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664 lines (577 loc) · 31 KB
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# SmartLight AI - Traffic Simulation (Fixed)
# Bugs Fixed:
# 1. repeat() called inside initialize() thread - causes double threading (moved to Main)
# 2. preEmergencyGreen/preEmergencyYellow missing global declaration in checkEmergency()
# 3. emergencyCountdown decremented in BOTH checkEmergency() AND repeat() - fixed: only in repeat()
# 4. setTime() calls detect_vehicles() again (already called in checkEmergency()) - removed duplicate
# 5. signals[1].red set to wrong value (signals[0].red + ts1...) causes wrong red time
# 6. signals[3].red same wrong value as signals[0].red - fixed
# 7. simulationTime() calls os._exit(1) without pygame.quit() - fixed
# 8. vehicle.move() called in both repeat() thread AND pygame loop - race condition fixed (only in pygame loop)
# 9. repeat() uses time.sleep(1) in main logic but is called from initialize() which is itself a thread
# 10. generateVehicles() started twice - once in Main.__init__ and once would be in initialize thread
import random
import time
import threading
import pygame
import sys
import os
# ── DEFAULT VALUES ───────────────────────────────────────────────────
defaultRed = 60
defaultYellow = 3
defaultGreen = 5
defaultMinimum = 3
defaultMaximum = 10
signals = []
noOfSignals = 4
simTime = 300
timeElapsed = 0
currentGreen = 0
nextGreen = 1
currentYellow = 0
speeds = {'car':2.5,'bus':2.0,'truck':1.8,'rickshaw':2.2,'bike':3.0,'ambulance':3.5}
x = {'right':[0,0,0],'down':[755,727,697],'left':[1400,1400,1400],'up':[602,627,657]}
y = {'right':[348,370,398],'down':[0,0,0],'left':[498,466,436],'up':[800,800,800]}
vehicles = {
'right':{0:[],1:[],2:[],'crossed':0},
'down': {0:[],1:[],2:[],'crossed':0},
'left': {0:[],1:[],2:[],'crossed':0},
'up': {0:[],1:[],2:[],'crossed':0}
}
vehicleTypes = {0:'car',1:'bus',2:'truck',3:'rickshaw',4:'bike',5:'ambulance'}
directionNumbers = {0:'right',1:'down',2:'left',3:'up'}
signalCoods = [(530,230),(810,230),(810,570),(530,570)]
signalTimerCoods = [(530,210),(810,210),(810,550),(530,550)]
vehicleCountCoods = [(480,210),(880,210),(880,550),(480,550)]
stopLines = {'right':590,'down':330,'left':800,'up':535}
defaultStop = {'right':580,'down':320,'left':810,'up':545}
stops = {'right':[580,580,580],'down':[320,320,320],'left':[810,810,810],'up':[545,545,545]}
mid = {
'right':{'x':705,'y':445},'down':{'x':695,'y':450},
'left':{'x':695,'y':425},'up':{'x':695,'y':400}
}
rotationAngle = 3
gap = 15
gap2 = 10
# ── EMERGENCY STATE ──────────────────────────────────────────────────
emergencyDetected = False
emergencyDirection = None
emergencyCountdown = 0
emergencyGreenTime = 5
lastEmergencyTime = 0
emergencyInterval = 35
immediateSwitch = False
emergencyActive = False
emergencyYellowPhase = False
emergencyYellowTime = 3
preEmergencyGreen = 0 # ✅ FIX: declared at module level so global works in functions
preEmergencyYellow = 0
detectionTime = 2
pygame.init()
simulation = pygame.sprite.Group()
# ── TRAFFIC SIGNAL CLASS ─────────────────────────────────────────────
class TrafficSignal:
def __init__(self, red, yellow, green):
self.red = red
self.yellow = yellow
self.green = green
self.minimum = defaultMinimum
self.maximum = defaultMaximum
self.signalText = "---"
self.totalGreenTime= 0
self.originalGreen = green
# ── VEHICLE DETECTOR ─────────────────────────────────────────────────
class VehicleDetector:
def __init__(self):
self.detection_results = {'right':0,'down':0,'left':0,'up':0}
self.emergency_vehicles = {'right':False,'down':False,'left':False,'up':False}
def detect_vehicles(self):
"""Count stopped vehicles per direction. Sets emergency flag if ambulance stopped in LEFT."""
