import sys import numpy as np from pathlib import Path from collections import deque from itertools import product import pygame from typing import NamedTuple, Any import time class Entity(NamedTuple): name: str pos: np.array value: float = 1 value_operation: str = 'none' state: str = None id: int = 0 aux:Any=None class Renderer: BG_COLOR = (178, 190, 195) # (99, 110, 114) WHITE = (223, 230, 233) # (200, 200, 200) AGENT_VIEW_COLOR = (9, 132, 227) ASSETS = Path(__file__).parent / 'assets' def __init__(self, grid_w=16, grid_h=16, cell_size=40, fps=7, 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(self.ASSETS.rglob('*.png')) self.assets = {path.stem: self.load_asset(str(path), 1) for path in assets} self.fill_bg() now = time.time() self.font = pygame.font.Font(None, 20) self.font.set_bold(1) print('Loading System font with pygame.font.Font took', time.time() - now) 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.lower()] 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) asset = pygame.image.load(path).convert_alpha() asset = pygame.transform.smoothscale(asset, (s, s)) return asset def visibility_rects(self, bp, view): rects = [] for i, j in product(range(-self.view_radius, self.view_radius+1), range(-self.view_radius, self.view_radius+1)): if bool(view[self.view_radius+j, self.view_radius+i]): visibility_rect = bp['dest'].copy() visibility_rect.centerx += i*self.cell_size visibility_rect.centery += j*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) rects.append(dict(source=shape_surf, dest=visibility_rect)) return rects def render(self, entities): for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() self.fill_bg() blits = deque() for entity in [x for x in entities if 'door' in x.name]: bp = self.blit_params(entity) blits.append(bp) for entity in [x for x in entities if 'door' not in x.name]: bp = self.blit_params(entity) blits.append(bp) if entity.name.lower() == 'agent': if self.view_radius > 0: vis_rects = self.visibility_rects(bp, entity.aux) blits.extendleft(vis_rects) if entity.state != 'blank': agent_state_blits = self.blit_params( Entity(entity.state, (entity.pos[0]+0.12, entity.pos[1]), 0.48, 'scale') ) textsurface = self.font.render(str(entity.id), False, (0, 0, 0)) text_blit = dict(source=textsurface, dest=(bp['dest'].center[0]-.07*self.cell_size, bp['dest'].center[1])) blits += [agent_state_blits, text_blit] 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): entity_1 = Entity('agent', [5, i], 1, 'idle', 'idle') renderer.render([entity_1])