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