Commit after final report.
This commit is contained in:
@@ -2,4 +2,7 @@
|
||||
1. Install Python 3.12
|
||||
2. Install necessary libraries using `pip install -r requirements.txt`
|
||||
3. Edit parametres in `main.py` (Optionally)
|
||||
4. Run simulation using `py main.py` or `python3 main.py`
|
||||
4. Run simulation using `py main.py` or `python3 main.py`
|
||||
|
||||
## Note
|
||||
You can see the generated fitness statistics plot in fitness_plot.png after closing the game.
|
||||
Binary file not shown.
|
Before Width: | Height: | Size: 18 KiB After Width: | Height: | Size: 30 KiB |
+93
-82
@@ -4,56 +4,69 @@ import random
|
||||
WIDTH, HEIGHT = 800, 600
|
||||
HUD_HEIGHT = 150
|
||||
BARRIER_SEED = 20
|
||||
|
||||
class GameObject:
|
||||
x = 0
|
||||
y = 0
|
||||
|
||||
def __init__(self, image_path, x=0, y=0, offset = (0, 0)):
|
||||
|
||||
def __init__(self, image_path, x=0, y=0, offset=(0, 0)):
|
||||
self.children = []
|
||||
self.image = pygame.image.load(image_path) # Load the image
|
||||
self.rect = self.image.get_rect(topleft=(x,y)) # Set the rectangle for the image
|
||||
self.set_position(x, y) # Set initial position
|
||||
self.image = pygame.image.load(image_path)
|
||||
self.rect = self.image.get_rect(topleft=(x, y))
|
||||
self.set_position(x, y)
|
||||
self.offset = offset
|
||||
|
||||
def draw(self, surface):
|
||||
surface.blit(self.image, self.rect) # Draw the image on the surface
|
||||
if len(self.children) == 0: return
|
||||
surface.blit(self.image, self.rect)
|
||||
if len(self.children) == 0:
|
||||
return
|
||||
for child in self.children:
|
||||
child.draw(surface)
|
||||
|
||||
def set_position(self, x, y):
|
||||
self.rect.x = x # Update rectangle position
|
||||
self.rect.x = x
|
||||
self.rect.y = y
|
||||
self.x = x # Update object position
|
||||
self.x = x
|
||||
self.y = y
|
||||
if len(self.children) == 0: return
|
||||
if len(self.children) == 0:
|
||||
return
|
||||
for child in self.children:
|
||||
child.set_position(x + child.offset[0], y + child.offset[1])
|
||||
|
||||
def move(self, dx, dy):
|
||||
self.set_position(self.rect.x + dx, self.rect.y + dy) # Move object by dx and dy
|
||||
if len(self.children) == 0: return
|
||||
self.set_position(self.rect.x + dx, self.rect.y + dy)
|
||||
if len(self.children) == 0:
|
||||
return
|
||||
for child in self.children:
|
||||
self.set_position(self.rect.x + dx, self.rect.y + dy)
|
||||
|
||||
def set_size(self, width, height):
|
||||
self.image = pygame.transform.scale(self.image, (width,height)) # Resize the image
|
||||
self.rect = self.image.get_rect(topleft=(self.x,self.y)) # Update rectangle size
|
||||
self.image = pygame.transform.scale(self.image, (width, height))
|
||||
self.rect = self.image.get_rect(topleft=(self.x, self.y))
|
||||
|
||||
def scale_by(self, scale):
|
||||
self.image = pygame.transform.scale(self.image, (self.image.get_width() * scale, self.image.get_height() * scale)) # Scale the image
|
||||
self.rect = self.image.get_rect(topleft=(self.x,self.y)) # Update rectangle size
|
||||
self.image = pygame.transform.scale(self.image, (self.image.get_width() * scale, self.image.get_height() * scale))
|
||||
self.rect = self.image.get_rect(topleft=(self.x, self.y))
|
||||
|
||||
def get_position(self):
|
||||
