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_h*cell_size, grid_w*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: h, w = 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)]})