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elements.py
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elements.py
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import pymunk
import pygame
import numpy as np
class Environment():
def __init__(self,space,screen):
self.rock = Rock(100,20,space,screen)
self.ground = Ground(1,space,screen)
self.player = Player(2000,500,720,space,screen)
self.walls = Walls(1,space,screen)
self.done = False
self.reward = 0
self.space = space
self.screen = screen
def get_state(self):
return np.array([int(self.player.triangle_body.position[0]), int(self.rock.circle_body.position[0]), int(self.rock.circle_body.position[1])])
def reset(self):
self.space.remove(self.rock.circle_shape,self.rock.circle_body)
self.space.remove(self.player.triangle_shape,self.player.triangle_body)
self.rock = Rock(100,20,self.space,self.screen)
self.player = Player(2000,500,720,self.space,self.screen)
observation = self.get_state()
self.done = False
self.reward = 0
return observation
def draw_env(self):
self.rock.draw_rock()
self.ground.draw_ground()
self.player.draw_player()
self.player.draw_bullets()
self.walls.draw_walls()
def step(self,action,shoot):
if action == 1:
self.player.triangle_body.velocity = 1000,0
elif action == 0:
self.player.triangle_body.velocity = -1000,0
else:
self.player.triangle_body.velocity = 0,0
if shoot == 0:
self.player.bullets.append(Bullet(self.player.triangle_body.position[0],self.player.triangle_body.position[1],self.space,self.screen))
self.player.remove_bullet()
self.draw_env()
observation_ = self.get_state()
if self.player.collided == False:
self.reward -= 0.001
# done = self.done
return observation_, self.reward, self.done
class Bullet():
def __init__(self,x,y,space,screen):
self.b_mass = 0.001
self.b_radius = 5
self.screen = screen
self.b_elasticity = 1.0
self.b_circle_moment = pymunk.moment_for_circle(self.b_mass,0,self.b_radius)
self.b_circle_body = pymunk.Body(self.b_mass,self.b_circle_moment,pymunk.Body.DYNAMIC)
self.b_circle_body.position = x,y
self.b_circle_shape = pymunk.Circle(self.b_circle_body,self.b_radius)
self.b_circle_shape.body.velocity = (0,-500)
self.b_circle_shape.elasticity = self.b_elasticity
self.b_circle_shape.id = 1
self.collided = False
self.space = space
self.space.add(self.b_circle_body, self.b_circle_shape)
def draw_bullet(self):
pos_x = int(self.b_circle_body.position.x)
pos_y = int(self.b_circle_body.position.y)
pygame.draw.circle(self.screen,(200,0,0),(pos_x,pos_y),self.b_radius)
class Rock():
def __init__(self,mass,radius,space,screen):
self.mass = mass
self.radius = radius
self.elasticity = 1.0
self.screen = screen
self.circle_moment = pymunk.moment_for_circle(self.mass,0,self.radius)
self.circle_body = pymunk.Body(self.mass,self.circle_moment)
self.circle_body.position = 0,10
self.circle_shape = pymunk.Circle(self.circle_body,self.radius)
self.circle_shape.body.velocity = (100,0)
self.circle_shape.elasticity = self.elasticity
self.circle_shape.id = 2
self.zindgi = 5
space.add(self.circle_body, self.circle_shape)
def draw_rock(self):
pos_x = int(self.circle_body.position.x)
pos_y = int(self.circle_body.position.y)
pygame.draw.circle(self.screen,(0,0,0),(pos_x,pos_y),30)
class Player():
def __init__(self,mass,x,y,space,screen):
self.mass = mass
self.screen = screen
self.triangle_shape = pymunk.Poly(None,((0, -25), (-25, 25), (25, 25)))
self.triangle_moment = pymunk.moment_for_poly(mass,self.triangle_shape.get_vertices())
self.triangle_body = pymunk.Body(mass,self.triangle_moment,pymunk.Body.KINEMATIC)
self.triangle_body.position = x,y
self.triangle_body.velocity = 0,0
self.triangle_shape.body = self.triangle_body
self.triangle_shape.body.angle = 0.0
self.triangle_shape.id = 3
self.collided = False
self.space = space
self.space.add(self.triangle_body,self.triangle_shape)
self.bullets = []
def remove_bullet(self):
for b in range(len(self.bullets)):
if int(self.bullets[b].b_circle_body.position.y)<=0:
self.space.remove(self.bullets[b].b_circle_body,self.bullets[b].b_circle_shape)
self.bullets.pop(b)
break
def draw_bullets(self):
for bullet in self.bullets:
bullet.draw_bullet()
def draw_player(self):
if self.triangle_body.position[0] >= 970:
self.triangle_body.position = 970,720
elif self.triangle_body.position[0] <= 30:
self.triangle_body.position = 30,720
vertices = []
for v in self.triangle_shape.get_vertices():
x,y = v.rotated(self.triangle_shape.body.angle) + self.triangle_shape.body.position
vertices.append((int(x),int(y)))
pygame.draw.polygon(self.screen,(0,200,0),(vertices))
class Ground():
def __init__(self,mass,space,screen):
self.mass = mass
self.screen = screen
self.segment_moment = pymunk.moment_for_segment(self.mass,(0,750),(1000,750),2) #end points and thickness
self.segment_body = pymunk.Body(self.mass,self.segment_moment,pymunk.Body.STATIC)
self.segment_body.position = 0,0
self.segment_shape = pymunk.Segment(self.segment_body,(0,750),(1000,750),2)
self.segment_shape.elasticity = 1
self.segment_shape.id = 4
space.add(self.segment_body,self.segment_shape)
def draw_ground(self):
pygame.draw.rect(self.screen, (0,0,200), pygame.Rect(0, 750, 1000, 0),2)
class Walls():
def __init__(self,mass,space,screen):
self.mass = mass
self.screen = screen
self.segment1_moment = pymunk.moment_for_segment(mass,(0,0),(0,800),2) #end points and thickness
self.segment1_body = pymunk.Body(self.mass,self.segment1_moment,pymunk.Body.STATIC)
self.segment1_body.position = 0,0
self.segment1_shape = pymunk.Segment(self.segment1_body,(0,0),(0,800),2)
self.segment1_shape.elasticity = 1
self.segment2_moment = pymunk.moment_for_segment(self.mass,(1000,0),(1000,800),2) #end points and thickness
self.segment2_body = pymunk.Body(self.mass,self.segment2_moment,pymunk.Body.STATIC)
self.segment2_body.position = 0,0
self.segment2_shape = pymunk.Segment(self.segment2_body,(1000,0),(1000,800),2)
self.segment2_shape.elasticity = 1
self.segment1_shape.id = 5
self.segment2_shape.id = 6
space.add(self.segment1_body,self.segment1_shape,self.segment2_body,self.segment2_shape)
def draw_walls(self):
pygame.draw.rect(self.screen, (0,200,0), pygame.Rect(0, 0, 0, 800),2)
pygame.draw.rect(self.screen, (0,200,0), pygame.Rect(1000, 0, 0, 800),2)