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|
- # graphicsDisplay.py
- # ------------------
- # Licensing Information: Please do not distribute or publish solutions to this
- # project. You are free to use and extend these projects for educational
- # purposes. The Pacman AI projects were developed at UC Berkeley, primarily by
- # John DeNero (denero@cs.berkeley.edu) and Dan Klein (klein@cs.berkeley.edu).
- # For more info, see http://inst.eecs.berkeley.edu/~cs188/sp09/pacman.html
- from utilities.graphicsUtils import *
- import math, time
- from utilities.game import Directions
- ###########################
- # GRAPHICS DISPLAY CODE #
- ###########################
- # Most code by Dan Klein and John Denero written or rewritten for cs188, UC Berkeley.
- # Some code from a Pacman implementation by LiveWires, and used / modified with permission.
- DEFAULT_GRID_SIZE = 30.0
- INFO_PANE_HEIGHT = 35
- BACKGROUND_COLOR = formatColor(0, 0, 0)
- WALL_COLOR = formatColor(0.0 / 255.0, 51.0 / 255.0, 255.0 / 255.0)
- INFO_PANE_COLOR = formatColor(.4, .4, 0)
- SCORE_COLOR = formatColor(.9, .9, .9)
- PACMAN_OUTLINE_WIDTH = 2
- PACMAN_CAPTURE_OUTLINE_WIDTH = 4
- GHOST_COLORS = []
- GHOST_COLORS.append(formatColor(.9, 0, 0)) # Red
- GHOST_COLORS.append(formatColor(0, .3, .9)) # Blue
- GHOST_COLORS.append(formatColor(.98, .41, .07)) # Orange
- GHOST_COLORS.append(formatColor(.1, .75, .7)) # Green
- GHOST_COLORS.append(formatColor(1.0, 0.6, 0.0)) # Yellow
- GHOST_COLORS.append(formatColor(.4, 0.13, 0.91)) # Purple
- TEAM_COLORS = GHOST_COLORS[:2]
- GHOST_SHAPE = [
- (0, 0.3),
- (0.25, 0.75),
- (0.5, 0.3),
- (0.75, 0.75),
- (0.75, -0.5),
- (0.5, -0.75),
- (-0.5, -0.75),
- (-0.75, -0.5),
- (-0.75, 0.75),
- (-0.5, 0.3),
- (-0.25, 0.75)
- ]
- GHOST_SIZE = 0.65
- SCARED_COLOR = formatColor(1, 1, 1)
- GHOST_VEC_COLORS = map(colorToVector, GHOST_COLORS)
- PACMAN_COLOR = formatColor(255.0 / 255.0, 255.0 / 255.0, 61.0 / 255)
- PACMAN_SCALE = 0.5
- # pacman_speed = 0.25
- # Food
- FOOD_COLOR = formatColor(1, 1, 1)
- FOOD_SIZE = 0.1
- # Laser
- LASER_COLOR = formatColor(1, 0, 0)
- LASER_SIZE = 0.02
- # Capsule graphics
- CAPSULE_COLOR = formatColor(1, 1, 1)
- CAPSULE_SIZE = 0.25
- # Drawing walls
- WALL_RADIUS = 0.15
- class InfoPane:
- def __init__(self, layout, gridSize):
- self.gridSize = gridSize
- self.width = (layout.width) * gridSize
- self.base = (layout.height + 1) * gridSize
- self.height = INFO_PANE_HEIGHT
- self.fontSize = 24
- self.textColor = PACMAN_COLOR
- self.drawPane()
- def toScreen(self, pos, y=None):
- """
- Translates a point relative from the bottom left of the info pane.
