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NIC_Project/main.py
T
2025-04-07 20:05:12 +03:00

128 lines
4.1 KiB
Python

import pygame
import sys
from gameobjects import *
from genetic_alg import GeneticAlgorithm
POPULATION_SIZE = 5
MUTATION_RATE = 0.5
POPULATION_BEST = 0.2
FRAME_RATE = 160 #TODO: FIX THE INCORRECT FRAME RATE CORRELATION
pygame.init()
screen = pygame.display.set_mode((WIDTH, HEIGHT)) # Initialize the screen
pygame.display.set_caption("NIC_Project") # Set window title
WHITE = (255, 255, 255) # Define white color
UI = UI() # Initialize UI
gameobjects = []
horses = []
barriers = []
upper_bound_rect = None
lower_bound_rect = None
spawner = None
last_barrier = None
def init_game():
global gameobjects, horses, barriers, upper_bound_rect, lower_bound_rect, spawner, last_barrier, BARRIER_SPEED
grass = Background("images/Grass.jpg", 0, 0)
grass.set_size(WIDTH, HEIGHT)
BARRIER_SPEED = 1
gameobjects = []
barriers = []
gameobjects = [grass]
for horse in horses:
horse.set_position(50, HEIGHT/2)
horse.stopped = False
horse.set_vacceleration(0)
horse.set_vspeed(0)
horse.frame_counter = 0
spawner = Spawner("images/Barrier.png")
new_barrier = spawner.spawn()
barriers.append(new_barrier)
gameobjects.extend(horses)
gameobjects.extend(barriers)
upper_bound_rect = pygame.Rect(0, 0, WIDTH, -10)
lower_bound_rect = pygame.Rect(0, HEIGHT, WIDTH, 10)
last_barrier = barriers[0]
UI.add_horses(horses)
def get_features(horse):
features = [last_barrier.rect.topleft[0], last_barrier.rect.topleft[1],
last_barrier.rect.bottomright[0], last_barrier.rect.bottomright[1],
horse.rect.topleft[0], horse.rect.topleft[1],
horse.rect.bottomright[0], horse.rect.bottomright[1],
HEIGHT, BARRIER_SPEED]
return features
genecticAlg = GeneticAlgorithm(POPULATION_SIZE, MUTATION_RATE, POPULATION_BEST, 10)
horses = [Horse("images/Horse_1.png", 50, HEIGHT/2 + 0 * i) for i in range(POPULATION_SIZE)]
init_game()
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT: # Handle window close event
pygame.quit()
sys.exit()
keys = pygame.key.get_pressed() # Get pressed keys
for i, horse in enumerate(horses):
if horse.stopped == False: # If the horse is not stopped
data = get_features(horse)
res = genecticAlg.predict(data, i)
if res == 0:
horse.up()
elif res == 1:
horse.down()
else:
horse.stay()
else:
horse.move(-BARRIER_SPEED, 0) # Move stopped horse to the left
horse.apply_vacceleration() # Apply acceleration to horse
horse.apply_vspeed() # Apply speed to horse
horse.draw(screen) # Draw the horse
spawner.handle() # Handle spawner logic
if spawner.tick_counter == 0: # If a new barrier is spawned
new_barrier = spawner.spawn() # Spawn a new barrier
barriers.append(new_barrier) # Add barrier to barriers list
gameobjects.append(new_barrier) # Add barrier to game objects
last_barrier = new_barrier
for barrier in barriers:
barrier.move(-BARRIER_SPEED, 0) # Move barriers to the left
for horse in horses:
horse.update_animation()
if horse.stopped == False: # Check for collisions between horses and barriers
for barrier in barriers:
if horse.rect.colliderect(barrier.rect): # If collision detected
horse.stop() # Stop the horse
if horse.rect.colliderect(upper_bound_rect) or horse.rect.colliderect(lower_bound_rect):
horse.stop()
horse.count_fitness()
for object in gameobjects:
object.draw(screen) # Draw all game objects
UI.draw_marks(screen) # Draw UI marks
if all(horse.stopped for horse in horses):
UI.iteration_num += 1
init_game()
pygame.display.flip() # Update the display
pygame.time.Clock().tick(FRAME_RATE) # Limit the frame rate to 160 FPS