
|
# Fog of war
|
|
color = [0.0,0.0,0.0]
|
|
colors = GHOST_VEC_COLORS[1:] # With Pacman
|
|
if self.capture: colors = GHOST_VEC_COLORS
|
|
for weight, gcolor in zip(weights, colors):
|
|
color = [min(1.0, c + 0.95 * g * weight ** .3) for c,g in zip(color, gcolor)]
|
|
changeColor(image, formatColor(*color))
|
|
refresh()
|
|
|
|
class FirstPersonPacmanGraphics(PacmanGraphics):
|
|
def __init__(self, zoom = 1.0, showGhosts = True, capture = False, frameTime=0):
|
|
PacmanGraphics.__init__(self, zoom, frameTime=frameTime)
|
|
self.showGhosts = showGhosts
|
|
self.capture = capture
|
|
|
|
def initialize(self, state, isBlue = False):
|
|
|
|
self.isBlue = isBlue
|
|
PacmanGraphics.startGraphics(self, state)
|
|
# Initialize distribution images
|
|
walls = state.layout.walls
|
|
dist = []
|
|
self.layout = state.layout
|
|
|
|
# Draw the rest
|
|
self.distributionImages = None # initialize lazily
|
|
self.drawStaticObjects(state)
|
|
self.drawAgentObjects(state)
|
|
|
|
# Information
|
|
self.previousState = state
|
|
|
|
def lookAhead(self, config, state):
|
|
if config.getDirection() == 'Stop':
|
|
return
|
|
else:
|
|
pass
|
|
# Draw relevant ghosts
|
|
allGhosts = state.getGhostStates()
|
|
visibleGhosts = state.getVisibleGhosts()
|
|
for i, ghost in enumerate(allGhosts):
|
|
if ghost in visibleGhosts:
|
|
self.drawGhost(ghost, i)
|
|
else:
|
|
self.currentGhostImages[i] = None
|
|
|
|
def getGhostColor(self, ghost, ghostIndex):
|
|
return GHOST_COLORS[ghostIndex]
|
|
|
|
def getPosition(self, ghostState):
|
|
if not self.showGhosts and not ghostState.isPacman and ghostState.getPosition()[1] > 1:
|
|
return (-1000, -1000)
|
|
else:
|
|
return PacmanGraphics.getPosition(self, ghostState)
|
|
|
|
def add(x, y):
|
|
return (x[0] + y[0], x[1] + y[1])
|
|
|
|
|
|
# Saving graphical output
|
|
# -----------------------
|
|
# Note: to make an animated gif from this postscript output, try the command:
|
|
# convert -delay 7 -loop 1 -compress lzw -layers optimize frame* out.gif
|
|
# convert is part of imagemagick (freeware)
|
|
|
|
SAVE_POSTSCRIPT = False
|
|
POSTSCRIPT_OUTPUT_DIR = 'frames'
|
|
FRAME_NUMBER = 0
|
|
import os
|
|
|
|
def saveFrame():
|
|
"Saves the current graphical output as a postscript file"
|
|
global SAVE_POSTSCRIPT, FRAME_NUMBER, POSTSCRIPT_OUTPUT_DIR
|
|
if not SAVE_POSTSCRIPT: return
|
|
if not os.path.exists(POSTSCRIPT_OUTPUT_DIR): os.mkdir(POSTSCRIPT_OUTPUT_DIR)
|
|
name = os.path.join(POSTSCRIPT_OUTPUT_DIR, 'frame_%08d.ps' % FRAME_NUMBER)
|
|
FRAME_NUMBER += 1
|
|
writePostscript(name) # writes the current canvas
|