How to use the vizdoom.GameVariable.POSITION_Y function in vizdoom

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github mwydmuch / ViZDoom / examples / python / objects_and_sectors.py View on Github external
game = vzd.DoomGame()

    # Use other config file if you wish.
    game.load_config(args.config)
    game.set_render_hud(False)
    game.set_screen_resolution(vzd.ScreenResolution.RES_640X480)

    # Enables information about all objects present in the current episode/level.
    game.set_objects_info_enabled(True)

    # Enables information about all sectors (map layout).
    game.set_sectors_info_enabled(True)

    game.clear_available_game_variables()
    game.add_available_game_variable(vzd.GameVariable.POSITION_X)
    game.add_available_game_variable(vzd.GameVariable.POSITION_Y)
    game.add_available_game_variable(vzd.GameVariable.POSITION_Z)

    game.init()

    actions = [[True, False, False], [False, True, False], [False, False, True]]

    episodes = 10
    sleep_time = 1.0 / vzd.DEFAULT_TICRATE  # = 0.028

    for i in range(episodes):
        print("Episode #" + str(i + 1))
    
        # Not needed for the first episode but the loop is nicer.
        game.new_episode()
        while not game.is_episode_finished():
github mwydmuch / ViZDoom / examples / python / labels.py View on Github external
# Use other config file if you wish.
    game.load_config(args.config)
    game.set_render_hud(False)

    game.set_screen_resolution(vzd.ScreenResolution.RES_640X480)

    # Set cv2 friendly format.
    game.set_screen_format(vzd.ScreenFormat.BGR24)

    # Enables labeling of the in game objects.
    game.set_labels_buffer_enabled(True)

    game.clear_available_game_variables()
    game.add_available_game_variable(vzd.GameVariable.POSITION_X)
    game.add_available_game_variable(vzd.GameVariable.POSITION_Y)
    game.add_available_game_variable(vzd.GameVariable.POSITION_Z)

    game.init()

    actions = [[True, False, False], [False, True, False], [False, False, True]]

    episodes = 10

    # Sleep time between actions in ms
    sleep_time = 28


    # Prepare some colors and drawing function
    # Colors in in BGR order
    doom_red_color = [0, 0, 203]
    doom_blue_color = [203, 0, 0]
github mwydmuch / ViZDoom / examples / python / automap.py View on Github external
game.load_config(args.config)
    game.set_render_hud(False)

    game.set_screen_resolution(vzd.ScreenResolution.RES_640X480)

    # Set cv2 friendly format.
    game.set_screen_format(vzd.ScreenFormat.BGR24)

    # Enables rendering of automap.
    game.set_automap_buffer_enabled(True)

    # All map's geometry and objects will be displayed.
    game.set_automap_mode(vzd.AutomapMode.OBJECTS_WITH_SIZE)

    game.add_available_game_variable(vzd.GameVariable.POSITION_X)
    game.add_available_game_variable(vzd.GameVariable.POSITION_Y)
    game.add_available_game_variable(vzd.GameVariable.POSITION_Z)

    # Disables game window (FPP view), we just want to see the automap.
    game.set_window_visible(False)

    # This CVAR can be used to make a map follow a player.
    game.add_game_args("+am_followplayer 1")

    # This CVAR controls scale of rendered map (higher valuer means bigger zoom).
    game.add_game_args("+viz_am_scale 10")

    # This CVAR shows the whole map centered (overrides am_followplayer and viz_am_scale).
    game.add_game_args("+viz_am_center 1")

    # Map's colors can be changed using CVARs, full list is available here: https://zdoom.org/wiki/CVARs:Automap#am_backcolor
    game.add_game_args("+am_backcolor 000000")