return (self.x, self.y) # Return current position
|
||||
return (self.x, self.y)
|
||||
|
||||
def set_children(self, child):
|
||||
self.children.append(child)
|
||||
def recolor(self, color): #Method to recolor
|
||||
|
||||
def recolor(self, color):
|
||||
self.image.fill(color, special_flags=pygame.BLEND_MULT)
|
||||
self.image.set_colorkey(None) # Explicitly disable colorkey
|
||||
self.image.set_colorkey(None)
|
||||
|
||||
class Horse(GameObject):
|
||||
default_vacceleration = 0.2 # Default acceleration value
|
||||
vspeed = 0 # Vertical speed
|
||||
vacceleration = 0 # Vertical acceleration
|
||||
stopped = False # Whether the horse is stopped
|
||||
color = () # Color of the horse's mark
|
||||
default_vacceleration = 0.2
|
||||
vspeed = 0
|
||||
vacceleration = 0
|
||||
stopped = False
|
||||
color = ()
|
||||
ribbon_fill = None
|
||||
ribbon_out = None
|
||||
|
||||
def __init__(self, image_path, x, y):
|
||||
super().__init__(image_path, x, y)
|
||||
self.images = []
|
||||
@@ -67,127 +80,125 @@ class Horse(GameObject):
|
||||
self.vacceleration = 0
|
||||
self.stopped = False
|
||||
self.fitness = 0
|
||||
self.color = (random.randint(0, 255), random.randint(0, 255), random.randint(0, 255)) # Random color for the mark
|
||||
self.color = (random.randint(0, 255), random.randint(0, 255), random.randint(0, 255))
|
||||
self.ribbon_fill = GameObject("images/Ribbon_fill.png", self.x, self.y, (16, -1))
|
||||
self.ribbon_fill.recolor(self.color)
|
||||
self.ribbon_out = GameObject("images/Ribbon_out.png", self.x, self.y, (14, -2))
|
||||
self.set_children(self.ribbon_fill)
|
||||
self.set_children(self.ribbon_out)
|
||||
# self.set_size(75, 75) # Set the size of the horse
|
||||
|
||||
def apply_vspeed(self):
|
||||
pos = self.get_position()
|
||||
self.set_position(pos[0], pos[1] + self.vspeed) # Apply vertical speed to position
|
||||
self.set_position(pos[0], pos[1] + self.vspeed)
|
||||
|
||||
def apply_vacceleration(self):
|
||||
self.vspeed += self.vacceleration # Apply acceleration to speed
|
||||
self.vspeed += self.vacceleration
|
||||
|
||||
def set_vspeed(self, speed):
|
||||
self.vspeed = speed # Set vertical speed
|
||||
self.vspeed = speed
|
||||
|
||||
def add_vspeed(self, delta):
|
||||
self.vspeed += delta # Add to vertical speed
|
||||
self.vspeed += delta
|
||||
|
||||
def set_vacceleration(self, vacceleration):
|
||||
self.vacceleration = vacceleration # Set vertical acceleration
|
||||
self.vacceleration = vacceleration
|
||||
|
||||
def up(self):
|
||||
self.set_vacceleration(-self.default_vacceleration) # Move up
|
||||
self.set_vacceleration(-self.default_vacceleration)
|
||||
|
||||
def down(self):
|
||||
self.set_vacceleration(self.default_vacceleration) # Move down
|
||||
self.set_vacceleration(self.default_vacceleration)
|
||||
|
||||
def stay(self):
|
||||
self.set_vacceleration(0) # Stop vertical movement
|
||||
self.set_vacceleration(0)
|
||||
|
||||
def stop(self):
|
||||
self.stopped = True # Stop the horse
|
||||
self.stopped = True
|
||||
self.set_vacceleration(0)
|
||||
self.set_vspeed(0)
|
||||
|
||||
def draw(self, surface):
|
||||
super().draw(surface) # Draw the horse
|
||||
#pygame.draw.rect(surface, self.color, (self.x + 40, self.y + 20, 25, 25)) # Draw the horse's mark
|
||||
super().draw(surface)
|
||||
|
||||