- """
- if y == None:
- x, y = pos
- else:
- x = pos
- x = self.gridSize + x # Margin
- y = self.base + y
- return x, y
- def drawPane(self):
- self.scoreText = text(self.toScreen(0, 0), self.textColor, "SCORE: 0", "Times",
- self.fontSize, "bold")
- def initializeGhostDistances(self, distances):
- self.ghostDistanceText = []
- size = 20
- if self.width < 240:
- size = 12
- if self.width < 160:
- size = 10
- for i, d in enumerate(distances):
- t = text(self.toScreen(self.width / 2 + self.width / 8 * i, 0), GHOST_COLORS[i + 1], d,
- "Times", size, "bold")
- self.ghostDistanceText.append(t)
- def updateScore(self, score):
- changeText(self.scoreText, "SCORE: % 4d" % score)
- def setTeam(self, isBlue):
- text = "RED TEAM"
- if isBlue: text = "BLUE TEAM"
- self.teamText = text(self.toScreen(300, 0), self.textColor, text, "Times", self.fontSize, "bold")
- def updateGhostDistances(self, distances):
- if len(distances) == 0: return
- if 'ghostDistanceText' not in dir(self):
- self.initializeGhostDistances(distances)
- else:
- for i, d in enumerate(distances):
- changeText(self.ghostDistanceText[i], d)
- def drawGhost(self):
- pass
- def drawPacman(self):
- pass
- def drawWarning(self):
- pass
- def clearIcon(self):
- pass
- def updateMessage(self, message):
- pass
- def clearMessage(self):
- pass
- class PacmanGraphics:
- def __init__(self, zoom=1.0, frameTime=0.0, capture=False):
- self.have_window = 0
- self.currentGhostImages = {}
- self.pacmanImage = None
- self.zoom = zoom
- self.gridSize = DEFAULT_GRID_SIZE * zoom
- self.capture = capture
- self.frameTime = frameTime
- def initialize(self, state, isBlue=False):
- self.isBlue = isBlue
- self.startGraphics(state)
- # self.drawDistributions(state)
- self.distributionImages = None # Initialized lazily
- self.drawStaticObjects(state)
- self.drawAgentObjects(state)
- # Information
- self.previousState = state
- def startGraphics(self, state):
- self.layout = state.layout
- layout = self.layout
- self.width = layout.width
- self.height = layout.height
- self.make_window(self.width, self.height)
- self.infoPane = InfoPane(layout, self.gridSize)
- self.currentState = layout
- def drawDistributions(self, state):
- walls = state.layout.walls
- dist = []
- for x in range(walls.width):
- distx = []
- dist.append(distx)
- for y in range(walls.height):
- (screen_x, screen_y) = self.to_screen((x, y))
- block = square((screen_x, screen_y),
- 0.5 * self.gridSize,
- color=BACKGROUND_COLOR,
- filled=1, behind=2)
- distx.append(block)
- self.distributionImages = dist
- def drawStaticObjects(self, state):
- layout = self.layout
- self.drawWalls(layout.walls)
- self.food = self.drawFood(layout.food)
- self.capsules = self.drawCapsules(layout.capsules)
- refresh()
- def drawAgentObjects(self, state):
- self.agentImages = [] # (agentState, image)
- for index, agent in enumerate(state.agentStates):
- if agent.isPacman:
- image = self.drawPacman(agent, index)
- self.agentImages.append((agent, image))
- else:
- image = self.drawGhost(agent, index)
- self.agentImages.append((agent, image))
- refresh()
- def swapImages(self, agentIndex, newState):
- """
- Changes an image from a ghost to a pacman or vis versa (for capture)
- """
- prevState, prevImage = self.agentImages[agentIndex]
- for item in prevImage: remove_from_screen(item)
- if newState.isPacman:
- image = self.drawPacman(newState, agentIndex)
- self.agentImages[agentIndex] = (newState, image)
- else:
- image = self.drawGhost(newState, agentIndex)
