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spyke.py
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import pygame
import pygame_gui
import numpy as np
import gui
class Interface():
def __init__(self):
# Static Variables
self.win_size = (1920, 1018)
self.fps = 30
self.background = (67, 93, 80)
self.padding = 15 # gap between gui elements
self.button_height = 30 # height of buttons, selectors, sliders, etc.
self.button_width = 60 # width of buttons only
# Initialize graphical interface
pygame.init()
self.win = pygame.display.set_mode(self.win_size)
pygame.display.set_caption("Spyke")
self.font = pygame.font.SysFont("Hermit", 15)
self.manager = pygame_gui.UIManager(self.win_size, "theme.json")
self.clock = pygame.time.Clock()
self.running = True
# Initialize GUI elements
self.env_control_win = gui.EnvControlWin(self)
self.message_win = gui.MessageWin(self)
self.stats_win = gui.StatsWin(self)
self.command_win = gui.CommandWin(self)
self.env_win = None
self.agent_win = None
self.net_win = None
def quit(self):
# stop running processes and exit
# TODO stop & save env if running
self.running = False
if self.env_win:
if self.env_win.env.running:
self.env_win.env.running = False
pygame.quit()
def open_env_win(self):
# TODO several env windows possible
if self.env_win is not None: return
# TODO check which env is selected
self.env_win = gui.EnvWin(self)
def open_net_win(self, agent):
if self.net_win is not None: return
self.net_win = gui.NetWin(self, agent)
def handle(self, event):
self.manager.process_events(event)
# Handle keypresses
if self.env_win and event.type == pygame.KEYDOWN:
if event.key == pygame.K_UP:
self.env_win.env.agents[0].move(1)
elif event.key == pygame.K_RIGHT:
self.env_win.env.agents[0].turn_right()
elif event.key == pygame.K_LEFT:
self.env_win.env.agents[0].turn_left()
# Handle GUI Events
if event.type == pygame.USEREVENT:
# Environment Controll Events
if hasattr(event.ui_element, "ui_container"):
if event.ui_element.ui_container == self.env_control_win.get_container():
self.env_control_win.handle(event)
if self.agent_win:
if event.ui_element.ui_container == self.agent_win.get_container():
if event.user_type == pygame_gui.UI_BUTTON_PRESSED:
if event.ui_element == self.agent_win.show_button:
self.open_net_win(self.agent_win.agent)
if self.net_win:
if event.ui_element.ui_container == self.net_win._window_root_container:
if event.user_type == pygame_gui.UI_BUTTON_PRESSED:
if event.ui_element == self.net_win.spikes_button:
self.net_win.toggle_spikes()
# Handle Mouse Events
elif event.type == pygame.MOUSEBUTTONDOWN:
mpos = pygame.mouse.get_pos()
# if there is an env window and if click was inside it
if self.env_win:
env_rect = self.env_win.get_container().get_rect()
if env_rect.collidepoint(mpos):
# trasnform mouse pos into env coordinates
mpos = np.array(mpos)
scale = self.env_win.env.size[0] / self.env_win.scaled_surface.get_width()
mpos = (mpos - np.array((env_rect.left, env_rect.top))) * scale
# iterate through agents, check if one was clicked, if yes select it
old_select = self.env_win.selected_agent
for a in self.env_win.env.agents:
dist = np.linalg.norm(a.pos - mpos)
if dist <= a.radius:
self.env_win.selected_agent = a.id
if self.agent_win: self.agent_win.kill()
self.agent_win = gui.AgentWin(self, a.id)
# if selection not changed, deselect
if self.env_win.selected_agent == old_select:
if self.agent_win: self.agent_win.kill()
self.env_win.selected_agent = None
# Handle keypresses
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_RETURN:
self.command_win.text_entry.focus()
self.command_win.enter()
def run(self):
while self.running:
# reset window to background color
self.win.fill(self.background)
# check for events
for event in pygame.event.get():
if event.type == pygame.QUIT:
self.quit()
return
else:
self.handle(event)
# render, set fps and update screen
self.manager.draw_ui(self.win)
delta = self.clock.tick(self.fps) / 1000.0
pygame.display.update()
self.manager.update(delta)
if __name__ == '__main__':
app = Interface()
app.run()