# _*_ coding:utf-8 _*_
from random import randint
import sys
import pygame
from pygame.locals import *
from gameobjects.vector2 import Vector2
import time
__author__ = 'admin'
'''
蚂蚁状态机(四)
目标:将叶子搬回巢中
1.实现将画图方法定义在ObjProduct内, 子类继承时也获得这个方法
2绘制方法存在Microcosm中,每个继承的子类都在这里绘制,无需在每个对象类中再绘制了。每个对象类中只需要实时的变更其位置即可
3.对象类中不必再定义image,从父类ObjProduct中继承属性就好,至此,对象类中自己定义的属性越来越少,减少复杂度
提议:增加新状态"回巢",在走到叶子后将叶子搬回家
新状态定义为TransState,只需要根据处于此状态的蚂蚁的位置重新定义其拾取的叶子的位置即可
'''
SCREEN_SIZE = (640, 480)
NEST_POSITION = (320, 240)
NEST_SIZE = 100.
WHITE = (255, 255, 255)
clock = pygame.time.Clock()
class Microcosm(object):
def __init__(self):
self.objects_dict = {}
self.obj_id = 0
self.objects_list = []
def addObj(self, obj):
self.objects_list.append(obj)
self.objects_dict[self.obj_id] = obj
# 是在这个位置为对象附上id属性的,下面删除字典元素时要用到这个id
obj.id = self.obj_id
self.obj_id += 1
def getObj(self, obj_id):
return self.objects_dict[obj_id]
def get_closeTo_obj(self, name, location, range=50):
for obj in self.objects_dict.values():
if obj.name == name:
distance = location.get_distance_to(obj.location)
if distance <= range:
return obj
return None
# 绘制方法存在这里,每个继承的子类都在这里绘制,无需在每个对象类中再绘制了
# 每个对象类中只需要实时的变更其位置即可
def draw(self, surface):
surface.fill(WHITE)
pygame.draw.circle(surface, (200, 255, 200), NEST_POSITION, int(NEST_SIZE))
for obj in self.objects_dict.values():
obj.draw(surface)
class ObjProduct(object):
def __init__(self, microcosm, name, path):
self.microcosm = microcosm
self.name = name
self.image_path = path
self.image = pygame.image.load(self.image_path).convert_alpha()
self.state = 0
self.fsm = None
self.id = 0
self.speed = 0
self.location = Vector2(0, 0)
self.destination = Vector2(0, 0)
def bind(self, state, fsm):
self.fsm = fsm
self.state = state
def draw(self, surface):
x, y = self.location
w, h = self.image.get_size()
surface.blit(self.image, (x - w / 2, y - h / 2))
class Leaf(ObjProduct):
def __init__(self, microcosm, name, path):
ObjProduct.__init__(self, microcosm, name, path)
self.location = Vector2(randint(0, SCREEN_SIZE[0] // 2), randint(0, SCREEN_SIZE[1] // 2))
self.leaf_position = self.location
def draw(self, surface):
ObjProduct.draw(self, surface)
class Ant(ObjProduct):
def __init__(self, microcosm, name, path):
ObjProduct.__init__(self, microcosm, name, path)
self.location = Vector2(100, 100)
self.ant_position = self.location
self.destination = Vector2(randint(0, SCREEN_SIZE[0] // 2), randint(0, SCREEN_SIZE[1] // 2))
# 这里让leaf_id为None,单纯就是不想给它一个数字而已,避免这个默认值作为Key使用时报错
self.leaf_id = None
def draw(self, surface):
ObjProduct.draw(self, surface)
def explore(self):
print("探索中.....")
distance = self.destination - self.ant_position
# 获取此时蚂蚁距离目标点间的向量长度(即两点间的实际距离)
x = self.ant_position.get_distance_to(self.destination)
# 获取单位向量,即每次蚂蚁移动的向量
heading = distance.normalise()
# 如果蚂蚁再移动单位向量就会越过目标点
if x <= heading.get_length():
# print("到达目的地了....前往下一个点")
self.destination = Vector2(randint(0, SCREEN_SIZE[0] // 2), randint(0, SCREEN_SIZE[1] // 2))
else:
self.ant_position += heading
def wait(self):
print("停顿下,思考人生.....")
