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botwar_ui.py
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507 lines (449 loc) · 19.8 KB
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#!/usr/bin/python
import botwar
import pygame
import math
import sys
import logging
import os.path
from pygame.locals import *
NORTH=0
EAST=1
SOUTH=2
WEST=3
direction = ["NORTH", "EAST", "SOUTH", "WEST"]
logging.basicConfig(
format='%(asctime)s - %(name)s - %(levelname)s - %(message)s',
level=logging.INFO)
logger = logging.getLogger()
logger.setLevel(logging.DEBUG)
screen = None
clock = None
robot_list = None
world = None
w = None
def set_clock(new_clock):
global clock
clock = new_clock
def check_quit():
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit(0)
class WorldAnimation(object):
robot_sprite_list = []
world = None
screen_size = None
height = None
width = None
square = None
pad_x = None
pad_y = None
init = False
def __init__(self, world, powerup_file):
self.world = world
self.path = os.path.dirname(os.path.abspath(__file__))
self.powerup_orig_image = pygame.image.load(os.path.join(self.path, powerup_file))
def scale_images(self):
self.powerup_image = pygame.transform.smoothscale(self.powerup_orig_image, (self.square, self.square))
def add_robot_sprite(self, robot_sprite):
self.robot_sprite_list.append(robot_sprite)
def init_game(self):
if not self.init:
pygame.init()
pygame.display.set_caption("Botwars")
self.init = True
def optimum_res(self):
self.init_game()
info = pygame.display.Info()
board_ratio = float(self.world.size[0]+4) / float(self.world.size[1])
screen_ratio = float(info.current_w) / float(info.current_h)
logger.debug("Board ratio: %.2f" % board_ratio)
logger.debug("Screen ratio: %.2f" % screen_ratio)
if board_ratio > screen_ratio:
choose_width = int(info.current_w / 1.33)
choose_height = int(choose_width / board_ratio)
else:
choose_height = int(info.current_h / 1.33)
choose_width = int(choose_height * board_ratio)
return self.set_res(choose_width, choose_height)
def set_res(self, w, h):
self.init_game()
screen = pygame.display.set_mode((w, h), DOUBLEBUF | RESIZABLE)
self.height = h
self.width = w
sw = float(w) / float(self.world.size[0])
sh = float(h) / float(self.world.size[1])
if sw > sh:
self.square = int(sh)
else:
self.square = int(sw)
self.pad_x = (w - (self.square * self.world.size[0])) / 2
self.pad_y = (h - (self.square * self.world.size[1])) / 2
self.scale_images()
logger.info("Setting resolution to %ix%i with tile size of %i and padding of (%i, %i)" % (w, h, self.square, self.pad_x, self.pad_y))
return screen
def board_to_screen(self, x, y):
loc = (((x - 1) * self.square) + self.pad_x + (self.square/2),
((self.world.size[1] - y) * self.square) + self.pad_y + (self.square/2))
return loc
def draw_scores(self):
height = self.height / ((len(self.robot_sprite_list)+1) / 2)
block_size = self.pad_x / 20.0
font = pygame.font.Font(None, self.pad_x/5)
count = 0
# Black out scores area
pygame.draw.rect(screen, (0, 0, 0), (0, 0, self.pad_x, self.height))
pygame.draw.rect(screen, (0, 0, 0), (self.width - self.pad_x, 0, self.pad_x, self.height))
for robot_sprite in self.robot_sprite_list:
count += 1
robot = robot_sprite.robot
text = font.render(robot.name, 1, (255, 255, 255))
top = (height * ((count-1) / 2)) + int(height*0.1)
bottom = top + int(height*0.8)
if count % 2 == 1:
rotation = -90
left = int(block_size * 6)
location = (block_size * 3, top + (height/2))
else:
rotation = 90
left = (self.width - self.pad_x) + int(block_size*2)
location = (self.width - (block_size * 3), top + (height/2))
text = pygame.transform.rotate(text, rotation)
textpos = text.get_rect()
if textpos[3] > int(height*0.8):
ratio = (height*0.8) / float(textpos[3])
text = pygame.transform.smoothscale(textpos[2] * ratio, textpos[3]*ratio)
textpos = text.get_rect()
textpos.center = location
screen.blit(text, textpos)
