steffen-illium 8ce92d5db4 h, w = fixed
2021-06-04 17:16:45 +02:00

95 lines
3.5 KiB
Python

import sys
from dataclasses import dataclass
import numpy as np
from pathlib import Path
from collections import deque
import pygame
@dataclass
class Entity:
name: str
pos: np.array
value: float = 1
value_operation: str = 'none'
class Renderer:
BG_COLOR = (178, 190, 195) # (99, 110, 114)
WHITE = (223, 230, 233) # (200, 200, 200)
AGENT_VIEW_COLOR = (9, 132, 227)
def __init__(self, grid_w=16, grid_h=16, cell_size=40, fps=4, grid_lines=True, view_radius=2):
self.grid_h = grid_h
self.grid_w = grid_w
self.cell_size = cell_size
self.fps = fps
self.grid_lines = grid_lines
self.view_radius = view_radius
pygame.init()
self.screen_size = (grid_w*cell_size, grid_h*cell_size)
self.screen = pygame.display.set_mode(self.screen_size)
self.clock = pygame.time.Clock()
assets = list((Path(__file__).parent / 'assets').rglob('*.png'))
self.assets = {path.stem: self.load_asset(str(path), 1) for path in assets}
self.fill_bg()
def fill_bg(self):
self.screen.fill(Renderer.BG_COLOR)
if self.grid_lines:
w, h = self.screen_size
for x in range(0, w, self.cell_size):
for y in range(0, h, self.cell_size):
rect = pygame.Rect(x, y, self.cell_size, self.cell_size)
pygame.draw.rect(self.screen, Renderer.WHITE, rect, 1)
def blit_params(self, entity):
r, c = entity.pos
img = self.assets[entity.name]
if entity.value_operation == 'opacity':
img.set_alpha(255*entity.value)
elif entity.value_operation == 'scale':
re = img.get_rect()
img = pygame.transform.smoothscale(
img, (int(entity.value*re.width), int(entity.value*re.height))
)
o = self.cell_size//2
r_, c_ = r*self.cell_size + o, c*self.cell_size + o
rect = img.get_rect()
rect.centerx, rect.centery = c_, r_
return dict(source=img, dest=rect)
def load_asset(self, path, factor=1.0):
s = int(factor*self.cell_size)
wall_img = pygame.image.load(path).convert_alpha()
wall_img = pygame.transform.smoothscale(wall_img, (s, s))
return wall_img
def render(self, pos_dict):
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
self.fill_bg()
blits = deque()
for asset, entities in pos_dict.items():
for entity in entities:
bp = self.blit_params(entity)
if 'agent' in entity.name and self.view_radius > 0:
visibility_rect = bp['dest'].inflate((self.view_radius*2)*self.cell_size, (self.view_radius*2)*self.cell_size)
shape_surf = pygame.Surface(visibility_rect.size, pygame.SRCALPHA)
pygame.draw.rect(shape_surf, self.AGENT_VIEW_COLOR, shape_surf.get_rect())
shape_surf.set_alpha(64)
blits.appendleft(dict(source=shape_surf, dest=visibility_rect))
blits.append(bp)
for blit in blits:
self.screen.blit(**blit)
pygame.display.flip()
self.clock.tick(self.fps)
if __name__ == '__main__':
renderer = Renderer(fps=2, cell_size=40)
for i in range(15):
renderer.render({'agent': [(5, i)], 'wall': [(0, i), (i, 0)], 'dirt': [(3,3), (3,4)]})