- self.agentImages[agentIndex] = (newState, image)
- refresh()
- def update(self, newState):
- agentIndex = newState._agentMoved
- agentState = newState.agentStates[agentIndex]
- if self.agentImages[agentIndex][0].isPacman != agentState.isPacman: self.swapImages(
- agentIndex, agentState)
- prevState, prevImage = self.agentImages[agentIndex]
- if agentState.isPacman:
- self.animatePacman(agentState, prevState, prevImage)
- else:
- self.moveGhost(agentState, agentIndex, prevState, prevImage)
- self.agentImages[agentIndex] = (agentState, prevImage)
- if newState._foodEaten != None:
- self.removeFood(newState._foodEaten, self.food)
- if newState._capsuleEaten != None:
- self.removeCapsule(newState._capsuleEaten, self.capsules)
- self.infoPane.updateScore(newState.score)
- if 'ghostDistances' in dir(newState):
- self.infoPane.updateGhostDistances(newState.ghostDistances)
- def make_window(self, width, height):
- grid_width = (width - 1) * self.gridSize
- grid_height = (height - 1) * self.gridSize
- screen_width = 2 * self.gridSize + grid_width
- screen_height = 2 * self.gridSize + grid_height + INFO_PANE_HEIGHT
- begin_graphics(screen_width,
- screen_height,
- BACKGROUND_COLOR,
- "67842 INTRODUCTION TO ARTIFICIAL INTELLIGENCE")
- def drawPacman(self, pacman, index):
- position = self.getPosition(pacman)
- screen_point = self.to_screen(position)
- endpoints = self.getEndpoints(self.getDirection(pacman))
- width = PACMAN_OUTLINE_WIDTH
- outlineColor = PACMAN_COLOR
- fillColor = PACMAN_COLOR
- if self.capture:
- outlineColor = TEAM_COLORS[index % 2]
- fillColor = GHOST_COLORS[index]
- width = PACMAN_CAPTURE_OUTLINE_WIDTH
- return [circle(screen_point, PACMAN_SCALE * self.gridSize,
- fillColor=fillColor, outlineColor=outlineColor,
- endpoints=endpoints,
- width=width)]
- def getEndpoints(self, direction, position=(0, 0)):
- x, y = position
- pos = x - int(x) + y - int(y)
- width = 30 + 80 * math.sin(math.pi * pos)
- delta = width / 2
- if (direction == 'West'):
- endpoints = (180 + delta, 180 - delta)
- elif (direction == 'North'):
- endpoints = (90 + delta, 90 - delta)
- elif (direction == 'South'):
- endpoints = (270 + delta, 270 - delta)
- else:
- endpoints = (0 + delta, 0 - delta)
- return endpoints
- def movePacman(self, position, direction, image):
- screenPosition = self.to_screen(position)
- endpoints = self.getEndpoints(direction, position)
- r = PACMAN_SCALE * self.gridSize
- moveCircle(image[0], screenPosition, r, endpoints)
- refresh()
- def animatePacman(self, pacman, prevPacman, image):
- if self.frameTime < 0:
- print('Press any key to step forward, "q" to play')
- keys = wait_for_keys()
- if 'q' in keys:
- self.frameTime = 0.1
- if self.frameTime > 0.01 or self.frameTime < 0:
- start = time.time()
- fx, fy = self.getPosition(prevPacman)
- px, py = self.getPosition(pacman)
- frames = 4.0
- for i in range(1, int(frames) + 1):
- pos = px * i / frames + fx * (frames - i) / frames, py * i / frames + fy * (
- frames - i) / frames
- self.movePacman(pos, self.getDirection(pacman), image)
- refresh()
- sleep(abs(self.frameTime) / frames)
- else:
- self.movePacman(self.getPosition(pacman), self.getDirection(pacman), image)
- refresh()
- def getGhostColor(self, ghost, ghostIndex):
- if ghost.scaredTimer > 0:
- return SCARED_COLOR
- else:
- return GHOST_COLORS[ghostIndex]
- def drawGhost(self, ghost, agentIndex):
- pos = self.getPosition(ghost)
- dir = self.getDirection(ghost)
- (screen_x, screen_y) = (self.to_screen(pos))
- coords = []
- for (x, y) in GHOST_SHAPE:
