Add bfs path finding

Co-authored-by: Marcin Matoga <marmat35@st.amu.edu.pl>
Co-authored-by: Sebastian Piotrowski <sebpio@st.amu.edu.pl>
Co-authored-by: Ladislaus3III <Ladislaus3III@users.noreply.github.com>
This commit is contained in:
eugenep 2021-04-10 22:23:34 +02:00
parent dafa68f3fd
commit 4b6117779f
6 changed files with 249 additions and 14 deletions

12
grid.py
View File

@ -1,7 +1,8 @@
from copy import copy, deepcopy
#from copy import copy, deepcopy
"""
class Grid:
#def __init__(self, width, height, locationGrid=[[]], graph={}, translationGrid)=:
def __init__(self, width, height, locationGrid=[[]], graph={}, translationGrid)=:
def __init__(self, width, height):
self.width = width
self.heigth = height
@ -21,12 +22,12 @@ class Grid:
def fillLocationGrid(self):
pass
"""self.locationGrid[0] =
self.locationGrid[0] =
self.locationGrid[1] =
self.locationGrid[2] =
self.locationGrid[3] =
self.locationGrid[4] =
self.locationGrid[5] = """
self.locationGrid[5] =
def printLocationGrid(self):
@ -52,4 +53,5 @@ class Grid:
self.locationGrid[x][y] = value
def setTranslationGridCell(self, x, y, value):
self.translationGrid[x][y] = value
self.translationGrid[x][y] = value
"""

37
main.py
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@ -2,6 +2,7 @@ import pygame as pg
import sys
import ctypes
from os import path
from maze import *
from grid import *
from settings import *
from sprites import *
@ -84,6 +85,38 @@ class Game:
self.player.move(dy=-1, direction='Up')
if event.key == pg.K_DOWN:
self.player.move(dy=1, direction='Down')
if event.key == pg.K_F2:
self.player.maze.run()
self.player.parse_maze_moves()
self.i_like_to_move_it()
def i_like_to_move_it(self):
for i in self.player.moves:
if i == 'Right':
self.player.move(dx=1, direction='Right')
if i == 'Turn Right':
self.player.move(0, 0, direction='Right')
if i == 'Left':
self.player.move(dx=-1, direction='Left')
if i == 'Turn Left':
self.player.move(0, 0, direction='Left')
if i == 'Down':
self.player.move(dy=1, direction='Down')
if i == 'Turn Down':
self.player.move(0, 0, direction='Down')
if i == 'Up':
self.player.move(dy=-1, direction='Up')
if i == 'Turn Up':
self.player.move(0, 0, direction='Up')
def show_start_screen(self):
pass
@ -94,6 +127,10 @@ class Game:
# create the game object
g = Game()
g.show_start_screen()
#m = Maze()
#m.run()
while True:
g.new()
g.run()

11
map.txt
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@ -1,4 +1,7 @@
.A....
..222.
.222..
......
.A.....
.......
.......
.......
.......
....2..
.......

117
maze.py Normal file
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@ -0,0 +1,117 @@
import queue
from os import path
class Maze:
def __init__(self):
self.maze = []
self.moves = ""
def loadMaze(self):
maze_folder = path.dirname(__file__)
with open(path.join(maze_folder, 'map.txt'), 'rt') as f:
for line in f:
self.maze.append(line)
return self.maze
def printMaze(self, maze, path=""):
for x, pos in enumerate(maze[0]):
if pos == "A":
start = x
i = start
j = 0
pos = set()
for move in path:
if move == "L":
i -= 1
elif move == "R":
i += 1
elif move == "U":
j -= 1
elif move == "D":
j += 1
pos.add((j,i))
for j, row in enumerate(maze):
for i, col in enumerate(row):
if (j, i) in pos:
print("+ ", end="")
else:
print(col + " ", end="")
print()
def valid(self, maze, moves):
for x, pos in enumerate(maze[0]):
if pos == "A":
start = x
i = start
j = 0
for move in moves:
if move == "L":
i -= 1
elif move == "R":
i += 1
elif move == "U":
j -= 1
elif move == "D":
j += 1
if not(0 <= i < len(maze[0]) and 0 <= j < len(maze)):
return False
return True
def findEnd(self, maze, moves):
for x, pos in enumerate(maze[0]):
if pos == "A":
start = x
i = start
j = 0
for move in moves:
if move == "L":
i -= 1
elif move == "R":
i += 1
elif move == "U":
j -= 1
elif move == "D":
j += 1
if maze[j][i] == "2":
print("Found: " + moves)
self.moves = moves
self.printMaze(maze, moves)
return True
return False
def run(self):
nums = queue.Queue()
nums.put("")
add = ""
self.loadMaze()
while not self.findEnd(self.maze, add):
add = nums.get()
for j in ["L", "R", "U", "D"]:
put = add + j
if self.valid(self.maze, put):
nums.put(put)

