mirror of
https://github.com/illiumst/marl-factory-grid.git
synced 2025-05-23 07:16:44 +02:00
91 lines
3.2 KiB
Python
91 lines
3.2 KiB
Python
import sys
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from dataclasses import dataclass
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import numpy as np
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from pathlib import Path
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import pygame
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@dataclass
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class Entity:
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name: str
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pos: np.array
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value: float = 1
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value_operation: str = 'none'
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class Renderer:
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BG_COLOR = (99, 110, 114)
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WHITE = (200, 200, 200)
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def __init__(self, grid_w=16, grid_h=16, cell_size=40, fps=4, grid_lines=True, view_radius=2):
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self.grid_h = grid_h
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self.grid_w = grid_w
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self.cell_size = cell_size
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self.fps = fps
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self.grid_lines = grid_lines
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self.view_radius = view_radius
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pygame.init()
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self.screen_size = (grid_h*cell_size, grid_w*cell_size)
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self.screen = pygame.display.set_mode(self.screen_size)
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self.clock = pygame.time.Clock()
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assets = list((Path(__file__).parent / 'assets').rglob('*.png'))
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self.assets = {path.stem: self.load_asset(str(path), 0.97) for path in assets}
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self.fill_bg()
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def fill_bg(self):
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self.screen.fill(Renderer.BG_COLOR)
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if self.grid_lines:
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h, w = self.screen_size
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for x in range(0, w, self.cell_size):
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for y in range(0, h, self.cell_size):
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rect = pygame.Rect(x, y, self.cell_size, self.cell_size)
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pygame.draw.rect(self.screen, Renderer.WHITE, rect, 1)
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def blit_params(self, entity):
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r, c = entity.pos
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img = self.assets[entity.name]
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if entity.value_operation == 'opacity':
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img.set_alpha(255*entity.value)
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elif entity.value_operation == 'scale':
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re = img.get_rect()
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img = pygame.transform.smoothscale(
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img, (int(entity.value*re.width), int(entity.value*re.height))
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)
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o = self.cell_size//2
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r_, c_ = r*self.cell_size + o, c*self.cell_size + o
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rect = img.get_rect()
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rect.centerx, rect.centery = c_, r_
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return dict(source=img, dest=rect)
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def load_asset(self, path, factor=1.0):
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s = int(factor*self.cell_size)
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wall_img = pygame.image.load(path).convert_alpha()
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wall_img = pygame.transform.smoothscale(wall_img, (s, s))
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return wall_img
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def render(self, pos_dict):
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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pygame.quit()
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sys.exit()
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self.fill_bg()
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for asset, entities in pos_dict.items():
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for entity in entities:
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bp = self.blit_params(entity)
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if 'agent' in asset and self.view_radius > 0:
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visibility_rect = bp['dest'].inflate((self.view_radius*2)*self.cell_size, (self.view_radius*2)*self.cell_size)
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shape_surf = pygame.Surface(visibility_rect.size, pygame.SRCALPHA)
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pygame.draw.rect(shape_surf, self.WHITE, shape_surf.get_rect())
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shape_surf.set_alpha(96)
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self.screen.blit(shape_surf, visibility_rect)
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self.screen.blit(**bp)
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pygame.display.flip()
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self.clock.tick(self.fps)
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if __name__ == '__main__':
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renderer = Renderer(fps=2, cell_size=40)
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for i in range(15):
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renderer.render({'agent': [(5, i)], 'wall': [(0, i), (i, 0)], 'dirt': [(3,3), (3,4)]})
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