- coords.append((x * self.gridSize * GHOST_SIZE + screen_x,
- y * self.gridSize * GHOST_SIZE + screen_y))
- colour = self.getGhostColor(ghost, agentIndex)
- body = polygon(coords, colour, filled=1)
- WHITE = formatColor(1.0, 1.0, 1.0)
- BLACK = formatColor(0.0, 0.0, 0.0)
- dx = 0
- dy = 0
- if dir == 'North':
- dy = -0.2
- if dir == 'South':
- dy = 0.2
- if dir == 'East':
- dx = 0.2
- if dir == 'West':
- dx = -0.2
- leftEye = circle((screen_x + self.gridSize * GHOST_SIZE * (-0.3 + dx / 1.5),
- screen_y - self.gridSize * GHOST_SIZE * (0.3 - dy / 1.5)),
- self.gridSize * GHOST_SIZE * 0.2, WHITE, WHITE)
- rightEye = circle((screen_x + self.gridSize * GHOST_SIZE * (0.3 + dx / 1.5),
- screen_y - self.gridSize * GHOST_SIZE * (0.3 - dy / 1.5)),
- self.gridSize * GHOST_SIZE * 0.2, WHITE, WHITE)
- leftPupil = circle((screen_x + self.gridSize * GHOST_SIZE * (-0.3 + dx),
- screen_y - self.gridSize * GHOST_SIZE * (0.3 - dy)),
- self.gridSize * GHOST_SIZE * 0.08, BLACK, BLACK)
- rightPupil = circle((screen_x + self.gridSize * GHOST_SIZE * (0.3 + dx),
- screen_y - self.gridSize * GHOST_SIZE * (0.3 - dy)),
- self.gridSize * GHOST_SIZE * 0.08, BLACK, BLACK)
- ghostImageParts = []
- ghostImageParts.append(body)
- ghostImageParts.append(leftEye)
- ghostImageParts.append(rightEye)
- ghostImageParts.append(leftPupil)
- ghostImageParts.append(rightPupil)
- return ghostImageParts
- def moveEyes(self, pos, dir, eyes):
- (screen_x, screen_y) = (self.to_screen(pos))
- dx = 0
- dy = 0
- if dir == 'North':
- dy = -0.2
- if dir == 'South':
- dy = 0.2
- if dir == 'East':
- dx = 0.2
- if dir == 'West':
- dx = -0.2
- moveCircle(eyes[0], (screen_x + self.gridSize * GHOST_SIZE * (-0.3 + dx / 1.5),
- screen_y - self.gridSize * GHOST_SIZE * (0.3 - dy / 1.5)),
- self.gridSize * GHOST_SIZE * 0.2)
- moveCircle(eyes[1], (screen_x + self.gridSize * GHOST_SIZE * (0.3 + dx / 1.5),
- screen_y - self.gridSize * GHOST_SIZE * (0.3 - dy / 1.5)),
- self.gridSize * GHOST_SIZE * 0.2)
- moveCircle(eyes[2], (screen_x + self.gridSize * GHOST_SIZE * (-0.3 + dx),
- screen_y - self.gridSize * GHOST_SIZE * (0.3 - dy)),
- self.gridSize * GHOST_SIZE * 0.08)
- moveCircle(eyes[3], (screen_x + self.gridSize * GHOST_SIZE * (0.3 + dx),
- screen_y - self.gridSize * GHOST_SIZE * (0.3 - dy)),
- self.gridSize * GHOST_SIZE * 0.08)
- def moveGhost(self, ghost, ghostIndex, prevGhost, ghostImageParts):
- old_x, old_y = self.to_screen(self.getPosition(prevGhost))
- new_x, new_y = self.to_screen(self.getPosition(ghost))
- delta = new_x - old_x, new_y - old_y
- for ghostImagePart in ghostImageParts:
- move_by(ghostImagePart, delta)
- refresh()
- if ghost.scaredTimer > 0:
- color = SCARED_COLOR
- else:
- color = GHOST_COLORS[ghostIndex]
- edit(ghostImageParts[0], ('fill', color), ('outline', color))
- self.moveEyes(self.getPosition(ghost), self.getDirection(ghost), ghostImageParts[-4:])
- refresh()
- def getPosition(self, agentState):
- if agentState.configuration == None: return (-1000, -1000)
- return agentState.getPosition()
- def getDirection(self, agentState):
- if agentState.configuration == None: return Directions.STOP
- return agentState.configuration.getDirection()
- def finish(self):
- end_graphics()
- def to_screen(self, point):
- (x, y) = point
- # y = self.height - y
- x = (x + 1) * self.gridSize
- y = (self.height - y) * self.gridSize
- return (x, y)
- # Fixes some TK issue with off-center circles
- def to_screen2(self, point):
- (x, y) = point
- # y = self.height - y
- x = (x + 1) * self.gridSize