def update_animation(self):
|
||||
self.frame_counter += 1
|
||||
if self.frame_counter >= self.animation_speed:
|
||||
self.frame_counter = 0
|
||||
self.current_frame = (self.current_frame + 1) % len(self.images)
|
||||
self.image = self.images[self.current_frame]
|
||||
|
||||
def count_fitness(self):
|
||||
if self.stopped == False:
|
||||
self.fitness += 1
|
||||
if self.vspeed == 0: self.fitness -= 0.9
|
||||
if self.vspeed == 0:
|
||||
self.fitness -= 0.9
|
||||
|
||||
class Background(GameObject):
|
||||
def __init__(self, image_path, x, y):
|
||||
super().__init__(image_path, x, y) # Initialize background
|
||||
super().__init__(image_path, x, y)
|
||||
|
||||
class Barrier(GameObject):
|
||||
def __init__(self, image_path, x, y):
|
||||
super().__init__(image_path, x, y) # Initialize barrier
|
||||
super().__init__(image_path, x, y)
|
||||
self.scale_by(5)
|
||||
|
||||
class UI:
|
||||
iteration_num = 0
|
||||
horses = [] # List of child objects
|
||||
horizontal_offset = 25 # Horizontal spacing between marks
|
||||
vertical_offset = -25 # Vertical spacing between marks
|
||||
mark_size = 25 # Size of the marks
|
||||
horses = []
|
||||
horizontal_offset = 25
|
||||
vertical_offset = -25
|
||||
mark_size = 25
|
||||
|
||||
def __init__(self, hud_image_path, x=0, y=HEIGHT):
|
||||
self.horses = [] # Initialize children list
|
||||
self.horses = []
|
||||
self.hud_image = pygame.image.load(hud_image_path)
|
||||
self.hud_rect = self.hud_image.get_rect(topleft=(x,y))
|
||||
self.hud_rect = self.hud_image.get_rect(topleft=(x, y))
|
||||
|
||||
def add_horses(self, children):
|
||||
new_horses = [child for child in children if child not in self.horses] # Add new children
|
||||
new_horses = [child for child in children if child not in self.horses]
|
||||
self.horses.extend(new_horses)
|
||||
|
||||
def draw_marks(self, screen):
|
||||
active_marks = [horse for horse in self.horses if not horse.stopped]
|
||||
unactive_marks = [horse for horse in self.horses if horse.stopped]
|
||||
|
||||
width = 10 # Number of marks per row
|
||||
|
||||
# Отрисовка активных меток
|
||||
xa = 0 # Horizontal position for active marks
|
||||
ya = HEIGHT + HUD_HEIGHT - self.mark_size # Vertical position for active marks
|
||||
|
||||
width = 10
|
||||
xa = 0
|
||||
ya = HEIGHT + HUD_HEIGHT - self.mark_size
|
||||
for i, horse in enumerate(active_marks):
|
||||
pygame.draw.rect(screen, horse.color, (xa, ya, self.mark_size, self.mark_size))
|
||||
xa += self.horizontal_offset # Move to the next position
|
||||
|
||||
# Move to the next row if the row is full
|
||||
if (i + 1) % width == 0: # Check if the next mark would be on a new row
|
||||
xa += self.horizontal_offset
|
||||
if (i + 1) % width == 0:
|
||||
ya += self.vertical_offset
|
||||
xa = 0 # Reset horizontal position for the new row
|
||||
|
||||
# Отрисовка неактивных меток
|
||||
xu = WIDTH - self.mark_size # Horizontal position for inactive marks
|
||||
yu = HEIGHT + HUD_HEIGHT - self.mark_size # Vertical position for inactive marks
|
||||
|
||||
xa = 0
|
||||
xu = WIDTH - self.mark_size
|
||||
yu = HEIGHT + HUD_HEIGHT - self.mark_size
|
||||
for i, horse in enumerate(unactive_marks):
|
||||
pygame.draw.rect(screen, horse.color, (xu, yu, self.mark_size, self.mark_size))
|
||||
