diff --git a/environments/factory/assets/dirt.jpg b/environments/factory/assets/dirt.jpg deleted file mode 100644 index a78950e..0000000 Binary files a/environments/factory/assets/dirt.jpg and /dev/null differ diff --git a/environments/factory/assets/dirt.png b/environments/factory/assets/dirt.png index 9e29d1b..676a650 100644 Binary files a/environments/factory/assets/dirt.png and b/environments/factory/assets/dirt.png differ diff --git a/environments/factory/renderer.py b/environments/factory/renderer.py index 5ff7582..8e3ad92 100644 --- a/environments/factory/renderer.py +++ b/environments/factory/renderer.py @@ -6,18 +6,20 @@ from pathlib import Path class Renderer: BG_COLOR = (99, 110, 114) WHITE = (200, 200, 200) + PINK = (0.5, 255, 118, 117) - def __init__(self, grid_w=16, grid_h=16, cell_size=25, fps=4, grid_lines=True, assets=['wall', 'agent']): + def __init__(self, grid_w=16, grid_h=16, cell_size=25, fps=4, grid_lines=True, view_radius=2, assets=['wall', 'agent']): self.grid_h = grid_h self.grid_w = grid_w self.cell_size = cell_size - self.fps = fps# + self.fps = fps self.grid_lines = grid_lines + self.view_radius = view_radius pygame.init() self.screen_size = (grid_h*cell_size, grid_w*cell_size) self.screen = pygame.display.set_mode(self.screen_size) self.clock = pygame.time.Clock() - self.assets = {name: self.load_asset(name, 0.97) for name in assets} + self.assets = {name: self.load_asset(name, 0.96) for name in assets} self.fill_bg() def fill_bg(self): @@ -29,14 +31,14 @@ class Renderer: rect = pygame.Rect(x, y, self.cell_size, self.cell_size) pygame.draw.rect(self.screen, Renderer.WHITE, rect, 1) - def render_asset(self, r, c, name): + def blit_params(self, r, c, name): img = self.assets[name] 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_ - self.screen.blit(img, rect) - return c_, r_ + + return img, rect def load_asset(self, name, factor=1.0): s = int(factor*self.cell_size) @@ -48,7 +50,13 @@ class Renderer: self.fill_bg() for asset, positions in pos_dict.items(): for x, y in positions: - self.render_asset(x, y, asset) + img, rect = self.blit_params(x, y, asset) + if 'agent' in asset and self.view_radius > 0: + visibility_rect = rect.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.PINK, shape_surf.get_rect()) + self.screen.blit(shape_surf, visibility_rect) + self.screen.blit(img, rect) pygame.display.flip() self.clock.tick(self.fps) @@ -56,5 +64,5 @@ class Renderer: if __name__ == '__main__': renderer = Renderer(fps=2, cell_size=40, assets=['wall', 'agent', 'dirt']) for i in range(15): - renderer.render({'agent': [(5, 5)], 'wall': [(0, i), (i, 0)], 'dirt': [(3,3), (3,4)]}) + renderer.render({'agent': [(5, i)], 'wall': [(0, i), (i, 0)], 'dirt': [(3,3), (3,4)]})