global emergencyDetected, emergencyDirection, emergencyCountdown, immediateSwitch
self.detection_results = {'right':0,'down':0,'left':0,'up':0}
self.emergency_vehicles = {'right':False,'down':False,'left':False,'up':False}
for direction in ['right','down','left','up']:
total = 0
for lane in [0,1,2]:
for v in vehicles[direction][lane]:
if v.crossed == 0:
stopped = False
if direction=='right' and (abs(v.x-v.stop)<5 or v.x>=v.stop):
stopped = True
elif direction=='down' and (abs(v.y-v.stop)<5 or v.y>=v.stop):
stopped = True
elif direction=='left' and (abs(v.x-v.stop)<5 or v.x<=v.stop):
stopped = True
elif direction=='up' and (abs(v.y-v.stop)<5 or v.y<=v.stop):
stopped = True
if stopped:
total += 1
if direction == 'left' and v.vehicleClass == 'ambulance':
self.emergency_vehicles['left'] = True
self.detection_results[direction] = total
# ✅ FIX: Emergency detection ONLY here, not also in checkEmergency
if (self.emergency_vehicles['left'] and not emergencyDetected
and not emergencyActive and not emergencyYellowPhase):
emergencyDetected = True
emergencyDirection = 'left'
emergencyCountdown = 3
immediateSwitch = True
print("🚑 EMERGENCY: Ambulance stopped at LEFT signal!")
print(f"Stopped → R:{self.detection_results['right']} D:{self.detection_results['down']} L:{self.detection_results['left']} U:{self.detection_results['up']}")
return self.detection_results
vehicle_detector = VehicleDetector()
# ── VEHICLE CLASS ────────────────────────────────────────────────────
class Vehicle(pygame.sprite.Sprite):
def __init__(self, lane, vehicleClass, direction_number, direction, will_turn):
pygame.sprite.Sprite.__init__(self)
self.lane = lane
self.vehicleClass = vehicleClass
self.speed = speeds[vehicleClass]
self.direction_number = direction_number
self.direction = direction
self.x = x[direction][lane]
self.y = y[direction][lane]
self.crossed = 0
self.willTurn = will_turn
self.turned = 0
self.rotateAngle = 0
self.has_stopped = False
vehicles[direction][lane].append(self)
self.index = len(vehicles[direction][lane]) - 1
try:
self.originalImage = pygame.image.load(f"images/{direction}/{vehicleClass}.png")
except:
w = 50 if vehicleClass in ('bus','truck') else 30 if vehicleClass=='bike' else 40
h = 25 if vehicleClass in ('bus','truck') else 15 if vehicleClass=='bike' else 20
self.originalImage = pygame.Surface((w,h))
colors = {'car':(220,50,50),'bus':(50,50,220),'truck':(50,180,50),
'rickshaw':(220,220,50),'bike':(220,130,50),'ambulance':(240,240,240)}
self.originalImage.fill(colors.get(vehicleClass,(128,128,128)))
if vehicleClass == 'ambulance':
pygame.draw.line(self.originalImage,(255,0,0),(w//2,2),(w//2,h-2),3)
pygame.draw.line(self.originalImage,(255,0,0),(2,h//2),(w-2,h//2),3)
self.currentImage = self.originalImage.copy()
# Set stop position
if direction == 'right':
prev = vehicles[direction][lane][self.index-1] if self.index>0 and vehicles[direction][lane][self.index-1].crossed==0 else None
self.stop = (prev.stop - prev.currentImage.get_rect().width - gap) if prev else defaultStop[direction]
x[direction][lane] = max(0, x[direction][lane] - (self.currentImage.get_rect().width + gap))
elif direction == 'left':
prev = vehicles[direction][lane][self.index-1] if self.index>0 and vehicles[direction][lane][self.index-1].crossed==0 else None
