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import tkinter as tk
import time
from game_env import GameEnv
"""
Graphical Visualiser for Cheese Hunter. You may modify this file if desired.
COMP3702 Assignment 1 "Cheese Hunter" Support Code, 2025
"""
class GUI:
TILE_W = 32
TILE_H = 32
TILE_W_SMALL = 16
TILE_H_SMALL = 16
UPDATE_DELAY = 0.5
TWEEN_STEPS = 16
TWEEN_DELAY = 0.005
def __init__(self, game_env):
self.lever_images = None
self.trap_images = None
self.game_env = game_env
init_state = game_env.get_init_state()
self.last_state = init_state
# Choose small or large mode
self.window = tk.Tk()
screen_width, screen_height = (
self.window.winfo_screenwidth(),
self.window.winfo_screenheight(),
)
if (screen_width < self.game_env.n_cols * self.TILE_W) or (
screen_height < self.game_env.n_rows * self.TILE_H
):
small_mode = True
self.tile_w = self.TILE_W_SMALL
self.tile_h = self.TILE_H_SMALL
else:
small_mode = False
self.tile_w = self.TILE_W
self.tile_h = self.TILE_H
self.window.title("Cheese Hunter Visualiser")
self.window.geometry(
f"{self.game_env.n_cols * self.tile_w}x{self.game_env.n_rows * self.tile_h}"
)
self.canvas = tk.Canvas(self.window)
self.canvas.configure(bg="white")
self.canvas.pack(fill="both", expand=True)
self.trapdoors_locked = {}
self.trapdoors_closed = {}
self.trapdoors_open = {}
self.drawbridges_closed = {}
self.drawbridges_open = {}
self.trapdoor_levers_open = {}
self.trapdoor_levers_closed = {}
self.drawbridge_levers_open = {}
self.drawbridge_levers_closed = {}
# Load images
if small_mode:
self.background = tk.PhotoImage(file="gui_assets/Small/background_wall.png")
self.tile_player = tk.PhotoImage(file="gui_assets/Small/player_mouse.png")
self.tile_cheese = tk.PhotoImage(file="gui_assets/Small/goal_cheese.png")
self.tile_ladder = tk.PhotoImage(file="gui_assets/Small/ladder.png")
self.tile_stone = tk.PhotoImage(file="gui_assets/Small/solid_wall.png")
for i in range(10):
self.trapdoors_locked[i] = tk.PhotoImage(
file=f"gui_assets/Small/trapdoors/locked_trapdoor_{i}.png"
)
self.trapdoors_closed[i] = tk.PhotoImage(
file=f"gui_assets/Small/trapdoors/closed_trapdoor_{i}.png"
)
self.trapdoors_open[i] = tk.PhotoImage(
file=f"gui_assets/Small/trapdoors/open_trapdoor_{i}.png"
)
self.drawbridges_closed[i] = tk.PhotoImage(
file=f"gui_assets/Small/drawbridges/closed_drawbridge_{i}.png"
)
self.drawbridges_open[i] = tk.PhotoImage(
file=f"gui_assets/Small/drawbridges/open_drawbridge_{i}.png"
)
self.trapdoor_levers_closed[i] = tk.PhotoImage(
file=f"gui_assets/Small/trapdoors/closed_trapdoor_lever_{i}.png"
)
self.trapdoor_levers_open[i] = tk.PhotoImage(
file=f"gui_assets/Small/trapdoors/open_trapdoor_lever_{i}.png"
)
self.drawbridge_levers_closed[i] = tk.PhotoImage(
file=f"gui_assets/Small/drawbridges/closed_drawbridge_lever_{i}.png"
)
self.drawbridge_levers_open[i] = tk.PhotoImage(
file=f"gui_assets/Small/drawbridges/open_drawbridge_lever_{i}.png"
)
else:
self.background = tk.PhotoImage(file="gui_assets/background_wall.png")
self.tile_player = tk.PhotoImage(file="gui_assets/player_mouse.png")