- y = (self.height - y) * self.gridSize
- return (x, y)
- def drawWalls(self, wallMatrix):
- wallColor = WALL_COLOR
- for xNum, x in enumerate(wallMatrix):
- if self.capture and (xNum * 2) < wallMatrix.width: wallColor = TEAM_COLORS[0]
- if self.capture and (xNum * 2) >= wallMatrix.width: wallColor = TEAM_COLORS[1]
- for yNum, cell in enumerate(x):
- if cell: # There's a wall here
- pos = (xNum, yNum)
- screen = self.to_screen(pos)
- screen2 = self.to_screen2(pos)
- # draw each quadrant of the square based on adjacent walls
- wIsWall = self.isWall(xNum - 1, yNum, wallMatrix)
- eIsWall = self.isWall(xNum + 1, yNum, wallMatrix)
- nIsWall = self.isWall(xNum, yNum + 1, wallMatrix)
- sIsWall = self.isWall(xNum, yNum - 1, wallMatrix)
- nwIsWall = self.isWall(xNum - 1, yNum + 1, wallMatrix)
- swIsWall = self.isWall(xNum - 1, yNum - 1, wallMatrix)
- neIsWall = self.isWall(xNum + 1, yNum + 1, wallMatrix)
- seIsWall = self.isWall(xNum + 1, yNum - 1, wallMatrix)
- # NE quadrant
- if (not nIsWall) and (not eIsWall):
- # inner circle
- circle(screen2, WALL_RADIUS * self.gridSize, wallColor, wallColor, (0, 91),
- 'arc')
- if (nIsWall) and (not eIsWall):
- # vertical line
- line(add(screen, (self.gridSize * WALL_RADIUS, 0)),
- add(screen, (self.gridSize * WALL_RADIUS, self.gridSize * (-0.5) - 1)),
- wallColor)
- if (not nIsWall) and (eIsWall):
- # horizontal line
- line(add(screen, (0, self.gridSize * (-1) * WALL_RADIUS)), add(screen, (
- self.gridSize * 0.5 + 1, self.gridSize * (-1) * WALL_RADIUS)), wallColor)
- if (nIsWall) and (eIsWall) and (not neIsWall):
- # outer circle
- circle(add(screen2, (
- self.gridSize * 2 * WALL_RADIUS, self.gridSize * (-2) * WALL_RADIUS)),
- WALL_RADIUS * self.gridSize - 1, wallColor, wallColor, (180, 271),
- 'arc')
- line(add(screen, (
- self.gridSize * 2 * WALL_RADIUS - 1, self.gridSize * (-1) * WALL_RADIUS)),
- add(screen,
- (self.gridSize * 0.5 + 1, self.gridSize * (-1) * WALL_RADIUS)),
- wallColor)
- line(add(screen, (
- self.gridSize * WALL_RADIUS, self.gridSize * (-2) * WALL_RADIUS + 1)),
- add(screen, (self.gridSize * WALL_RADIUS, self.gridSize * (-0.5))),
- wallColor)
- # NW quadrant
- if (not nIsWall) and (not wIsWall):
- # inner circle
- circle(screen2, WALL_RADIUS * self.gridSize, wallColor, wallColor,
- (90, 181), 'arc')
- if (nIsWall) and (not wIsWall):
- # vertical line
- line(add(screen, (self.gridSize * (-1) * WALL_RADIUS, 0)), add(screen, (
- self.gridSize * (-1) * WALL_RADIUS, self.gridSize * (-0.5) - 1)), wallColor)
- if (not nIsWall) and (wIsWall):
- # horizontal line
- line(add(screen, (0, self.gridSize * (-1) * WALL_RADIUS)), add(screen, (
- self.gridSize * (-0.5) - 1, self.gridSize * (-1) * WALL_RADIUS)), wallColor)
- if (nIsWall) and (wIsWall) and (not nwIsWall):
- # outer circle
- circle(add(screen2, (
- self.gridSize * (-2) * WALL_RADIUS, self.gridSize * (-2) * WALL_RADIUS)),
- WALL_RADIUS * self.gridSize - 1, wallColor, wallColor, (270, 361),
- 'arc')
- line(add(screen, (self.gridSize * (-2) * WALL_RADIUS + 1,
- self.gridSize * (-1) * WALL_RADIUS)), add(screen, (
- self.gridSize * (-0.5), self.gridSize * (-1) * WALL_RADIUS)), wallColor)
- line(add(screen, (self.gridSize * (-1) * WALL_RADIUS,
- self.gridSize * (-2) * WALL_RADIUS + 1)), add(screen, (
- self.gridSize * (-1) * WALL_RADIUS, self.gridSize * (-0.5))), wallColor)
- # SE quadrant
- if (not sIsWall) and (not eIsWall):
- # inner circle
- circle(screen2, WALL_RADIUS * self.gridSize, wallColor, wallColor,
- (270, 361), 'arc')