for i in range(0, int(height*0.8)):
# Show energy bar
energy_color = (0, float(i)/int(height*0.8)*255, 255)
if float(robot.energy)/float(robot.max_energy) >= float(i)/int(height*0.8):
pygame.draw.line(screen, energy_color, (left, top+int(height*0.8)-i), (left+int(block_size*4)-1, top+int(height*0.8)-i))
# Show life bar
life_color = ((height*0.8 - float(i))/int(height*0.8)*255, float(i)/int(height*0.8)*255, 0)
if float(robot.life)/float(robot.max_life) >= float(i)/int(height*0.8):
pygame.draw.line(screen, life_color, (left+int(block_size*8), top+int(height*0.8)-i), (left+int(block_size*12)-1, top+int(height*0.8)-i))
energy_color = (0, float(robot.energy)/float(robot.max_energy)*255, 255)
life_color = ((float(robot.max_life) - float(robot.life))/float(robot.max_life)*255, float(robot.life)/float(robot.max_life)*255, 0)
pygame.draw.rect(screen, energy_color, (left, top, int(block_size*4), int(height*0.8)), 1)
pygame.draw.rect(screen, life_color, (left+int(block_size*8), top, int(block_size*4), int(height*0.8)), 1)
def draw_board(self):
for i in range(0, self.world.size[0]+1):
pygame.draw.line(screen, (64, 64, 64), (i*self.square + self.pad_x, self.pad_y), (i*self.square + self.pad_x, self.height-self.pad_y))
for i in range(0, self.world.size[0]+1):
pygame.draw.line(screen, (64, 64, 64), (self.pad_x, i*self.square + self.pad_y), (self.width-self.pad_x, i*self.square + self.pad_y))
def draw_sight(self):
for robot_sprite in self.robot_sprite_list:
robot = robot_sprite.robot
y = robot_sprite.current_location[1] - self.square*1.5
x = robot_sprite.current_location[0] - self.square*1.5
if robot.turret_direction == EAST or robot.turret_direction == WEST:
s = pygame.Surface((self.square*6, self.square*3), pygame.SRCALPHA)
if robot.turret_direction == WEST:
x -= self.square * 3
else:
s = pygame.Surface((self.square*3, self.square*6), pygame.SRCALPHA)
if robot.turret_direction == NORTH:
y -= self.square * 3
s.fill((255,255,0,32))
screen.blit(s, (x, y))
def draw_enemy_circles(self):
count = 0
for robot_sprite in self.robot_sprite_list:
count += 1
if count % 2 == 0:
red = 1
blue = 0
else:
red = 0
blue = 1
robot = robot_sprite.robot
if robot.enemy_location[0] == -1:
continue
enemy_location = robot_sprite.calc_loc(robot.enemy_location[0:2])
age_check = 10 - robot.enemy_location[2]
if age_check < 0:
age_check = 0
pygame.draw.circle(screen, (red*64 + (red * (age_check * 19.1)), 0, blue*64 + (blue * (age_check * 19.1))), enemy_location, self.square/2, 2)
def draw_powerups(self):
for powerup in self.world.powerups:
rect = self.powerup_image.get_rect()
rect.center = self.board_to_screen(powerup[0], powerup[1])
screen.blit(self.powerup_image, rect)
def animate(self):
self.draw_sight()
self.draw_scores()
self.draw_board()
self.draw_powerups()
self.draw_enemy_circles()
for robot_sprite in self.robot_sprite_list:
robot_sprite.render()
class RobotSprite(object):
robot = None
w = None
tank_orig_image = None
turret_orig_image = None
tank_image = None
turret_image = None
old_location = None
old_robot_direction = None
old_turret_direction = None
current_location = None
current_robot_direction = None
current_turret_direction = None
frames = None
current_frame = None
def __init__(self, tank_image, turret_image, robot, w, frames):
self.w = w
self.tank_orig_image = pygame.image.load(os.path.join(self.w.path, tank_image))
self.turret_orig_image = pygame.image.load(os.path.join(self.w.path, turret_image))
self.robot = robot
self.frames = frames
self.current_location = self.calc_loc(self.robot.location)
self.current_robot_direction = robot.robot_direction*90
self.current_turret_direction = robot.turret_direction*90
def scale_images(self):
self.tank_image = pygame.transform.smoothscale(self.tank_orig_image, (self.w.square, self.w.square))
self.turret_image = pygame.transform.smoothscale(self.turret_orig_image, (self.w.square, self.w.square))