self.stop = (prev.stop + prev.currentImage.get_rect().width + gap) if prev else defaultStop[direction]
x[direction][lane] += self.currentImage.get_rect().width + gap
elif direction == 'down':
prev = vehicles[direction][lane][self.index-1] if self.index>0 and vehicles[direction][lane][self.index-1].crossed==0 else None
self.stop = (prev.stop - prev.currentImage.get_rect().height - gap) if prev else defaultStop[direction]
y[direction][lane] -= self.currentImage.get_rect().height + gap
elif direction == 'up':
prev = vehicles[direction][lane][self.index-1] if self.index>0 and vehicles[direction][lane][self.index-1].crossed==0 else None
self.stop = (prev.stop + prev.currentImage.get_rect().height + gap) if prev else defaultStop[direction]
y[direction][lane] += self.currentImage.get_rect().height + gap
simulation.add(self)
def move(self):
# ✅ FIX: move() is ONLY called from the pygame loop — no thread calls this
spd = self.speed
if self.index > 0:
fv = vehicles[self.direction][self.lane][self.index-1]
if self.direction=='right': dist = fv.x-(self.x+self.currentImage.get_rect().width)
elif self.direction=='down': dist = fv.y-(self.y+self.currentImage.get_rect().height)
elif self.direction=='left': dist = self.x-(fv.x+fv.currentImage.get_rect().width)
else: dist = self.y-(fv.y+fv.currentImage.get_rect().height)
if dist < 50: spd = max(0.5, self.speed*(dist/50))
can_go = {
'right': currentGreen==0 and currentYellow==0,
'down': currentGreen==1 and currentYellow==0,
'left': (currentGreen==2 and currentYellow==0) or (emergencyActive and emergencyDirection=='left'),
'up': currentGreen==3 and currentYellow==0,
}
d = self.direction
if d == 'right':
if self.crossed==0 and self.x+self.currentImage.get_rect().width>stopLines[d]:
self.crossed=1; vehicles[d]['crossed']+=1
if not self.willTurn:
if ((self.x+self.currentImage.get_rect().width<=self.stop or self.crossed==1 or can_go[d]) and
(self.index==0 or self.x+self.currentImage.get_rect().width<vehicles[d][self.lane][self.index-1].x-gap2)):
self.x += spd
else:
if self.crossed==0 or self.x+self.currentImage.get_rect().width<mid[d]['x']:
if ((self.x+self.currentImage.get_rect().width<=self.stop or self.crossed==1 or can_go[d]) and
(self.index==0 or self.x+self.currentImage.get_rect().width<vehicles[d][self.lane][self.index-1].x-gap2 or vehicles[d][self.lane][self.index-1].turned==1)):
self.x += spd
else:
if self.turned==0:
self.rotateAngle+=rotationAngle
self.currentImage=pygame.transform.rotate(self.originalImage,-self.rotateAngle)
self.x+=2; self.y+=1.8
if self.rotateAngle>=90: self.turned=1
elif self.index==0 or self.y+self.currentImage.get_rect().height<vehicles[d][self.lane][self.index-1].y-gap2:
self.y+=spd
elif d == 'down':
if self.crossed==0 and self.y+self.currentImage.get_rect().height>stopLines[d]:
self.crossed=1; vehicles[d]['crossed']+=1
if not self.willTurn:
if ((self.y+self.currentImage.get_rect().height<=self.stop or self.crossed==1 or can_go[d]) and
(self.index==0 or self.y+self.currentImage.get_rect().height<vehicles[d][self.lane][self.index-1].y-gap2)):
self.y += spd
else:
if self.crossed==0 or self.y+self.currentImage.get_rect().height<mid[d]['y']:
if ((self.y+self.currentImage.get_rect().height<=self.stop or self.crossed==1 or can_go[d]) and
