Fix marks correspondance.
This commit is contained in:
+28
-25
@@ -131,36 +131,39 @@ class UI:
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def add_horses(self, children):
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new_horses = [child for child in children if child not in self.horses] # Add new children
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self.horses.extend(new_horses)
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def draw_marks(self, screen):
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active_marks = [] # List of active horses
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unactive_marks = [] # List of inactive horses
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for i in range(len(self.horses)):
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if isinstance(self.horses[i], Horse):
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if (self.horses[i].stopped == False):
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active_marks.append(self.horses[i]) # Add active horses
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else:
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unactive_marks.append(self.horses[i]) # Add inactive horses
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active_marks = [horse for horse in self.horses if not horse.stopped]
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unactive_marks = [horse for horse in self.horses if horse.stopped]
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width = 10 # Number of marks per row
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active_marks_section_pos = (0 - self.mark_size, HEIGHT + HUD_HEIGHT - self.mark_size) # Starting position for active marks
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xa = active_marks_section_pos[0]
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ya = active_marks_section_pos[1]
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for i in range(len(active_marks)):
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xa += self.horizontal_offset
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pygame.draw.rect(screen, self.horses[i].color, (xa, ya, self.mark_size, self.mark_size)) # Draw active marks
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if xa >= width * (self.mark_size - 3): # Move to the next row if the row is full
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ya += self.vertical_offset
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xa = active_marks_section_pos[0]
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unactive_marks_section_pos = (WIDTH, HEIGHT + HUD_HEIGHT - self.mark_size) # Starting position for inactive marks
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xu = unactive_marks_section_pos[0]
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yu = unactive_marks_section_pos[1]
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for i in range(len(unactive_marks)):
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xu -= self.horizontal_offset
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pygame.draw.rect(screen, unactive_marks[i].color, (xu, yu, self.mark_size, self.mark_size)) # Draw inactive marks
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if WIDTH - xu >= width * self.mark_size: # Move to the next row if the row is full
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# Отрисовка активных меток
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xa = 0 # Horizontal position for active marks
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ya = HEIGHT + HUD_HEIGHT - self.mark_size # Vertical position for active marks
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for i, horse in enumerate(active_marks):
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pygame.draw.rect(screen, horse.color, (xa, ya, self.mark_size, self.mark_size))
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xa += self.horizontal_offset # Move to the next position
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# Move to the next row if the row is full
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if (i + 1) % width == 0: # Check if the next mark would be on a new row
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ya += self.vertical_offset
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xa = 0 # Reset horizontal position for the new row
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# Отрисовка неактивных меток
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xu = WIDTH - self.mark_size # Horizontal position for inactive marks
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yu = HEIGHT + HUD_HEIGHT - self.mark_size # Vertical position for inactive marks
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for i, horse in enumerate(unactive_marks):
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pygame.draw.rect(screen, horse.color, (xu, yu, self.mark_size, self.mark_size))
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xu -= self.horizontal_offset # Move to the next position
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# Move to the next row if the row is full
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if (i + 1) % width == 0: # Check if the next mark would be on a new row
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yu += self.vertical_offset
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xu = unactive_marks_section_pos[0]
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xu = WIDTH - self.mark_size # Reset horizontal position for the new row
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def draw(self, surface):
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surface.blit(self.hud_image, self.hud_rect)
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@@ -22,24 +22,21 @@ UI = UI("images/HUD.png") # Initialize UI
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gameobjects = []
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horses = []
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barriers = []
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upper_bound_rect = None
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lower_bound_rect = None
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spawner = None
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last_barrier = None
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def init_game():
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global gameobjects, horses, barriers, upper_bound_rect, lower_bound_rect, spawner, last_barrier, BARRIER_SPEED
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grass = Background("images/Grass.jpg", 0, 0)
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grass.set_size(WIDTH, HEIGHT)
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gameobjects = []
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gameobjects = [grass]
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barriers = []
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gameobjects = [grass]
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for horse in horses:
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horse.set_position(50, HEIGHT/2)
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horse.stopped = False
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@@ -47,20 +44,22 @@ def init_game():
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horse.set_vspeed(0)
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horse.frame_counter = 0
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horse.fitness = 0
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spawner = Spawner("images/Barrier.png", BARRIER_DELAY)
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new_barrier = spawner.spawn()
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barriers.append(new_barrier)
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gameobjects.extend(horses)
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gameobjects.extend(barriers)
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upper_bound_rect = pygame.Rect(0, 0, WIDTH, -10)
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lower_bound_rect = pygame.Rect(0, HEIGHT, WIDTH, 10)
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last_barrier = barriers[0]
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UI.add_horses(horses)
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def get_features(horse):
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features = [last_barrier.rect.topleft[0], last_barrier.rect.topleft[1],
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last_barrier.rect.bottomright[0], last_barrier.rect.bottomright[1],
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@@ -69,9 +68,14 @@ def get_features(horse):
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0, HEIGHT, BARRIER_SPEED]
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return features
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horses = [Horse("images/Horse_1.png", 50, HEIGHT/2 + 0 * i) for i in range(POPULATION_SIZE)]
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init_game()
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genecticAlg = GeneticAlgorithm(POPULATION_SIZE, MUTATION_RATE, POPULATION_BEST, POPULATION_NEW, len(get_features(horses[0])))
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genecticAlg = GeneticAlgorithm(POPULATION_SIZE, MUTATION_RATE, POPULATION_BEST, POPULATION_NEW,
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len(get_features(horses[0])))
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while True:
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for event in pygame.event.get():
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if event.type == pygame.QUIT: # Handle window close event
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@@ -81,7 +85,7 @@ while True:
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keys = pygame.key.get_pressed() # Get pressed keys
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for i, horse in enumerate(horses):
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if horse.stopped == False: # If the horse is not stopped
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if not horse.stopped: # If the horse is not stopped
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data = get_features(horse)
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res = genecticAlg.predict(data, i)
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if res == 0:
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@@ -109,26 +113,26 @@ while True:
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for horse in horses:
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horse.update_animation()
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if horse.stopped == False: # Check for collisions between horses and barriers
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if not horse.stopped:
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for barrier in barriers:
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if horse.rect.colliderect(barrier.rect): # If collision detected
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horse.stop() # Stop the horse
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if horse.rect.colliderect(barrier.rect):
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horse.stop()
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if horse.rect.colliderect(upper_bound_rect) or horse.rect.colliderect(lower_bound_rect):
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horse.stop()
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horse.count_fitness()
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# print(str(horse.color) + ': ' + str(horse.fitness))
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for object in gameobjects:
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object.draw(screen) # Draw all game objects
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UI.draw(screen)
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UI.draw_marks(screen) # Draw UI marks
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if all(horse.stopped for horse in horses):
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UI.iteration_num += 1
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genecticAlg.learn([x.fitness for x in horses])
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init_game()
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UI.draw(screen)
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UI.draw_marks(screen)
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pygame.display.flip() # Update the display
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pygame.time.Clock().tick(FRAME_RATE) # Limit the frame rate to 160 FPS
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