def calc_loc(self, location):
loc = (((location[0] - 1) * self.w.square) + self.w.pad_x + (self.w.square/2),
((self.w.world.size[1] - location[1]) * self.w.square) + self.w.pad_y + (self.w.square/2))
return loc
def next_turn(self):
if self.robot.last_command is None:
screen.fill((0, 0, 0))
self.w.animate()
clock.tick(1)
return
# Last command was movement
if self.robot.last_command in ['fd', 'bk']:
old_location = self.current_location
new_location = self.calc_loc(self.robot.location)
deltax = (new_location[0] - old_location[0]) / float(self.frames)
deltay = (new_location[1] - old_location[1]) / float(self.frames)
for i in range(1, self.frames):
screen.fill((0, 0, 0))
self.current_location = (self.current_location[0] + deltax, self.current_location[1] + deltay)
self.w.animate()
check_quit()
pygame.display.flip()
clock.tick(self.frames)
screen.fill((0, 0, 0))
self.current_location = new_location
self.w.animate()
pygame.display.flip()
clock.tick(self.frames)
# Last command was turning
elif self.robot.last_command in ['lt', 'rt']:
old_robot_direction = self.current_robot_direction
new_robot_direction = self.robot.robot_direction*90
if old_robot_direction == 270 and new_robot_direction == 0:
new_robot_direction = 360
if old_robot_direction == 0 and new_robot_direction == 270:
old_robot_direction = 360
delta_robot_direction = (new_robot_direction - old_robot_direction) / float(self.frames)
old_turret_direction = self.current_turret_direction
new_turret_direction = self.robot.turret_direction*90
if old_turret_direction == 270 and new_turret_direction == 0:
new_turret_direction = 360
if old_turret_direction == 0 and new_turret_direction == 270:
old_turret_direction = 360
delta_turret_direction = (new_turret_direction - old_turret_direction) / float(self.frames)
for i in range(1, self.frames):
screen.fill((0, 0, 0))
self.current_robot_direction = self.current_robot_direction + delta_robot_direction
self.current_turret_direction = self.current_turret_direction + delta_turret_direction
self.w.animate()
check_quit()
pygame.display.flip()
clock.tick(self.frames)
screen.fill((0, 0, 0))
if new_turret_direction == 360:
new_turret_direction = 0
if new_robot_direction == 360:
new_robot_direction = 0
self.current_robot_direction = new_robot_direction
self.current_turret_direction = new_turret_direction
self.w.animate()
pygame.display.flip()
clock.tick(self.frames)
# Last command was scan for enemies
elif self.robot.last_command == "se":
delta_color = 255/(self.frames/2)
for i in range(1, self.frames/2):
screen.fill((i*delta_color, 0, i*delta_color))
self.w.animate()
check_quit()
pygame.display.flip()
clock.tick(self.frames)
for i in range(1, self.frames/2):
screen.fill((255-(i*delta_color), 0, 255-(i*delta_color)))
self.w.animate()
check_quit()
pygame.display.flip()
clock.tick(self.frames)
screen.fill((0, 0, 0))
self.w.animate()
pygame.display.flip()
clock.tick(self.frames)
# Last command was scan for powerups
elif self.robot.last_command == "sp":
delta_color = 255/(self.frames/2)
for i in range(1, self.frames/2):
screen.fill((0, i*delta_color, 0))
self.w.animate()
check_quit()
pygame.display.flip()
clock.tick(self.frames)
for i in range(1, self.frames/2):
screen.fill((0, 255-(i*delta_color), 0))
self.w.animate()
check_quit()
pygame.display.flip()
clock.tick(self.frames)
screen.fill((0, 0, 0))
self.w.animate()
pygame.display.flip()
clock.tick(self.frames)
elif self.robot.last_command == "emp":
delta_color = 255/(self.frames/2)
for i in range(1, self.frames/2):
screen.fill((0, 0, 0))
rect = pygame.Rect(0, 0, self.w.square*5, self.w.square*5)
rect.center = self.current_location
pygame.draw.rect(screen, (i*delta_color, 0, 0), rect)
self.w.animate()
check_quit()
pygame.display.flip()
clock.tick(self.frames)
for i in range(1, self.frames/2):
screen.fill((0, 0, 0))
rect = pygame.Rect(0, 0, self.w.square*5, self.w.square*5)
rect.center = self.current_location