self.tile_cheese = tk.PhotoImage(file="gui_assets/goal_cheese.png")
self.tile_ladder = tk.PhotoImage(file="gui_assets/ladder.png")
self.tile_stone = tk.PhotoImage(file="gui_assets/solid_wall.png")
for i in range(10):
self.trapdoors_locked[i] = tk.PhotoImage(
file=f"gui_assets/trapdoors/locked_trapdoor_{i}.png"
)
self.trapdoors_closed[i] = tk.PhotoImage(
file=f"gui_assets/trapdoors/closed_trapdoor_{i}.png"
)
self.trapdoors_open[i] = tk.PhotoImage(
file=f"gui_assets/trapdoors/open_trapdoor_{i}.png"
)
self.drawbridges_closed[i] = tk.PhotoImage(
file=f"gui_assets/drawbridges/closed_drawbridge_{i}.png"
)
self.drawbridges_open[i] = tk.PhotoImage(
file=f"gui_assets/drawbridges/open_drawbridge_{i}.png"
)
self.trapdoor_levers_closed[i] = tk.PhotoImage(
file=f"gui_assets/trapdoors/closed_trapdoor_lever_{i}.png"
)
self.trapdoor_levers_open[i] = tk.PhotoImage(
file=f"gui_assets/trapdoors/open_trapdoor_lever_{i}.png"
)
self.drawbridge_levers_closed[i] = tk.PhotoImage(
file=f"gui_assets/drawbridges/closed_drawbridge_lever_{i}.png"
)
self.drawbridge_levers_open[i] = tk.PhotoImage(
file=f"gui_assets/drawbridges/open_drawbridge_lever_{i}.png"
)
# Draw background (all permanent features, i.e. everything except player, traps, and levers)
for r in range(self.game_env.n_rows):
for c in range(self.game_env.n_cols):
if self.game_env.grid_data[r][c] == GameEnv.SOLID_TILE:
self.canvas.create_image(
(c * self.tile_w),
(r * self.tile_h),
image=self.tile_stone,
anchor=tk.NW,
)
elif self.game_env.grid_data[r][c] == GameEnv.LADDER_TILE:
self.canvas.create_image(
(c * self.tile_w),
(r * self.tile_h),
image=self.background,
anchor=tk.NW,
)
self.canvas.create_image(
(c * self.tile_w),
(r * self.tile_h),
image=self.tile_ladder,
anchor=tk.NW,
)
elif self.game_env.grid_data[r][c] in (
GameEnv.AIR_TILE,
GameEnv.TRAPDOOR,
GameEnv.DRAWBRIDGE,
GameEnv.LEVER,
):
self.canvas.create_image(
(c * self.tile_w),
(r * self.tile_h),
image=self.background,
anchor=tk.NW,
)
if r == self.game_env.goal_row and c == self.game_env.goal_col:
self.canvas.create_image(
(c * self.tile_w),
(r * self.tile_h),
image=self.tile_cheese,
anchor=tk.NW,
)
# Draw player for initial state
self.player_image = None
self.draw_player(init_state.row, init_state.col)
# Draw traps and levers for inital state
self.lever_images = None
self.trap_images = None
self.draw_traps_and_levers(init_state)
self.window.update()
self.last_update_time = time.time()
def update_state(self, state):
# Delete then redraw all traps and levers
for trap in self.trap_images:
self.canvas.delete(trap)
for lever in self.lever_images:
self.canvas.delete(lever)
self.draw_traps_and_levers(state)
# Remove and re-draw player
self.canvas.delete(self.player_image)
self.draw_player(state.row, state.col)
# Tween player to new position
for i in range(1, self.TWEEN_STEPS + 1):
time.sleep(self.TWEEN_DELAY)
self.canvas.delete(self.player_image)
r1 = self.last_state.row + (i / self.TWEEN_STEPS) * (
state.row - self.last_state.row
)
c1 = self.last_state.col + (i / self.TWEEN_STEPS) * (
state.col - self.last_state.col
)
# Remove old player position, draw new player position
self.draw_player(r1, c1)
