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()
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()