(self.index==0 or self.y+self.currentImage.get_rect().height<vehicles[d][self.lane][self.index-1].y-gap2 or vehicles[d][self.lane][self.index-1].turned==1)):
self.y += spd
else:
if self.turned==0:
self.rotateAngle+=rotationAngle
self.currentImage=pygame.transform.rotate(self.originalImage,-self.rotateAngle)
self.x-=2.5; self.y+=2
if self.rotateAngle>=90: self.turned=1
elif self.index==0 or self.x>vehicles[d][self.lane][self.index-1].x+gap2:
self.x-=spd
elif d == 'left':
if self.crossed==0 and self.x<stopLines[d]:
self.crossed=1; vehicles[d]['crossed']+=1
if not self.willTurn:
if ((self.x>=self.stop or self.crossed==1 or can_go[d]) and
(self.index==0 or self.x>vehicles[d][self.lane][self.index-1].x+gap2)):
self.x -= spd
else:
if self.crossed==0 or self.x>mid[d]['x']:
if ((self.x>=self.stop or self.crossed==1 or can_go[d]) and
(self.index==0 or self.x>vehicles[d][self.lane][self.index-1].x+gap2 or vehicles[d][self.lane][self.index-1].turned==1)):
self.x -= spd
else:
if self.turned==0:
self.rotateAngle+=rotationAngle
self.currentImage=pygame.transform.rotate(self.originalImage,-self.rotateAngle)
self.x-=1.8; self.y-=2.5
if self.rotateAngle>=90: self.turned=1
elif self.index==0 or self.y>vehicles[d][self.lane][self.index-1].y+gap2:
self.y-=spd
elif d == 'up':
if self.crossed==0 and self.y<stopLines[d]:
self.crossed=1; vehicles[d]['crossed']+=1
if not self.willTurn:
if ((self.y>=self.stop or self.crossed==1 or can_go[d]) and
(self.index==0 or self.y>vehicles[d][self.lane][self.index-1].y+gap2)):
self.y -= spd
else:
if self.crossed==0 or self.y>mid[d]['y']:
if ((self.y>=self.stop or self.crossed==1 or can_go[d]) and
(self.index==0 or self.y>vehicles[d][self.lane][self.index-1].y+gap2 or vehicles[d][self.lane][self.index-1].turned==1)):
self.y -= spd
else:
if self.turned==0:
self.rotateAngle+=rotationAngle
self.currentImage=pygame.transform.rotate(self.originalImage,-self.rotateAngle)
self.x+=1; self.y-=1
if self.rotateAngle>=90: self.turned=1
elif self.index==0 or self.x<vehicles[d][self.lane][self.index-1].x-gap2:
self.x+=spd
# ── HELPERS ──────────────────────────────────────────────────────────
def calculateGreenTime(count):
if count==0: return 3
if count==1: return 4
if count==2: return 6
if count==3: return 8
return 10
def getGreenTime(direction):
if direction=='right': return 10
if direction=='down': return 6
if direction=='up': return 3
return calculateGreenTime(vehicle_detector.detection_results.get('left',0))
def printStatus():
for i in range(noOfSignals):
if i==currentGreen:
if currentYellow==0:
status='EMERGENCY' if (emergencyActive and directionNumbers[i]=='left') else 'GREEN'
timer=emergencyCountdown if emergencyActive else signals[i].green
else:
status='EMERG YELLOW' if emergencyYellowPhase else 'YELLOW'
timer=emergencyYellowTime if emergencyYellowPhase else signals[i].yellow
else:
status='RED'; timer=signals[i].red
print(f" {status} TS{i+1}({directionNumbers[i]}) Timer:{timer}")
print(f" Time: {timeElapsed}s\n")
# ── SIGNAL LOGIC (runs in its own thread) ────────────────────────────
def repeat():
"""
✅ FIX: repeat() is a standalone thread — NOT called from initialize()
All timing via time.sleep(1). pygame loop never touches timing.