self.window.update()
self.last_state = state
# Delay until next update
self.window.update()
time_since_last_update = time.time() - self.last_update_time
time.sleep(max(self.UPDATE_DELAY - time_since_last_update, 0))
self.last_update_time = time.time()
def draw_traps_and_levers(self, state):
self.trap_images = []
self.lever_images = []
drawbridge_id = 0
trapdoor_id = 0
for i, t in enumerate(state.trap_status):
if (
self.game_env.grid_data[self.game_env.trap_positions[i][0]][
self.game_env.trap_positions[i][1]
]
== self.game_env.DRAWBRIDGE
):
# Draw open or closed drawbridge and lever based on trap status
if t == 1:
trap_img = self.canvas.create_image(
(self.game_env.trap_positions[i][1] * self.tile_w),
((self.game_env.trap_positions[i][0] - 1) * self.tile_h),
image=self.drawbridges_open[drawbridge_id],
anchor=tk.NW,
)
lever_img = self.canvas.create_image(
(self.game_env.lever_positions[i][1] * self.tile_w),
(self.game_env.lever_positions[i][0] * self.tile_h),
image=self.drawbridge_levers_open[drawbridge_id],
anchor=tk.NW,
)
else:
trap_img = self.canvas.create_image(
(self.game_env.trap_positions[i][1] * self.tile_w),
((self.game_env.trap_positions[i][0] - 1) * self.tile_h),
image=self.drawbridges_closed[drawbridge_id],
anchor=tk.NW,
)
lever_img = self.canvas.create_image(
(self.game_env.lever_positions[i][1] * self.tile_w),
(self.game_env.lever_positions[i][0] * self.tile_h),
image=self.drawbridge_levers_closed[drawbridge_id],
anchor=tk.NW,
)
drawbridge_id += 1
else:
# Draw open or closed trapdoor and lever based on trap status
# and player position (open trapdoor if player is above or on it)
if t == 1: # trapdoor locked
lever_img = self.canvas.create_image(
(self.game_env.lever_positions[i][1] * self.tile_w),
(self.game_env.lever_positions[i][0] * self.tile_h),
image=self.trapdoor_levers_open[trapdoor_id],
anchor=tk.NW,
)
trap_img = self.canvas.create_image(
(self.game_env.trap_positions[i][1] * self.tile_w),
(self.game_env.trap_positions[i][0] * self.tile_h),
image=self.trapdoors_locked[trapdoor_id],
anchor=tk.NW,
)
else: # trapdoor unlocked
lever_img = self.canvas.create_image(
(self.game_env.lever_positions[i][1] * self.tile_w),
(self.game_env.lever_positions[i][0] * self.tile_h),
image=self.trapdoor_levers_closed[trapdoor_id],
anchor=tk.NW,
)
if (state.row + 1, state.col) == self.game_env.trap_positions[
i
] or (state.row, state.col) == self.game_env.trap_positions[i]:
trap_img = self.canvas.create_image(
(self.game_env.trap_positions[i][1] * self.tile_w),
(self.game_env.trap_positions[i][0] * self.tile_h),
image=self.trapdoors_open[trapdoor_id],
anchor=tk.NW,
)
else:
trap_img = self.canvas.create_image(
(self.game_env.trap_positions[i][1] * self.tile_w),
(self.game_env.trap_positions[i][0] * self.tile_h),
image=self.trapdoors_closed[trapdoor_id],
anchor=tk.NW,
)
trapdoor_id += 1
self.trap_images.append(trap_img)
self.lever_images.append(lever_img)
def draw_player(self, row, col):
self.player_image = self.canvas.create_image(
(col * self.tile_w),
(row * self.tile_h),
image=self.tile_player,
anchor=tk.NW,
)