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demoAgent.py
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from env import *
player_img = pygame.image.load(os.path.join("img", "player.png")).convert()
class demoPlayer(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = player_img
self.image = pygame.transform.scale(player_img, (WALLSIZE, WALLSIZE))
self.image.set_colorkey(BLACK)
pygame.draw.rect(
self.image, rand_color(random.randint(0, N)), self.image.get_rect(), 3
)
self.rect = self.image.get_rect() # get image position
self.rect.x = random.randint(0, N - 1) * WALLSIZE
self.rect.y = random.randint(0, N - 1) * WALLSIZE
self.speedx = SPEED
self.speedy = SPEED
self.score = 0
self.steps = 0
def move(self, direction):
if direction == "r":
self.steps += 1
self.rect.x += self.speedx
if self.is_player_collide_wall():
self.rect.x -= self.speedx
if direction == "l":
self.steps += 1
self.rect.x -= self.speedx
if self.is_player_collide_wall():
self.rect.x += self.speedx
if direction == "u":
self.steps += 1
self.rect.y -= self.speedy
if self.is_player_collide_wall():
self.rect.y += self.speedy
if direction == "d":
self.steps += 1
self.rect.y += self.speedy
if self.is_player_collide_wall():
self.rect.y -= self.speedy
def update(self):
key_pressed = pygame.key.get_pressed()
if key_pressed[pygame.K_RIGHT]:
self.move("r")
if key_pressed[pygame.K_LEFT]:
self.move("l")
if key_pressed[pygame.K_UP]:
self.move("u")
if key_pressed[pygame.K_DOWN]:
self.move("d")
# Avoid colliding with wall and go out of edges
if self.rect.right > WIDTH:
self.rect.right = WIDTH
if self.rect.left < 0:
self.rect.left = 0
if self.rect.bottom > HEIGHT:
self.rect.bottom = HEIGHT
if self.rect.top < 0:
self.rect.top = 0
def is_player_collide_wall(self):
for wall in walls:
if self.rect.colliderect(wall):
return True
return False