xu -= self.horizontal_offset # Move to the next position
|
||||
|
||||
# Move to the next row if the row is full
|
||||
if (i + 1) % width == 0: # Check if the next mark would be on a new row
|
||||
xu -= self.horizontal_offset
|
||||
if (i + 1) % width == 0:
|
||||
yu += self.vertical_offset
|
||||
xu = WIDTH - self.mark_size # Reset horizontal position for the new row
|
||||
xu = WIDTH - self.mark_size
|
||||
|
||||
def draw(self, surface):
|
||||
surface.blit(self.hud_image, self.hud_rect)
|
||||
|
||||
|
||||
|
||||
|
||||
class Spawner:
|
||||
active = True # Whether the spawner is active
|
||||
delay = 500 # Number of ticks between spawns
|
||||
tick_counter = 0 # Counter for ticks
|
||||
active = True
|
||||
delay = 500
|
||||
tick_counter = 0
|
||||
|
||||
def __init__(self, barrier_image_path, delay):
|
||||
self.barrier_image_path = barrier_image_path # Path to the barrier image
|
||||
self.barrier_image_path = barrier_image_path
|
||||
self.delay = delay
|
||||
|
||||
def handle(self):
|
||||
if self.active:
|
||||
self.tick_counter += 1 # Increment tick counter
|
||||
if self.tick_counter >= self.delay: # Check if it's time to spawn
|
||||
self.tick_counter += 1
|
||||
if self.tick_counter >= self.delay:
|
||||
self.spawn()
|
||||
self.tick_counter = 0 # Reset tick counter
|
||||
self.tick_counter = 0
|
||||
|
||||
def spawn(self):
|
||||
|
||||
random_y = random.randint(0, HEIGHT - 100, ) # Random Y position for the barrier
|
||||
new_barrier = Barrier(self.barrier_image_path, WIDTH, random_y) # Create a new barrier
|
||||
random_y = random.randint(0, HEIGHT - 100)
|
||||
new_barrier = Barrier(self.barrier_image_path, WIDTH, random_y)
|
||||
return new_barrier
|
||||
|
||||
@@ -3,11 +3,11 @@ import sys
|
||||
from gameobjects import *
|
||||
from genetic_alg import GeneticAlgorithm
|
||||
import matplotlib
|
||||
matplotlib.use('Agg') # Используем Agg бэкенд для сохранения в файл
|
||||
matplotlib.use('Agg')
|
||||
import matplotlib.pyplot as plt
|
||||
import random
|
||||
|
||||
POPULATION_SIZE = 500
|
||||
POPULATION_SIZE = 50 # SET TO 500 IF YOU HAVE A GOOD PC
|
||||
MUTATION_RATE = 0.5
|
||||
POPULATION_NEW = 0.1
|
||||
POPULATION_BEST = 0.3
|
||||
@@ -42,7 +42,7 @@ last_barrier = None
|
||||
|
||||
def init_game():
|
||||
global gameobjects, horses, barriers, upper_bound_rect, lower_bound_rect, spawner, last_barrier, BARRIER_SPEED
|
||||
#random.seed(BARRIER_SEED)
|
||||
#random.seed(BARRIER_SEED) #SET SEED
|
||||
grass = Background("images/Grass.jpg", 0, 0)
|
||||
grass.set_size(WIDTH, HEIGHT)
|
||||
|
||||
@@ -96,7 +96,7 @@ while True:
|
||||
plt.xlabel("Iteration")
|
||||
plt.ylabel("Current Fitness")
|
||||
plt.title("Current Fitness per Iteration")
|
||||
plt.savefig('fitness_plot.png') # Сохраняем график в файл
|
||||
plt.savefig('fitness_plot.png')
|
||||
pygame.quit()
|
||||
sys.exit()
|
||||
|
||||
@@ -160,7 +160,7 @@ while True:
|
||||
UI.draw(screen)
|
||||
UI.draw_marks(screen)
|
||||
|
||||
iteration_num_txt = font.render(f"iteration: {current_iteration}", True, BLACK)
|
||||
iteration_num_txt = font.render(f"Iteration: {current_iteration}", True, BLACK)
|
||||
current_fitness_txt = font.render(
|
||||
f"Current Fitness: {current_fitness}", True, BLACK)
|
||||
best_fitness_txt = font.render(
|
||||
|
||||
Reference in New Issue
Block a user