无法与主要互动 window pygame

Can't interact the main window pygame

我尝试使用 pygame 实现多代理系统。我为系统“SMA”创建了一个 class,为环境“EnvSMA”创建了一个 class 和一个具有不同行为的 class 代理。当一个代理与网格边界之一的“墙”发生碰撞时,它的行为就像乒乓球游戏中的球一样,当它与另一个代理发生碰撞时,它会与另一个代理交换方向。我也实现了观察者设计模式。

import sys
import pygame
from typing import List
from random import randint as rd
from abc import ABC, abstractmethod
from matplotlib import pyplot as plt

collAgAg = []
collAgW = []
t = []

class Subject(ABC):

    @abstractmethod
    def attach(self, observer) -> None:
        pass

    @abstractmethod
    def detach(self, observer) -> None:
        pass

    @abstractmethod
    def notify(self) -> None:
        pass


class Observer(ABC):

    @abstractmethod
    def update(self, subject) -> None:
        pass


class SMA(Subject):

    _observers: List[Observer] = []

    def __init__(self, width, height, nbCaseX, nbCaseY, nbAgent, nbTour, isToric):
        self.env = EnvSMA(); self.nbTour = nbTour
        self.env.init(width,height,nbCaseX,nbCaseY,nbAgent,isToric)

    def run(self):
        i = 0
        while (i != self.nbTour):
            for agent in self.env.agents:
                agent.decide()
                self.notify()
            i += 1

    def attach(self, observer : Observer) -> None:
        self._observers.append(observer)

    def detach(self, observer : Observer) -> None:
        self._observers.remove(observer)

    def notify(self) -> None:
        for observer in self._observers:
            observer.update(self)


class EnvSMA:
    
    def __init__(self):
        pass
        
    def init(self,width,height,nbCaseX,nbCaseY,nbAgent,isToric):
        self.nbCaseX = nbCaseX; self.nbCaseY = nbCaseY;
        self.width = width; self.height = height;
        self.isToric = isToric; self.agents = [];

        # X colonne Y ligne
        self.spaceAg = [[0 for i in range(nbCaseX)] for j in range(nbCaseY)]
        
        for i in range(1,nbAgent+1):
            ag = Agent(self); ag.id = i;
            
            # Nombres random pour une case quelconque de la grille
            x1 = rd(0,self.nbCaseX-1);
            y1 = rd(0,self.nbCaseY-1);

            # Conversion [0,WIDTH-1] vers [0,nbCase-1]
            x = int(x1*(self.width/self.nbCaseX))
            y = int(y1*(self.height/self.nbCaseY))

            self.placerAgent(ag,x,y); 
            ag.set_pasXY((self.width/self.nbCaseX)*rd(-1,1),
                         (self.width/self.nbCaseX)*rd(-1,1));
            ag.color = (rd(0,255),rd(0,255),rd(0,255))
            self.agents.append(ag);
            
    def placerAgent(self,ag,x,y):
        # conversion [0,WIDTH-1] vers [0,nbCase-1]
        x1 = int(x*self.nbCaseX/self.width)
        y1 = int(y*self.nbCaseY/self.height)
        if (not(self.spaceAg[y1][x1])):
            ag.set_coord(x,y);
            self.spaceAg[y1][x1] = ag.id;
        else:
            # Nombres random pour une case quelconque de la grille
            x1 = rd(0, self.nbCaseX - 1);
            y1 = rd(0, self.nbCaseY - 1);

            # Conversion [0,WIDTH-1] vers [0,nbCase-1]
            x = int(x1 * (self.width / self.nbCaseX))
            y = int(y1 * (self.height / self.nbCaseY))
            self.placerAgent(ag, x, y);


class Agent:
    
    # Agent init
    def __init__(self,env):
        self.env = env; self.id = 0;
        self.posX = 0; self.posY = 0;
        self.pasX = 1; self.pasY = 1;
        self.color = (0,0,0); 
        
        
    def set_coord(self,x,y):
        self.posX = x; self.posY = y;

    def set_pasXY(self,x,y):
        self.pasX = x
        self.pasY = y

    def decide(self):
        if(not(self.env.isToric)):
            # Real Current Coordinate
            crtCvCoord = (int(self.posX*self.env.nbCaseX/self.env.width),
                          int(self.posY*self.env.nbCaseY/self.env.height));
            
            if(self.posY+self.pasY <= 0 or self.posY+self.pasY >= self.env.height):
                self.pasY *= -1
            if(self.posX+self.pasX <= 0 or self.posX+self.pasX >= self.env.width):
                self.pasX *= -1

