SCREEN_SIZE = (640, 480)
NEST_POSITION = (320, 240)
ANT_COUNT = 20
NEST_SIZE = 100.
import copy
import pygame
from pygame.locals import *
from random import randint, choice
from gameobjects.vector2 import Vector2
class State(object):
def __init__(self, name):
self.name = name
def do_actions(self):
pass
def check_conditions(self):
pass
def entry_actions(self):
pass
def exit_actions(self):
pass
class StateMachine(object):
def __init__(self):
self.states = {}
self.active_state = None
def add_state(self, state):
self.states[state.name] = state
def think(self):
if self.active_state is None:
return
self.active_state.do_actions()
new_state_name = self.active_state.check_conditions()
if new_state_name is not None:
self.set_state(new_state_name)
def set_state(self, new_state_name):
if self.active_state is not None:
self.active_state.exit_actions()
self.active_state = self.states[new_state_name]
self.active_state.entry_actions()
class World(object):
def __init__(self):
self.entities = {}
self.entity_id = 0
self.background = pygame.surface.Surface(SCREEN_SIZE).convert()
self.background.fill((255, 255, 255))
pygame.draw.circle(self.background, (200, 255, 200), NEST_POSITION, int(NEST_SIZE))
def add_entity(self, entity):
self.entities[self.entity_id] = entity
entity.id = self.entity_id
self.entity_id += 1
def remove_entity(self, entity):
del self.entities[entity.id]
def get(self, entity_id):
if entity_id in self.entities:
return self.entities[entity_id]
else:
return None
def process(self, time_passed):
time_passed_seconds = time_passed / 1000.0
entities2 = copy.copy(self.entities)
for entity in entities2.values():
entity.process(time_passed_seconds)
def render(self, surface):
surface.blit(self.background, (0, 0))
for entity in self.entities.values():
entity.render(surface)
def get_close_entity(self, name, location, range=100.):
location = Vector2(*location)
for entity in self.entities.values():
if entity.name == name:
distance = location.get_distance_to(entity.location)
if distance < range:
return entity
return None
class GameEntity(object):
def __init__(self, world, name, image):
self.world = world
self.name = name
self.image = image
self.location = Vector2(0, 0)
self.destination = Vector2(0, 0)
self.speed = 0.
self.brain = StateMachine()
self.id = 0
def render(self, surface):
x, y = self.location
w, h = self.image.get_size()
surface.blit(self.image, (x-w/2, y-h/2))
def process(self, time_passed):
self.brain.think()
if self.speed > 0. and self.location != self.destination:
vec_to_destination = self.destination - self.location
distance_to_destination = vec_to_destination.get_length()
heading = vec_to_destination.get_normalized()
travel_distance = min(distance_to_destination, time_passed * self.speed)
self.location += travel_distance * heading
class Leaf(GameEntity):
def __init__(self, world, image):
GameEntity.__init__(self, world, "leaf", image)
class Spider(GameEntity):
def __init__(self, world, image):
GameEntity.__init__(self, world, "spider", image)
self.dead_image = pygame.transform.flip(image, 0, 1)
self.health = 25
self.speed = 50. + randint(-20, 20)
def bitten(self):
self.health -= 1
if self.health <= 0:
self.speed = 0.
self.image = self.dead_image
self.speed = 140.
def render(self, surface):
GameEntity.render(self, surface)
x, y = self.location
w, h = self.image.get_size()
bar_x = x - 12
bar_y = y + h/2
surface.fill( (255, 0, 0), (bar_x, bar_y, 25, 4))
surface.fill( (0, 255, 0), (bar_x, bar_y, self.health, 4))
def process(self, time_passed):
x, y = self.location
if x > SCREEN_SIZE[0] + 2:
self.world.remove_entity(self)
return
GameEntity.process(self, time_passed)
class Ant(GameEntity):
def __init__(self, world, image):
GameEntity.__init__(self, world, "ant", image)
exploring_state = AntStateExploring(self)
seeking_state = AntStateSeeking(self)
delivering_state = AntStateDelivering(self)
hunting_state = AntStateHunting(self)
self.brain.add_state(exploring_state)
self.brain.add_state(seeking_state)
self.brain.add_state(delivering_state)
self.brain.add_state(hunting_state)
self.carry_image = None
def carry(self, image):
self.carry_image = image
def drop(self, surface):
if self.carry_image:
x, y = self.location
w, h = self.carry_image.get_size()
surface.blit(self.carry_image, (x-w, y-h/2))
self.carry_image = None
def render(self, surface):
GameEntity.render(self, surface)
if self.carry_image:
x, y = self.location
w, h = self.carry_image.get_size()
surface.blit(self.carry_image, (x-w, y-h/2))
class AntStateExploring(State):
def __init__(self, ant):
State.__init__(self, "exploring")
self.ant = ant
def random_destination(self):
w, h = SCREEN_SIZE
self.ant.destination = Vector2(randint(0, w), randint(0, h))
def do_actions(self):
if randint(1, 20) == 1:
self.random_destination()
def check_conditions(self):
leaf = self.ant.world.get_close_entity("leaf", self.ant.location)
if leaf is not None:
self.ant.leaf_id = leaf.id
return "seeking"
spider = self.ant.world.get_close_entity("spider", NEST_POSITION, NEST_SIZE)
if spider is not None:
if self.ant.location.get_distance_to(spider.location) < 100.:
self.ant.spider_id = spider.id
return "hunting"
return None
def entry_actions(self):
self.ant.speed = 120. + randint(-30, 30)
self.random_destination()
class AntStateSeeking(State):
def __init__(self, ant):
State.__init__(self, "seeking")
self.ant = ant
self.leaf_id = None
def check_conditions(self):
leaf = self.ant.world.get(self.ant.leaf_id)
if leaf is None:
return "exploring"
if self.ant.location.get_distance_to(leaf.location) < 5.0:
self.ant.carry(leaf.image)
self.ant.world.remove_entity(leaf)
return "delivering"
return None
def entry_actions(self):
leaf = self.ant.world.get(self.ant.leaf_id)
if leaf is not None:
self.ant.destination = leaf.location
self.ant.speed = 160. + randint(-20, 20)
class AntStateDelivering(State):
def __init__(self, ant):
State.__init__(self, "delivering")
self.ant = ant
def check_conditions(self):
if Vector2(*NEST_POSITION).get_distance_to(self.ant.location) < NEST_SIZE:
if (randint(1, 10) == 1):
self.ant.drop(self.ant.world.background)
return "exploring"
return None
def entry_actions(self):
self.ant.speed = 60.
random_offset = Vector2(rand
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