- if (sIsWall) and (not eIsWall):
- # vertical line
- line(add(screen, (self.gridSize * WALL_RADIUS, 0)),
- add(screen, (self.gridSize * WALL_RADIUS, self.gridSize * (0.5) + 1)),
- wallColor)
- if (not sIsWall) and (eIsWall):
- # horizontal line
- line(add(screen, (0, self.gridSize * (1) * WALL_RADIUS)), add(screen, (
- self.gridSize * 0.5 + 1, self.gridSize * (1) * WALL_RADIUS)), wallColor)
- if (sIsWall) and (eIsWall) and (not seIsWall):
- # outer circle
- circle(add(screen2, (
- self.gridSize * 2 * WALL_RADIUS, self.gridSize * (2) * WALL_RADIUS)),
- WALL_RADIUS * self.gridSize - 1, wallColor, wallColor, (90, 181),
- 'arc')
- line(add(screen, (
- self.gridSize * 2 * WALL_RADIUS - 1, self.gridSize * (1) * WALL_RADIUS)),
- add(screen, (self.gridSize * 0.5, self.gridSize * (1) * WALL_RADIUS)),
- wallColor)
- line(add(screen, (
- self.gridSize * WALL_RADIUS, self.gridSize * (2) * WALL_RADIUS - 1)),
- add(screen, (self.gridSize * WALL_RADIUS, self.gridSize * (0.5))),
- wallColor)
- # SW quadrant
- if (not sIsWall) and (not wIsWall):
- # inner circle
- circle(screen2, WALL_RADIUS * self.gridSize, wallColor, wallColor,
- (180, 271), 'arc')
- if (sIsWall) and (not wIsWall):
- # vertical line
- line(add(screen, (self.gridSize * (-1) * WALL_RADIUS, 0)), add(screen, (
- self.gridSize * (-1) * WALL_RADIUS, self.gridSize * (0.5) + 1)), wallColor)
- if (not sIsWall) and (wIsWall):
- # horizontal line
- line(add(screen, (0, self.gridSize * (1) * WALL_RADIUS)), add(screen, (
- self.gridSize * (-0.5) - 1, self.gridSize * (1) * WALL_RADIUS)), wallColor)
- if (sIsWall) and (wIsWall) and (not swIsWall):
- # outer circle
- circle(add(screen2, (
- self.gridSize * (-2) * WALL_RADIUS, self.gridSize * (2) * WALL_RADIUS)),
- WALL_RADIUS * self.gridSize - 1, wallColor, wallColor, (0, 91),
- 'arc')
- line(add(screen, (
- self.gridSize * (-2) * WALL_RADIUS + 1, self.gridSize * (1) * WALL_RADIUS)),
- add(screen,
- (self.gridSize * (-0.5), self.gridSize * (1) * WALL_RADIUS)),
- wallColor)
- line(add(screen, (
- self.gridSize * (-1) * WALL_RADIUS, self.gridSize * (2) * WALL_RADIUS - 1)),
- add(screen,
- (self.gridSize * (-1) * WALL_RADIUS, self.gridSize * (0.5))),
- wallColor)
- def isWall(self, x, y, walls):
- if x < 0 or y < 0:
- return False
- if x >= walls.width or y >= walls.height:
- return False
- return walls[x][y]
- def drawFood(self, foodMatrix):
- foodImages = []
- color = FOOD_COLOR
- for xNum, x in enumerate(foodMatrix):
- if self.capture and (xNum * 2) <= foodMatrix.width: color = TEAM_COLORS[0]
- if self.capture and (xNum * 2) > foodMatrix.width: color = TEAM_COLORS[1]
- imageRow = []
- foodImages.append(imageRow)
- for yNum, cell in enumerate(x):
- if cell: # There's food here
- screen = self.to_screen((xNum, yNum))
- dot = circle(screen,
- FOOD_SIZE * self.gridSize,
- outlineColor=color, fillColor=color,
- width=1)
- imageRow.append(dot)
- else:
- imageRow.append(None)
- return foodImages
- def drawCapsules(self, capsules):
- capsuleImages = {}
- for capsule in capsules:
- (screen_x, screen_y) = self.to_screen(capsule)
- dot = circle((screen_x, screen_y),
- CAPSULE_SIZE * self.gridSize,
- outlineColor=CAPSULE_COLOR,
- fillColor=CAPSULE_COLOR,
- width=1)
- capsuleImages[capsule] = dot
- return capsuleImages
- def removeFood(self, cell, foodImages):
- x, y = cell
- remove_from_screen(foodImages[x][y])
- def removeCapsule(self, cell, capsuleImages):
- x, y = cell
- remove_from_screen(capsuleImages[(x, y)])
- def drawExpandedCells(self, cells):
- """