            # Real Next Coordinate 
            nxCrd = (self.posX+self.pasX,self.posY+self.pasY)
            # Converted Next Coordinate 
            nxCvCrd = (int(nxCrd[0]*self.env.nbCaseX/self.env.width),
                       int(nxCrd[1]*self.env.nbCaseY/self.env.height));
            
            if(not(self.env.spaceAg[nxCvCrd[1]][nxCvCrd[0]])):
                # go ahead
                self.env.spaceAg[crtCvCoord[1]][crtCvCoord[0]] = 0
                self.env.spaceAg[nxCvCrd[1]][nxCvCrd[0]] = self.id
                self.set_coord(nxCrd[0],nxCrd[1])
            else:
                # Collision with another agent
                idOtherAgent = self.env.spaceAg[nxCvCrd[1]][nxCvCrd[0]]
                otherAgent = self.env.agents[idOtherAgent-1]
                self.pasX,otherAgent.pasX = otherAgent.pasX,self.pasX
                self.pasY,otherAgent.pasY = otherAgent.pasY,self.pasY
        else:
            # Real Current Coordinate
            crtCvCoord = (int(self.posX * self.env.nbCaseX / self.env.width),
                          int(self.posY * self.env.nbCaseY / self.env.height));

            if (self.posY + self.pasY <= 0):
                self.pasY *= -1
            if (self.posY + self.pasY >= self.env.height):
                self.pasY
            if (self.posX + self.pasX <= 0):
                self.pasX *= -1
            if (self.posX + self.pasX >= self.env.width):
                self.pasX

            # Real Next Coordinate
            nxCrd = (self.posX + self.pasX, self.posY + self.pasY)
            # Converted Next Coordinate
            nxCvCrd = (int(nxCrd[0] * self.env.nbCaseX / self.env.width),
                       int(nxCrd[1] * self.env.nbCaseY / self.env.height));

            if (not (self.env.spaceAg[nxCvCrd[1]][nxCvCrd[0]])):
                # go ahead
                self.env.spaceAg[crtCvCoord[1]][crtCvCoord[0]] = 0
                self.env.spaceAg[nxCvCrd[1]][nxCvCrd[0]] = self.id
                self.set_coord(nxCrd[0], nxCrd[1])
            else:
                # Collision with another agent
                idOtherAgent = self.env.spaceAg[nxCvCrd[1]][nxCvCrd[0]]
                otherAgent = self.env.agents[idOtherAgent - 1]
                self.pasX, otherAgent.pasX = otherAgent.pasX, self.pasX
                self.pasY, otherAgent.pasY = otherAgent.pasY, self.pasY

WHITE = (255,255,255)

class Vue:
    def __init__(self,surface):
        self.surface = surface
        self.timeApp = 0

    def update(self,subject) -> None:
        clock = pygame.time.Clock()
        dt = clock.tick(60)
        self.timeApp += (dt/100)
        t.append(self.timeApp)
        self.stepX = int(subject.env.width / subject.env.nbCaseX)
        self.stepY = int(subject.env.height / subject.env.nbCaseY)
        self.surface.fill((0,0,0))

        for x in range(0,subject.env.nbCaseX):
            pygame.draw.line(self.surface,WHITE,
                             (x*self.stepX,0),
                             (x*self.stepX,subject.env.height));
        for y in range(subject.env.height):
            pygame.draw.line(self.surface,WHITE,
                             (0,y*self.stepY),
                             (subject.env.width,y*self.stepY));
        for agent in subject.env.agents:
            agentRect = pygame.Rect((int(agent.posX), int(agent.posY)), (self.stepX, self.stepY))
            pygame.draw.rect(self.surface,agent.color,agentRect)
        pygame.display.flip()



pygame.init()

WIDTH = 400
HEIGHT = 400

pygame.display.set_caption("SMA Abidine")
screen = pygame.display.set_mode((WIDTH, HEIGHT))

def main(argv):

    sma = SMA(WIDTH,HEIGHT,100,100,1000,10,False)
    vue = Vue(screen)
    sma.attach(vue)
    sma.run()
    pygame.quit()

if __name__ == "__main__":
    main(sys.argv)

您必须处理事件,您可以使用 pygame.event.get() 获得这些事件。当我将代码添加到 update 函数时,代码对我有用。不确定该功能是否打算以这种方式使用,但您明白了。程序不再崩溃:

def update(self,subject) -> None:
        while True:
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    pygame.quit()
            clock = pygame.time.Clock()
            dt = clock.tick(60)
            self.timeApp += (dt/100)
            t.append(self.timeApp)
            self.stepX = int(subject.env.width / subject.env.nbCaseX)
            self.stepY = int(subject.env.height / subject.env.nbCaseY)
            self.surface.fill((0,0,0))

            for x in range(0,subject.env.nbCaseX):
                pygame.draw.line(self.surface,WHITE,
                                 (x*self.stepX,0),
                                 (x*self.stepX,subject.env.height));
            for y in range(subject.env.height):
                pygame.draw.line(self.surface,WHITE,
                                 (0,y*self.stepY),
                                 (subject.env.width,y*self.stepY));
            for agent in subject.env.agents:
                agentRect = pygame.Rect((int(agent.posX), int(agent.posY)), (self.stepX, self.stepY))
                pygame.draw.rect(self.surface,agent.color,agentRect)
            pygame.display.flip()