"""
global currentGreen, currentYellow, nextGreen, timeElapsed
global emergencyDetected, emergencyCountdown, emergencyActive
global emergencyYellowPhase, emergencyYellowTime, immediateSwitch
global preEmergencyGreen, preEmergencyYellow, lastEmergencyTime
time.sleep(1)
print("🔄 Signal logic thread started")
while True:
timeElapsed += 1
printStatus()
# Generate emergency vehicle periodically
if (timeElapsed - lastEmergencyTime >= emergencyInterval
and not emergencyDetected and not emergencyActive and not emergencyYellowPhase):
generateEmergencyVehicle()
# ✅ FIX: detect_vehicles() called ONCE per tick here only
vehicle_detector.detect_vehicles()
# ── Emergency countdown before switching ──
if emergencyDetected and immediateSwitch and not emergencyActive and not emergencyYellowPhase:
if emergencyCountdown > 0:
# ✅ FIX: countdown decremented ONLY here, not in checkEmergency too
emergencyCountdown -= 1
print(f"🚨 Emergency switching in {emergencyCountdown}s...")
time.sleep(1)
continue
if currentGreen != 2:
# ✅ FIX: preEmergencyGreen declared at module level so 'global' works
preEmergencyGreen = currentGreen
preEmergencyYellow = currentYellow
emergencyYellowPhase = True
emergencyYellowTime = 3
immediateSwitch = False
currentYellow = 1
signals[currentGreen].yellow = emergencyYellowTime
print("🟡 Emergency yellow phase started")
time.sleep(1)
continue
# ── Emergency yellow phase ──
if emergencyYellowPhase:
if emergencyYellowTime > 0:
emergencyYellowTime -= 1
print(f"🟡 Emergency yellow: {emergencyYellowTime}s left")
time.sleep(1)
continue
else:
emergencyYellowPhase = False
emergencyActive = True
emergencyCountdown = emergencyGreenTime
currentGreen = 2
currentYellow = 0
signals[2].green = emergencyGreenTime
signals[2].yellow = defaultYellow
print(f"🟢 Emergency green: {emergencyGreenTime}s for LEFT")
time.sleep(1)
continue
# ── Emergency green phase ──
if emergencyActive:
if signals[currentGreen].green > 0:
signals[currentGreen].green -= 1
signals[currentGreen].totalGreenTime += 1
emergencyCountdown -= 1
print(f"🚑 Emergency active: {emergencyCountdown}s left")
time.sleep(1)
continue
else:
emergencyActive = False
emergencyDetected = False
currentGreen = (2+1) % noOfSignals
currentYellow = 0
nextGreen = (currentGreen+1) % noOfSignals
gt = getGreenTime(directionNumbers[currentGreen])
signals[currentGreen].green = gt
signals[currentGreen].originalGreen= gt
signals[currentGreen].yellow = defaultYellow
print(f"✅ Emergency done. Back to normal: {directionNumbers[currentGreen]} {gt}s")
time.sleep(1)
continue
# ── Normal cycle: check upcoming vehicles ──
if signals[currentGreen].green == detectionTime:
nd = directionNumbers[nextGreen]
gt = getGreenTime(nd)
signals[nextGreen].green = gt
signals[nextGreen].originalGreen= gt
print(f"🔍 Pre-set {nd} green to {gt}s")
# Green counting down
if currentYellow==0 and signals[currentGreen].green>0:
signals[currentGreen].green -= 1
signals[currentGreen].totalGreenTime += 1
time.sleep(1)
continue
# Transition to yellow
if currentYellow==0 and signals[currentGreen].green<=0:
currentYellow = 1
for i in range(3):
stops[directionNumbers[currentGreen]][i] = defaultStop[directionNumbers[currentGreen]]
for v in vehicles[directionNumbers[currentGreen]][i]:
v.stop = defaultStop[directionNumbers[currentGreen]]
print(f"🟡 Yellow: {directionNumbers[currentGreen]}")
time.sleep(1)
continue
# Yellow counting down
if currentYellow==1 and signals[currentGreen].yellow>0:
signals[currentGreen].yellow -= 1
time.sleep(1)
continue