pygame.time.delay(10)
class State(object):
def exec(self, obj):
pass
def exit(self, obj):
pass
class ExploreState(State):
def exec(self, obj):
# 决定探索过程中触发wait的频率
if randint(1, 1000) == 1:
# 信号置为0
obj.state = 0
else:
# 判断当前蚂蚁对象附近范围内是否有叶子存在,并获取这个叶子对象
leaf_ = obj.microcosm.get_closeTo_obj('leaf', obj.location)
# 如果有这样的叶子对象
if leaf_ is not None:
# 为当前蚂蚁对象添加该目标叶子id属性(将该叶子绑定到该蚂蚁上,方便调用)
obj.leaf_id = leaf_.id
# 信号置为seek
obj.state = 2
else:
# 附近没有叶子就执行explore
obj.explore()
class WaitSate(State):
def exec(self, obj):
# 执行wait方法
obj.wait()
# 信号置为1,使得蚂蚁再动起来
obj.state = 1
class SeekState(State):
def exec(self, obj):
# 当前蚂蚁对象是否绑定了leaf_id属性(这点可以说明蚂蚁附近是否有叶子)
if obj.leaf_id is not None:
# 通过已知的叶子id获取对应的叶子对象
leaf_ = obj.microcosm.getObj(obj.leaf_id)
print("发现目标叶子..走过去")
# 将叶子的位置当做蚂蚁本次行为的终点
obj.destination = leaf_.location
# 获取此时蚂蚁起点->终点的向量
distance = obj.destination - obj.ant_position
# 获取此时蚂蚁距离目标点间的向量长度(即两点间的实际距离)
x = obj.ant_position.get_distance_to(obj.destination)
# 获取单位向量,即每次蚂蚁移动的向量
heading = distance.normalise()
# 如果蚂蚁再移动单位向量就会越过目标点
if x <= heading.get_length():
print("已达到目标叶子")
# 让蚂蚁吃掉叶子,即在字典和列表中删除叶子对象,以防止下一次explore时蚂蚁距离该叶子还很近再被拉回
obj.microcosm.objects_dict.pop(leaf_.id)
obj.microcosm.objects_list.remove(leaf_)
# 将该蚂蚁绑定的叶子id置为None
obj.leaf_id = None
# 将信号置为1,继续探索
obj.state = 1
# 蚂蚁还未到达叶子,即还需要继续走一个heading
else:
obj.ant_position += heading
# 继续执行seeking
obj.state = 2
else:
# 当前蚂蚁附近没有叶子了,执行探索
obj.state = 1
class StateMachine(object):
def __init__(self):
# 状态集合
self.states = {0: WaitSate(), 1: ExploreState(), 2: SeekState()}
# 改变状态
def changeState(self, objs):
for obj in objs:
# 这里先留着吧,考虑下state是否有为None的必要
if obj.state is None:
return
else:
if obj.name == 'leaf':
# 无状态,不做处理,其实也可以在外层先过滤掉leaf对象
pass
else:
print("name[%s]--state[%d]" % (obj.name, obj.state))
newFsm = self.states[obj.state]
newFsm.exec(obj)
def checkForOut():
for event in pygame.event.get():
if event.type == 12:
sys.exit()
if event.type == 2:
if event.key == 27:
exit()
pygame.init()
screen = pygame.display.set_mode(SCREEN_SIZE, 0, 32)
micr = Microcosm()
sm = StateMachine()
for i in range(1):
ant = Ant(micr, 'ant', r"E:\PycharmProjects\PGStudy\resource\ant.png")
ant.bind(0, sm.states[0])
micr.addObj(ant)
while True:
checkForOut()
# 生出叶子
if randint(1, 500) == 1:
leaf = Leaf(micr, 'leaf', r"E:\PycharmProjects\PGStudy\resource\leaf.png")
leaf.bind(0, sm.states[0])
micr.addObj(leaf)
# 将绘制方法全部封装,每次循环重刷屏幕上所有对象
micr.draw(screen)
sm.changeState(micr.objects_list)
pygame.display.update()
pygame.time.delay(10)