pygame.draw.rect(screen, (255-(i*delta_color), 0, 0), rect)
self.w.animate()
check_quit()
pygame.display.flip()
clock.tick(self.frames)
screen.fill((0, 0, 0))
self.w.animate()
pygame.display.flip()
clock.tick(self.frames)
elif self.robot.last_command == "laser":
delta_color = 255/(self.frames/2)
for i in range(1, self.frames/2):
screen.fill((0, 0, 0))
if self.robot.turret_direction == NORTH:
pygame.draw.line(screen, (255, 0, 0), self.current_location, (self.current_location[0], 0), 3)
elif self.robot.turret_direction == SOUTH:
pygame.draw.line(screen, (255, 0, 0), self.current_location, (self.current_location[0], self.w.height), 3)
elif self.robot.turret_direction == EAST:
pygame.draw.line(screen, (255, 0, 0), self.current_location, (self.w.width, self.current_location[1]), 3)
elif self.robot.turret_direction == WEST:
pygame.draw.line(screen, (255, 0, 0), self.current_location, (0, self.current_location[1]), 3)
self.w.animate()
check_quit()
pygame.display.flip()
clock.tick(self.frames)
screen.fill((0, 0, 0))
self.w.animate()
pygame.display.flip()
clock.tick(self.frames)
# Wait
else:
screen.fill((0, 0, 0))
self.w.animate()
check_quit()
pygame.display.flip()
clock.tick(1)
return
def render(self):
if self.current_location[0] == -1 or self.current_location[1] == -1:
logger.warning("%s isn't on the board yet, so can't render it" % self.robot.name)
return
# Render tank and turret
tankdir = pygame.transform.rotate(self.tank_image, -self.current_robot_direction)
turretdir = pygame.transform.rotate(self.turret_image, -self.current_turret_direction)
rect = tankdir.get_rect()
rect.center = self.current_location
screen.blit(tankdir, rect)
rect = turretdir.get_rect()
rect.center = self.current_location
screen.blit(turretdir, rect)
def animate(robot):
screen.fill((0, 0, 0))
for robot_sprite in robot_list:
if robot_sprite.robot == robot:
break
if robot_sprite.robot != robot:
logger.error("Can't find sprite for robot %s" % (robot.name))
sys.exit(1)
robot_sprite.next_turn()
def init():
global screen
global clock
global robot_list
global world
global w
world = botwar.load(sys.argv[1:])
if world is None:
sys.exit(1)
if not world.start():
sys.exit(1)
robot_list = []
w = WorldAnimation(world, 'powerup.png')
def main():
global screen
global clock
global robot_list
global world
global w
i = 0
for robot in world.robots:
robot_sprite = RobotSprite('tank-%i.png' % (i+1), 'turret-%i.png' % (i+1), robot, w, 30)
robot_sprite.scale_images()
w.add_robot_sprite(robot_sprite)
robot_list.append(robot_sprite)
i = 1 - i
screen.fill((0, 0, 0))
w.animate()
while True:
robot = world.next_turn()
animate(robot)
if world.game_over:
break
for r in w.robot_sprite_list:
if r.robot.playing:
if w.width > w.height:
size = int(w.height * 0.5)
else:
size = int(w.width * 0.5)
tank_image = pygame.transform.smoothscale(r.tank_orig_image, (size, size))
turret_image = pygame.transform.smoothscale(r.turret_orig_image, (size, size))
dir_delta = 90 / r.frames
for i in xrange(0, r.frames * 8):
check_quit()
pygame.draw.rect(screen, (0, 0, 0), (w.width / 20, w.height / 20, w.width * 0.9, w.height * 0.9))
pygame.draw.rect(screen, (128, 128, 128), (w.width / 20, w.height / 20, w.width * 0.9, w.height * 0.9), 1)
tankdir = pygame.transform.rotate(tank_image, dir_delta*i)
turretdir = pygame.transform.rotate(turret_image, dir_delta*i)
rect = tankdir.get_rect()
rect.center = (w.width / 2, w.height / 2 - 20)
screen.blit(tankdir, rect)
rect = turretdir.get_rect()
rect.center = (w.width / 2, w.height / 2 - 20)
screen.blit(turretdir, rect)
font = pygame.font.Font(None, w.height / 10)
text = font.render(r.robot.name + " wins!", 1, (255, 255, 255))
rect = text.get_rect()
rect.center = (w.width / 2, w.height * 0.8)
screen.blit(text, rect)
pygame.display.flip()
clock.tick(r.frames)
if __name__ == "__main__":
clock = pygame.time.Clock()
init()
screen = w.optimum_res()
main()