# Signal change
if currentYellow==1 and signals[currentGreen].yellow<=0:
currentYellow = 0
currentGreen = nextGreen
nextGreen = (currentGreen+1) % noOfSignals
gt = getGreenTime(directionNumbers[currentGreen])
signals[currentGreen].green = gt
signals[currentGreen].originalGreen= gt
signals[currentGreen].yellow = defaultYellow
print(f"🟢 {directionNumbers[currentGreen]} green: {gt}s")
time.sleep(1)
def generateEmergencyVehicle():
global lastEmergencyTime
lastEmergencyTime = timeElapsed
print("🚑 Generating emergency convoy in LEFT")
for _ in range(random.randint(1,2)):
Vehicle(random.randint(0,2), vehicleTypes[random.randint(0,4)], 2, 'left', 0)
time.sleep(0.05)
Vehicle(0, 'ambulance', 2, 'left', 0)
def generateVehicles():
print("🚗 Vehicle generation started")
while True:
try:
vt = random.randint(0,4)
ln = random.randint(0,2)
r = random.randint(0,99)
if r < 45: dn,d = 0,'right'
elif r < 75: dn,d = 3,'up'
elif r < 90: dn,d = 1,'down'
else: dn,d = 2,'left'
Vehicle(ln, vehicleTypes[vt], dn, d, 0)
time.sleep(random.uniform(0.5,1.5) if d in ('right','up') else random.uniform(1.5,3.0))
except Exception as e:
print(f"Vehicle gen error: {e}")
time.sleep(1)
def initialize():
"""Initialize signals only — does NOT start repeat() thread"""
# ✅ FIX: Correct red times
# Signal index 2 (left) starts green first
ts1 = TrafficSignal(defaultRed, defaultYellow, defaultGreen)
ts2 = TrafficSignal(defaultRed, defaultYellow, defaultGreen)
ts3 = TrafficSignal(0, defaultYellow, defaultGreen) # left starts green
ts4 = TrafficSignal(defaultRed, defaultYellow, defaultGreen)
signals.extend([ts1, ts2, ts3, ts4])
# ✅ FIX: Correct red times for all signals
# Signal 0 (right) waits for: left green + left yellow + its own position in cycle
signals[0].red = ts3.green + ts3.yellow + defaultGreen + defaultYellow # after left & down
signals[1].red = ts3.green + ts3.yellow # after left
signals[2].red = 0 # starts green
# ✅ FIX: signals[3] had same wrong value as signals[0]
signals[3].red = ts3.green + ts3.yellow + (defaultGreen + defaultYellow)*2 # after left,down,right
print("🚦 Signals initialized: Right=10s Down=6s Left=3-10s Up=3s")
# ── PYGAME MAIN LOOP ─────────────────────────────────────────────────
class Main:
def __init__(self):
print("🚦 SmartLight AI Traffic Simulation")
print("🟢 Green times: Right=10s, Down=6s, Up=3s, Left=adaptive 3-10s")
print("🚑 Emergency: ambulance in LEFT lane triggers priority green")
initialize()
# ✅ FIX: repeat() started as thread from Main, NOT from inside initialize()
threading.Thread(target=repeat, daemon=True).start()
threading.Thread(target=generateVehicles, daemon=True).start()
self.run_simulation()
def run_simulation(self):
screenW, screenH = 1250, 900
screen = pygame.display.set_mode((screenW, screenH))
pygame.display.set_caption("SmartLight AI - Traffic Simulation")
try:
background = pygame.image.load('images/mod_int2.png')
except:
background = pygame.Surface((screenW, screenH))
background.fill((80,80,80))
pygame.draw.rect(background,(50,50,50),(0,360,screenW,160))
pygame.draw.rect(background,(50,50,50),(580,0,160,screenH))
for i in range(0,screenW,40):
pygame.draw.line(background,(255,255,0),(i,440),(i+20,440),2)
for i in range(0,screenH,40):
pygame.draw.line(background,(255,255,0),(660,i),(660,i+20),2)
# Create signal images
def makeSig(litColor):
s = pygame.Surface((44,110))
s.fill((30,30,30))
for cy,col in [(18,(200,0,0)),(55,(200,200,0)),(92,(0,200,0))]:
c = col if col==litColor else tuple(v//5 for v in col)
pygame.draw.circle(s,c,(22,cy),14)
