import pygame import math import os from util import Direction, calc_current_state, epsilon_greedy, get_best_q_action # Initialize pygame pygame.init() # Define constants SCREEN_WIDTH = 400 SCREEN_HEIGHT = 400 CELL_SIZE = 40 os.environ['SDL_VIDEODRIVER'] = 'dummy' # Define colors YELLOW = (255, 255, 0) RED = (255, 0, 0) WHITE = (255, 255, 255) BLUE = (0, 0, 255) BLACK = (0, 0, 0) # Labyrinth as a string labyrinth_init = [ "##########", "#........#", "#.##..##.#", "#........#", "##########" ] labyrinth = labyrinth_init.copy() # Get labyrinth dimensions ROWS = len(labyrinth) COLS = len(labyrinth[0]) # Initialize game screen # screen = pygame.display.set_mode((COLS * CELL_SIZE, ROWS * CELL_SIZE)) # pygame.display.set_caption("Micro-Pacman") screen = pygame.Surface((COLS * CELL_SIZE, ROWS * CELL_SIZE)) # Pacman class class Pacman: def __init__(self, x, y): self.x = x self.y = y self.count = 0 def move(self, dx, dy): new_x, new_y = self.x + dx, self.y + dy if labyrinth[new_y][new_x] != "#": self.x = new_x self.y = new_y def draw(self): radius = CELL_SIZE // 2 - 4 start_angle = math.pi / 6 end_angle = -math.pi / 6 pygame.draw.circle(screen, YELLOW, (self.x * CELL_SIZE + CELL_SIZE // 2, self.y * CELL_SIZE + CELL_SIZE // 2), CELL_SIZE // 2 - 4) # Calculate the points for the mouth start_pos = (self.x* CELL_SIZE + CELL_SIZE // 2 + int(radius*1.3 * math.cos(start_angle)), self.y* CELL_SIZE + CELL_SIZE // 2 - int(radius*1.3 * math.sin(start_angle))) end_pos = (self.x* CELL_SIZE + CELL_SIZE // 2 + int(radius*1.3 * math.cos(end_angle)), self.y* CELL_SIZE + CELL_SIZE // 2 - int(radius*1.3 * math.sin(end_angle))) self.count += 1 if self.count%2==0: # Draw the mouth by filling a polygon pygame.draw.polygon(screen, BLACK, [(self.x* CELL_SIZE + CELL_SIZE // 2, self.y* CELL_SIZE + CELL_SIZE // 2), start_pos, end_pos]) # Ghost class with pixel art class Ghost: # Define the pixel art for the ghost using strings ghost_pixels = [ " #### ", "######", "## # #", "######", "######", "# # # " ] def __init__(self, x, y): self.x = x self.y = y def move_towards_pacman(self, pacman): if self.x < pacman.x and labyrinth[self.y][self.x + 1] != "#": self.x += 1 elif self.x > pacman.x and labyrinth[self.y][self.x - 1] != "#": self.x -= 1 elif self.y < pacman.y and labyrinth[self.y + 1][self.x] != "#": self.y += 1 elif self.y > pacman.y and labyrinth[self.y - 1][self.x] != "#": self.y -= 1 def draw(self): pixel_size = CELL_SIZE // len(self.ghost_pixels) # Size of each pixel in the ghost art for row_idx, row in enumerate(self.ghost_pixels): for col_idx, pixel in enumerate(row): if pixel == "#": pixel_x = self.x * CELL_SIZE + col_idx * pixel_size pixel_y = self.y * CELL_SIZE + row_idx * pixel_size pygame.draw.rect(screen, RED, (pixel_x, pixel_y, pixel_size, pixel_size)) # Draw walls and cookies def draw_labyrinth(labyrinth): for y, row in enumerate(labyrinth): for x, cell in enumerate(row): if cell == "#": pygame.draw.rect(screen, BLUE, (x * CELL_SIZE, y * CELL_SIZE, CELL_SIZE, CELL_SIZE)) elif cell == ".": pygame.draw.circle(screen, WHITE, (x * CELL_SIZE + CELL_SIZE // 2, y * CELL_SIZE + CELL_SIZE // 2), 5) # Main game function def run_game(q_values, EPSILON, ALPHA, GAMMA): clock = pygame.time.Clock() labyrinth = labyrinth_init.copy() # Initialize Pacman and Ghost positions pacman = Pacman(1, 1) ghost = Ghost(COLS - 2, ROWS - 2) #? -------------------------MY CODE----------------------------------- state = calc_current_state(labyrinth, pacman.x, pacman.y, ghost.x, ghost.y) reward = 0 #? -------------------------MY CODE----------------------------------- #? GAME LOOP running = True iter = 0 while running: screen.fill(BLACK) iter = iter + 1 # Handle events for event in pygame.event.get(): if event.type == pygame.QUIT: running = False # Handle Pacman movement keys = pygame.key.get_pressed() if keys[pygame.K_LEFT]: pacman.move(-1, 0) if keys[pygame.K_RIGHT]: pacman.move(1, 0) if keys[pygame.K_UP]: pacman.move(0, -1) if keys[pygame.K_DOWN]: pacman.move(0, 1) #? -------------------------MY CODE----------------------------------- action = epsilon_greedy(q_values, state, EPSILON) if action == Direction.LEFT: pacman.move(-1, 0) if action == Direction.RIGHT: pacman.move(1, 0) if action == Direction.UP: pacman.move(0, -1) if action == Direction.DOWN: pacman.move(0, 1) #? -------------------------MY CODE----------------------------------- if iter%3==0: # Ghost moves towards Pacman ghost.move_towards_pacman(pacman) # Check for collisions (game over if ghost catches pacman) if pacman.x == ghost.x and pacman.y == ghost.y: print("Game Over! The ghost caught Pacman.") running = False reward = -10 # Eat cookies if labyrinth[pacman.y][pacman.x] == ".": labyrinth[pacman.y] = labyrinth[pacman.y][:pacman.x] + " " + labyrinth[pacman.y][pacman.x+1:] # Check if all cookies are eaten (game over) if all("." not in row for row in labyrinth): print("You Win! Pacman ate all the cookies.") reward = 10 running = False # Draw the labyrinth, pacman, and ghost #? -------------------------MY CODE----------------------------------- if not running: new_state = state else: new_state = calc_current_state(labyrinth, pacman.x, pacman.y, ghost.x, ghost.y) best_action_new_state, _ = get_best_q_action(q_values, new_state) best_value_new_state = q_values[(new_state, best_action_new_state)] current_value = q_values.get((state, action)) adjusted_value = ALPHA * (reward + GAMMA * best_value_new_state - current_value) q_values[(state, action)] = current_value + adjusted_value state = new_state if not running: counter = 0 for y, row in enumerate(labyrinth): for x, cell in enumerate(row): if cell == ".": counter += 1 return 20-counter #? -------------------------MY CODE----------------------------------- draw_labyrinth(labyrinth) pacman.draw() ghost.draw() # Update display # pygame.display.flip() # Cap the frame rate clock.tick(10000) pygame.quit() if __name__ == "__main__": run_game()