经历了长年的艰苦卓绝的披星戴月的惨绝人寰的跋山涉水,我们终于接近了AI之旅的尾声(好吧,实际上我们这才是刚刚开始)。这一次真正展示一下这几回辛勤工作的结果,最后的画面会是这个样子:

下面给出完整代码(注意需要gameobjects库才可以运行,参考之前的向量篇):
| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320 | SCREEN_SIZE = (640, 480)NEST_POSITION = (320, 240)ANT_COUNT = 20NEST_SIZE = 100. import pygamefrom pygame.locals import * from random import randint, choicefrom 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 for entity in self.entities.values(): entity.process(time_passed_seconds) def render(self, surface): |