return s
redSig = makeSig((200,0,0))
yellowSig = makeSig((200,200,0))
greenSig = makeSig((0,200,0))
font = pygame.font.Font(None,30)
small = pygame.font.Font(None,24)
clock = pygame.time.Clock()
WHITE = (255,255,255)
BLACK = (0,0,0)
GREEN = (0,220,0)
YELLOW = (220,220,0)
RED = (220,0,0)
CYAN = (0,220,220)
ORANGE = (255,165,0)
print("🎮 Pygame loop started")
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
# ✅ FIX: proper cleanup instead of os._exit(1)
pygame.quit()
sys.exit()
screen.blit(background,(0,0))
# Draw signals
for i in range(noOfSignals):
sx,sy = signalCoods[i]
tx,ty = signalTimerCoods[i]
cx,cy = vehicleCountCoods[i]
d = directionNumbers[i]
if i == currentGreen:
if currentYellow == 1:
img = yellowSig
txt = str(emergencyYellowTime if emergencyYellowPhase else signals[i].yellow)
color = YELLOW
elif emergencyActive and d=='left':
img = greenSig if (timeElapsed%2==0) else yellowSig
txt = f"AMB {emergencyCountdown}s"
color = ORANGE
else:
img = greenSig
txt = str(signals[i].green)
color = GREEN
else:
img = redSig
txt = str(signals[i].red) if signals[i].red<=15 else "---"
color = RED
screen.blit(img,(sx,sy))
screen.blit(font.render(txt,True,color,BLACK),(tx,ty))
# Stopped vehicles (W=waiting) and Crossed (C=crossed)
stopped = vehicle_detector.detection_results.get(d,0)
crossed = vehicles[d]['crossed']
screen.blit(small.render(f"W:{stopped} C:{crossed}",True,BLACK,WHITE),(cx,cy))
# Info bar
r = vehicle_detector.detection_results
screen.blit(font.render(f"Waiting → R:{r['right']} D:{r['down']} L:{r['left']} U:{r['up']}",True,GREEN,BLACK),(20,810))
screen.blit(font.render(f"Time: {timeElapsed}s / {simTime}s",True,WHITE,BLACK),(20,840))
screen.blit(small.render("Green: Right=10s Down=6s Up=3s Left=3-10s (adaptive)",True,CYAN),(20,870))
# Emergency banner
if emergencyDetected or emergencyYellowPhase or emergencyActive:
pygame.draw.rect(screen,RED,(10,10,520,72))
pygame.draw.rect(screen,WHITE,(12,12,516,68),2)
if emergencyYellowPhase:
screen.blit(font.render("🟡 EMERGENCY YELLOW — switching to LEFT",True,YELLOW),(20,20))
screen.blit(small.render(f"Emergency green in {emergencyYellowTime}s",True,WHITE),(20,46))
elif emergencyActive:
screen.blit(font.render("🚑 EMERGENCY GREEN — LEFT LANE PRIORITY",True,GREEN),(20,20))
screen.blit(small.render(f"{emergencyCountdown}s remaining",True,WHITE),(20,46))
else:
screen.blit(font.render("🚨 AMBULANCE DETECTED — LEFT LANE",True,WHITE),(20,20))
screen.blit(small.render(f"Switching in {emergencyCountdown}s...",True,YELLOW),(20,46))
# Simulation complete
if timeElapsed >= simTime:
pygame.draw.rect(screen,BLACK,(300,350,650,200))
pygame.draw.rect(screen,WHITE,(302,352,646,196),2)
screen.blit(font.render("=== SIMULATION COMPLETE ===",True,GREEN),(320,370))
total = sum(vehicles[directionNumbers[i]]['crossed'] for i in range(noOfSignals))
screen.blit(font.render(f"Total vehicles crossed: {total}",True,WHITE),(320,410))
for i,d in enumerate(['right','down','left','up']):
screen.blit(small.render(f"{d.upper()}: {vehicles[d]['crossed']} vehicles",True,CYAN),(320,445+i*25))
screen.blit(small.render("Close window to exit",True,(180,180,180)),(320,550))
# ✅ FIX: vehicle.move() called ONLY here in pygame loop — not in any thread
vehicle_count = 0
for v in simulation:
screen.blit(v.currentImage,(v.x,v.y))
v.move()
vehicle_count += 1
screen.blit(font.render(f"Vehicles on road: {vehicle_count}",True,WHITE,BLACK),(20,100))
pygame.display.update()
clock.tick(60)
if __name__ == "__main__":
Main()