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Diffstat (limited to 'graphicsDisplay.py')
-rw-r--r-- | graphicsDisplay.py | 679 |
1 files changed, 679 insertions, 0 deletions
diff --git a/graphicsDisplay.py b/graphicsDisplay.py new file mode 100644 index 0000000..1bfe1b3 --- /dev/null +++ b/graphicsDisplay.py @@ -0,0 +1,679 @@ +# graphicsDisplay.py +# ------------------ +# Licensing Information: You are free to use or extend these projects for +# educational purposes provided that (1) you do not distribute or publish +# solutions, (2) you retain this notice, and (3) you provide clear +# attribution to UC Berkeley, including a link to http://ai.berkeley.edu. +# +# Attribution Information: The Pacman AI projects were developed at UC Berkeley. +# The core projects and autograders were primarily created by John DeNero +# (denero@cs.berkeley.edu) and Dan Klein (klein@cs.berkeley.edu). +# Student side autograding was added by Brad Miller, Nick Hay, and +# Pieter Abbeel (pabbeel@cs.berkeley.edu). + + +from graphicsUtils import * +import math, time +from 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 checkNullDisplay(self): + return False + + 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, + "CS188 Pacman") + + 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" + # copy all distributions so we don't change their state + distributions = map(lambda x: x.copy(), 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 |