View File

@ -8,7 +8,7 @@ RED = (255, 0, 0)
YELLOW = (255, 255, 0)
# game settings
MAP_SIZE = 6
MAP_SIZE = 7
TILESIZE = 100
WIDTH = TILESIZE * MAP_SIZE # 16 * 64 or 32 * 32 or 64 * 16
HEIGHT = TILESIZE * MAP_SIZE # 16 * 48 or 32 * 24 or 64 * 12

View File

@ -1,7 +1,9 @@
import pygame as pg
import enum
import ctypes
import ast
from settings import *
from maze import *
class Player(pg.sprite.Sprite):
def __init__(self, game, x, y, direction = 'Right'):
@ -18,6 +20,8 @@ class Player(pg.sprite.Sprite):
self.x = x
self.y = y
self.direction = direction
self.maze = Maze()
self.moves = ''
def move(self, dx=0, dy=0, direction = ''):
if direction == self.direction:
@ -25,7 +29,9 @@ class Player(pg.sprite.Sprite):
if dx > 0:
if self.check_border(dx):
if self.collide_with_mines(dx):
ctypes.windll.user32.MessageBoxW(0, "Mine Ahead!", "Warning", 1)
#ctypes.windll.user32.MessageBoxW(0, "Mine Ahead!", "Warning", 1)
print("Mine Ahead!")
self.x += dx
else:
self.x += dx
@ -33,7 +39,9 @@ class Player(pg.sprite.Sprite):
if dy < 0:
if self.check_border(0, dy):
if self.collide_with_mines(0, dy):
ctypes.windll.user32.MessageBoxW(0, "Mine Ahead!", "Warning", 1)
#ctypes.windll.user32.MessageBoxW(0, "Mine Ahead!", "Warning", 1)
print("Mine Ahead!")
self.y += dy
else:
self.y += dy
@ -41,7 +49,9 @@ class Player(pg.sprite.Sprite):
if dy > 0:
if self.check_border(0, dy):
if self.collide_with_mines(0, dy):
ctypes.windll.user32.MessageBoxW(0, "Mine Ahead!", "Warning", 1)
#ctypes.windll.user32.MessageBoxW(0, "Mine Ahead!", "Warning", 1)
print("Mine Ahead!")
self.y += dy
else:
self.y += dy
@ -49,7 +59,9 @@ class Player(pg.sprite.Sprite):
if dx < 0:
if self.check_border(dx):
if self.collide_with_mines(dx):
ctypes.windll.user32.MessageBoxW(0, "Mine Ahead!", "Warning", 1)
#ctypes.windll.user32.MessageBoxW(0, "Mine Ahead!", "Warning", 1)
print("Mine Ahead!")
self.x += dx
else:
self.x += dx
@ -78,6 +90,70 @@ class Player(pg.sprite.Sprite):
return True
return False
"""
right = 1
left = -1
if self.self.moves[n+1] != 'R':
if self.moves[n+1] == 'U':
module.insert(n, 'Turn Up')
if self.moves[n+1] == 'L':
module.insert(n, 'Turn Left')
if self.moves[n+1] == 'D':
module.insert(n, 'Turn Down')
"""
def parse_maze_moves(self):
self.moves = [char for char in self.maze.moves]
for n, i in enumerate(self.moves):
if i == 'R':
self.moves[n] = 'Right'
if n != len(self.moves)-1:
if i != self.moves[n+1]:
if self.moves[n+1] == 'D':
self.moves.insert(n+1, 'Turn Down')
if self.moves[n+1] == 'U':
self.moves.insert(n+1, 'Turn Up')
if self.moves[n+1] == 'L':
self.moves.insert(n+1, 'Turn Left')
else:
self.move(dx=-1, direction='Right')
if i == 'L':
self.moves[n] = 'Left'
if n != len(self.moves)-1:
if i != self.moves[n+1]:
if self.moves[n+1] == 'D':
self.moves.insert(n+1, 'Turn Down')
if self.moves[n+1] == 'U':
self.moves.insert(n+1, 'Turn Up')
if self.moves[n+1] == 'R':
self.moves.insert(n+1, 'Turn Right')
if i == 'D':
self.moves[n] = 'Down'
if n != len(self.moves)-1:
if i != self.moves[n+1]:
if self.moves[n+1] == 'R':
self.moves.insert(n+1, 'Turn Right')
if self.moves[n+1] == 'U':
self.moves.insert(n+1, 'Turn Up')
if self.moves[n+1] == 'L':
self.moves.insert(n+1, 'Turn Left')
if i == 'U':
self.moves[n] = 'Up'
if n != len(self.moves)-1:
if i != self.moves[n+1]:
if self.moves[n+1] == 'D':
self.moves.insert(n+1, 'Turn Down')
if self.moves[n+1] == 'R':
self.moves.insert(n+1, 'Turn Right')
if self.moves[n+1] == 'L':
self.moves.insert(n+1, 'Turn Left')
print(self.moves)
def update(self):
self.rect.x = self.x * TILESIZE
self.rect.y = self.y * TILESIZE