- Draws an overlay of expanded grid positions for search agents
- """
- n = float(len(cells))
- baseColor = [1.0, 0.0, 0.0]
- self.clearExpandedCells()
- self.expandedCells = []
- for k, cell in enumerate(cells):
- screenPos = self.to_screen(cell)
- cellColor = formatColor(*[(n - k) * c * .5 / n + .25 for c in baseColor])
- block = square(screenPos,
- 0.5 * self.gridSize,
- color=cellColor,
- filled=1, behind=2)
- self.expandedCells.append(block)
- if self.frameTime < 0:
- refresh()
- def clearExpandedCells(self):
- if 'expandedCells' in dir(self) and len(self.expandedCells) > 0:
- for cell in self.expandedCells:
- remove_from_screen(cell)
- def updateDistributions(self, distributions):
- """
- Draws an agent's belief distributions
- """
- if self.distributionImages == None:
- self.drawDistributions(self.previousState)
- for x in range(len(self.distributionImages)):
- for y in range(len(self.distributionImages[0])):
- image = self.distributionImages[x][y]
- weights = [dist[(x, y)] for dist in distributions]
- if sum(weights) != 0:
- pass
- # Fog of war
- color = [0.0, 0.0, 0.0]
- colors = GHOST_VEC_COLORS[1:] # With Pacman
- if self.capture: colors = GHOST_VEC_COLORS
- for weight, gcolor in zip(weights, colors):
- color = [min(1.0, c + 0.95 * g * weight ** .3) for c, g in zip(color, gcolor)]
- changeColor(image, formatColor(*color))
- refresh()
- class FirstPersonPacmanGraphics(PacmanGraphics):
- def __init__(self, zoom=1.0, showGhosts=True, capture=False, frameTime=0):
- PacmanGraphics.__init__(self, zoom, frameTime=frameTime)
- self.showGhosts = showGhosts
- self.capture = capture
- def initialize(self, state, isBlue=False):
- self.isBlue = isBlue
- PacmanGraphics.startGraphics(self, state)
- # Initialize distribution images
- walls = state.layout.walls
- dist = []
- self.layout = state.layout
- # Draw the rest
- self.distributionImages = None # initialize lazily
- self.drawStaticObjects(state)
- self.drawAgentObjects(state)
- # Information
- self.previousState = state
- def lookAhead(self, config, state):
- if config.getDirection() == 'Stop':
- return
- else:
- pass
- # Draw relevant ghosts
- allGhosts = state.getGhostStates()
- visibleGhosts = state.getVisibleGhosts()
- for i, ghost in enumerate(allGhosts):
- if ghost in visibleGhosts:
- self.drawGhost(ghost, i)
- else:
- self.currentGhostImages[i] = None
- def getGhostColor(self, ghost, ghostIndex):
- return GHOST_COLORS[ghostIndex]
- def getPosition(self, ghostState):
- if not self.showGhosts and not ghostState.isPacman and ghostState.getPosition()[1] > 1:
- return (-1000, -1000)
- else:
- return PacmanGraphics.getPosition(self, ghostState)
- def add(x, y):
- return (x[0] + y[0], x[1] + y[1])
- # Saving graphical output
- # -----------------------
- # Note: to make an animated gif from this postscript output, try the command:
- # convert -delay 7 -loop 1 -compress lzw -layers optimize frame* out.gif
- # convert is part of imagemagick (freeware)
- SAVE_POSTSCRIPT = False
- POSTSCRIPT_OUTPUT_DIR = 'frames'
- FRAME_NUMBER = 0
- import os
- def saveFrame():
- """
- Saves the current graphical output as a postscript file
- """
- global SAVE_POSTSCRIPT, FRAME_NUMBER, POSTSCRIPT_OUTPUT_DIR
- if not SAVE_POSTSCRIPT: return
- if not os.path.exists(POSTSCRIPT_OUTPUT_DIR): os.mkdir(POSTSCRIPT_OUTPUT_DIR)
- name = os.path.join(POSTSCRIPT_OUTPUT_DIR, 'frame_%08d.ps' % FRAME_NUMBER)
- FRAME_NUMBER += 1
- writePostscript(name) # writes the current canvas
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